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Kai Westerkamp
Unterteilungsalgorithmen
Commits
1360526f
Commit
1360526f
authored
Jun 27, 2016
by
Philipp Adolf
Browse files
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Add edge computation shader
parents
188a8f55
09a808ae
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7 changed files
with
88 additions
and
53 deletions
+88
-53
mesh.cpp
QTProject/mesh.cpp
+2
-2
mesh.h
QTProject/mesh.h
+6
-0
resources.qrc
QTProject/resources.qrc
+1
-1
subdivision-edge.compute
QTProject/subdivision-edge.compute
+28
-0
subdivision.compute
QTProject/subdivision.compute
+0
-15
subdivision.cpp
QTProject/subdivision.cpp
+47
-31
subdivision.h
QTProject/subdivision.h
+4
-4
No files found.
QTProject/mesh.cpp
View file @
1360526f
...
@@ -370,8 +370,8 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index)
...
@@ -370,8 +370,8 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index)
// Draw Vertex Array
// Draw Vertex Array
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entries
[
index
].
VB_handle
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entries
[
index
].
VB_handle
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glVertexAttribPointer
(
normalIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
1
2
);
//12
f
->
glVertexAttribPointer
(
normalIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
1
6
);
//3*4+4
f
->
glVertexAttribPointer
(
uvIndex
,
2
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
24
);
// 12+12
f
->
glVertexAttribPointer
(
uvIndex
,
2
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
32
);
// 12+4+12+4
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entries
[
index
].
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entries
[
index
].
IB_handle
);
...
...
QTProject/mesh.h
View file @
1360526f
...
@@ -17,8 +17,14 @@
...
@@ -17,8 +17,14 @@
struct
Vertex
struct
Vertex
{
{
QVector3D
pos
;
QVector3D
pos
;
float
padding0
;
QVector3D
normal
;
QVector3D
normal
;
float
padding1
;
QVector2D
tex
;
QVector2D
tex
;
QVector2D
padding2
;
Vertex
(){}
Vertex
(){}
...
...
QTProject/resources.qrc
View file @
1360526f
...
@@ -5,6 +5,6 @@
...
@@ -5,6 +5,6 @@
<file>subdivide.tcs</file>
<file>subdivide.tcs</file>
<file>subdivide.tes</file>
<file>subdivide.tes</file>
<file>subdivide.vert</file>
<file>subdivide.vert</file>
<file>subdivision.compute</file>
<file>subdivision
-edge
.compute</file>
</qresource>
</qresource>
</RCC>
</RCC>
QTProject/subdivision-edge.compute
0 → 100644
View file @
1360526f
#version 430 core
layout (local_size_x = 1) in;
struct Vertex {
vec3 pos;
vec3 norm;
vec2 uv;
};
layout(std430, binding=0) readonly buffer Vertices {
Vertex vertices[];
};
layout(std430, binding=1) readonly buffer EdgeIndices {
unsigned int indices[][4];
};
layout(std430, binding=2) writeonly buffer Output {
Vertex edges[];
};
void main(){
edges[gl_GlobalInvocationID.x].norm = vec3(0.0, 0.0, 0.0);
edges[gl_GlobalInvocationID.x].uv = vec2(0.0, 0.0);
edges[gl_GlobalInvocationID.x].pos = 3.0/8.0 * (vertices[indices[gl_GlobalInvocationID.x][0]].pos + vertices[indices[gl_GlobalInvocationID.x][1]].pos) + 1.0/8.0 * (vertices[indices[gl_GlobalInvocationID.x][2]].pos + vertices[indices[gl_GlobalInvocationID.y][3]].pos);
}
QTProject/subdivision.compute
deleted
100644 → 0
View file @
188a8f55
#version 430 core
layout (local_size_x = 2) in;
layout(std430, binding=0) readonly buffer Input {
float offset;
};
layout(std430, binding=1) writeonly buffer Output {
float data[];
};
void main(){
data[gl_GlobalInvocationID.x] = 100 * gl_GlobalInvocationID.x + gl_LocalInvocationID.x + offset;
}
QTProject/subdivision.cpp
View file @
1360526f
...
@@ -7,11 +7,11 @@ Subdivision::Subdivision(QOpenGLFunctions_4_3_Core *f)
...
@@ -7,11 +7,11 @@ Subdivision::Subdivision(QOpenGLFunctions_4_3_Core *f)
Subdivision
::~
Subdivision
()
Subdivision
::~
Subdivision
()
{
{
delete
s
hader
;
delete
edgeS
hader
;
}
}
void
Subdivision
::
init
()
{
void
Subdivision
::
init
()
{
shader
=
init
ComputeShaderProgram
();
edgeShader
=
initEdge
ComputeShaderProgram
();
}
}
QVector
<
unsigned
int
>
Subdivision
::
fillVector
(
unsigned
int
a
,
unsigned
int
b
,
unsigned
int
c
,
unsigned
int
d
){
QVector
<
unsigned
int
>
Subdivision
::
fillVector
(
unsigned
int
a
,
unsigned
int
b
,
unsigned
int
c
,
unsigned
int
d
){
...
