Commit 1431f036 by Philipp Adolf

Turn edgeIndices_base into a flat array

parent 23085e12
......@@ -15,15 +15,6 @@ void Subdivision::init() {
edgeShader = initComputeShaderProgram(source);
}
QVector<unsigned int> Subdivision::fillVector(unsigned int a, unsigned int b, unsigned int c,unsigned int d){
QVector<unsigned int> x;
x.push_back(a);
x.push_back(b);
x.push_back(c);
x.push_back(d);
return x;
}
QOpenGLShaderProgram *Subdivision::initComputeShaderProgram(QString &source){
qDebug()<<"Compiling compute shader ...";
QOpenGLShader *computeShader = new QOpenGLShader(QOpenGLShader::Compute);
......@@ -61,7 +52,7 @@ Mesh *Subdivision::subdivide(Mesh *mesh) {
input.vertex_buffer = current_mesh->getVertexBuffer();
input.index_buffer = current_mesh->getIndexBuffer();
QVector<QVector<unsigned int> > edgeIndices;
QVector<unsigned int> edgeIndices;
QVector<unsigned int> vertexIndices;
QVector<unsigned int> vertexIndicesOffsets;
precomputeTables(input, edgeIndices, vertexIndices, vertexIndicesOffsets);
......@@ -69,7 +60,7 @@ Mesh *Subdivision::subdivide(Mesh *mesh) {
return NULL;
}
void Subdivision::precomputeTables(Input input, QVector<QVector<unsigned int> > &edgeIndices_base,
void Subdivision::precomputeTables(Input input, QVector<unsigned int> &edgeIndices_base,
QVector<unsigned int> &vertexIndices, QVector<unsigned int> &vertexIndicesOffsets) {
QVector<unsigned int> ib = input.index_buffer;
QVector<Vertex> vb = input.vertex_buffer;
......@@ -119,13 +110,22 @@ void Subdivision::precomputeTables(Input input, QVector<QVector<unsigned int> >
//zx = ba, cb, ac
//TODO if oder else if?
if (x.samePos(a) && y.samePos(c)){
edgeIndices_base.push_back(fillVector(x_i,y_i,z_i,b_i));
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(b_i);
}
if (x.samePos(b) && y.samePos(a)){
edgeIndices_base.push_back(fillVector(x_i,y_i,z_i,c_i));
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(c_i);
}
if (x.samePos(c) && y.samePos(b)){
edgeIndices_base.push_back(fillVector(x_i,y_i,z_i,a_i));
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(a_i);
}
}
}
......@@ -146,13 +146,22 @@ void Subdivision::precomputeTables(Input input, QVector<QVector<unsigned int> >
//yz = ba, cb, ac
if (y.samePos(a) && z.samePos(c)){
edgeIndices_base.push_back(fillVector(y_i,z_i,x_i,b_i));
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(b_i);
}
if (y.samePos(b) && z.samePos(a)){
edgeIndices_base.push_back(fillVector(y_i,z_i,x_i,c_i));
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(c_i);
}
if (y.samePos(c) && z.samePos(b)){
edgeIndices_base.push_back(fillVector(y_i,z_i,x_i,a_i));
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(a_i);
}
}
}
......@@ -174,13 +183,22 @@ void Subdivision::precomputeTables