@@ -23,8 +23,8 @@ QVector<unsigned int> Subdivision::fillVector(unsigned int a, unsigned int b, un
...
@@ -23,8 +23,8 @@ QVector<unsigned int> Subdivision::fillVector(unsigned int a, unsigned int b, un
return
x
;
return
x
;
}
}
QOpenGLShaderProgram
*
Subdivision
::
initComputeShaderProgram
(){
QOpenGLShaderProgram
*
Subdivision
::
init
Edge
ComputeShaderProgram
(){
QString
source
=
QLatin1String
(
":/subdivision.compute"
);
QString
source
=
QLatin1String
(
":/subdivision
-edge
.compute"
);
qDebug
()
<<
"Compiling compute shader ..."
;
qDebug
()
<<
"Compiling compute shader ..."
;
QOpenGLShader
*
computeShader
=
new
QOpenGLShader
(
QOpenGLShader
::
Compute
);
QOpenGLShader
*
computeShader
=
new
QOpenGLShader
(
QOpenGLShader
::
Compute
);
...
@@ -47,12 +47,13 @@ QOpenGLShaderProgram *Subdivision::initComputeShaderProgram(){
...
@@ -47,12 +47,13 @@ QOpenGLShaderProgram *Subdivision::initComputeShaderProgram(){
}
}
Mesh
*
Subdivision
::
subdivide
(
Mesh
*
mesh
)
{
Mesh
*
Subdivision
::
subdivide
(
Mesh
*
mesh
)
{
precomputeTables
(
mesh
);
QVector
<
QVector
<
unsigned
int
>
>
edgeIndices
;
runShader
(
mesh
);
precomputeTables
(
mesh
,
edgeIndices
);
runShader
(
mesh
,
edgeIndices
);
return
NULL
;
return
NULL
;
}
}
void
Subdivision
::
precomputeTables
(
Mesh
*
mesh
)
{
void
Subdivision
::
precomputeTables
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices_base
)
{
Mesh
::
Node
root
=
mesh
->
getRootNode
();
Mesh
::
Node
root
=
mesh
->
getRootNode
();
int
firstMeshEntryIndex
=
-
1
;
int
firstMeshEntryIndex
=
-
1
;
...
@@ -73,7 +74,6 @@ void Subdivision::precomputeTables(Mesh *mesh) {
...
@@ -73,7 +74,6 @@ void Subdivision::precomputeTables(Mesh *mesh) {
//compute edge table
//compute edge table
//Format: first two entries: edge vertices. last two entries: distant vertices.
//Format: first two entries: edge vertices. last two entries: distant vertices.
QVector
<
QVector
<
unsigned
int
>
>
edgeIndices_base
;
for
(
int
i
=
0
;
i
<
ib
.
length
();
i
+=
3
){
for
(
int
i
=
0
;
i
<
ib
.
length
();
i
+=
3
){
//schaue alle dreiecke an
//schaue alle dreiecke an
...
@@ -265,33 +265,48 @@ void Subdivision::precomputeTables(Mesh *mesh) {
...
@@ -265,33 +265,48 @@ void Subdivision::precomputeTables(Mesh *mesh) {
}
}
void
Subdivision
::
runShader
(
Mesh
*
mesh
)
{
void
Subdivision
::
runShader
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices
)
{
/*
* This shader will set the output buffer to its global ID times hundred + the local id + offset.
*
* So, for offset = 0 we will get 0, 101, 200, 301 and so on as there's two threads in a local group.
*/
qDebug
()
<<
"Running compute shader"
;
qDebug
()
<<
"Running compute shader"
;
int
num
=
6
*
2
;
// must be a multiple of two as we do not handle the other case
GLfloat
offset
=
3.0
f
;
shader
->
bind
();
Mesh
::
Node
root
=
mesh
->
getRootNode
();
int
firstMeshEntryIndex
=
-
1
;
bool
meshExists
=
root
.
getFirstMeshIndex
(
firstMeshEntryIndex
);
if
(
!
meshExists
){
qDebug
()
<<
"No Mesh found. Abort shader execution."
;
return
;
}
qDebug
()
<<
"Mesh found. Index:"
<<
firstMeshEntryIndex
;
Mesh
::
MeshEntry
*
firstMeshEntry
=
mesh
->
getMeshEntry
(
firstMeshEntryIndex
);
GLuint
vb_handle
=
firstMeshEntry
->
VB_handle
;
QVector
<
Vertex
>
vb
=
firstMeshEntry
->
getVertexBuffer
();
edgeShader
->
bind
();
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
vb_handle
);
GLuint
*
edgeIDs
=
new
GLuint
[
edgeIndices
.
size
()
*
4
];
for
(
uint
i
=
0
;
i
<
edgeIndices
.
size
();
i
++
)
{
for
(
uint
j
=
0
;
j
<
4
;
j
++
)
{
edgeIDs
[
4
*
i
+
j
]
=
edgeIndices
[
i
][
j
];
}
}
// Create an input buffer and set it to the value of offset
// Create an input buffer and set it to the value of offset
GLuint
offsetBufferID
;
GLuint
indicesID
;
f
->
glGenBuffers
(
1
,
&
offsetBufferID
);
f
->
glGenBuffers
(
1
,
&
indicesID
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
offsetBufferID
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
indicesID
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
sizeof
(
GLfloat
),
&
offset
,
GL_DYNAMIC_DRAW
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
edgeIndices
.
size
()
*
sizeof
(
GLuint
)
*
4
,
&
edgeIDs
[
0
],
GL_DYNAMIC_DRAW
);
delete
edgeIDs
;
// Create an output buffer
// Create an output buffer
GLuint
bufferID
;
GLuint
bufferID
;
f
->
glGenBuffers
(
1
,
&
bufferID
);
f
->
glGenBuffers
(
1
,
&
bufferID
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
bufferID
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
bufferID
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
sizeof
(
GLfloat
)
*
num
,
NULL
,
GL_DYNAMIC_DRAW
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
edgeIndices
.
size
()
*
sizeof
(
Vertex
)
,
NULL
,
GL_DYNAMIC_DRAW
);
// Run the shader
// Run the shader
f
->
glDispatchCompute
(
num
/
2
,
1
,
1
);
f
->
glDispatchCompute
(
edgeIndices
.
size
()
,
1
,
1
);
// Wait for the shader to complete and the data to be written back to the global memory
// Wait for the shader to complete and the data to be written back to the global memory
f
->
glMemoryBarrier
(
GL_SHADER_STORAGE_BARRIER_BIT
);
f
->
glMemoryBarrier
(
GL_SHADER_STORAGE_BARRIER_BIT
);
...
@@ -299,19 +314,20 @@ void Subdivision::runShader(Mesh *mesh) {
...
@@ -299,19 +314,20 @@ void Subdivision::runShader(Mesh *mesh) {
// Unbind the buffers from the shader
// Unbind the buffers from the shader
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
0
);
// Map the output buffer so we can read the results
// Map the output buffer so we can read the results
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
bufferID
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
bufferID
);
GLfloat
*
ptr
;
Vertex
*
ptr
;
ptr
=
(
GLfloat
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
ptr
=
(
Vertex
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
for
(
int
i
=
0
;
i
<
num
;
i
++
)
{
for
(
int
i
=
0
;
i
<
edgeIndices
.
size
()
;
i
++
)
{
qDebug
()
<<
i
<<
ptr
[
i
]
;
qDebug
()
<<
ptr
[
i
].
pos
;
}
}
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
// Delete the buffers the free the resources
// Delete the buffers the free the resources
f
->
glDeleteBuffers
(
1
,
&
offsetBuffer
ID
);
f
->
glDeleteBuffers
(
1
,
&
indices
ID
);
f
->
glDeleteBuffers
(
1
,
&
bufferID
);
f
->
glDeleteBuffers
(
1
,
&
bufferID
);
s
hader
->
release
();
edgeS
hader
->
release
();
}
}
QTProject/subdivision.h
View file @
1360526f
...
@@ -17,11 +17,11 @@ public:
...
@@ -17,11 +17,11 @@ public:
private
:
private
:
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLShaderProgram
*
s
hader
;
QOpenGLShaderProgram
*
edgeS
hader
;
QOpenGLShaderProgram
*
initComputeShaderProgram
();
QOpenGLShaderProgram
*
init
Edge
ComputeShaderProgram
();
void
precomputeTables
(
Mesh
*
mesh
);
void
precomputeTables
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices_base
);
void
runShader
(
Mesh
*
mesh
);
void
runShader
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices
);
QVector
<
unsigned
int
>
fillVector
(
unsigned
int
a
,
unsigned
int
b
,
unsigned
int
c
,
unsigned
int
d
);
QVector
<
unsigned
int
>
fillVector
(
unsigned
int
a
,
unsigned
int
b
,
unsigned
int
c
,
unsigned
int
d
);
};
};
...
...
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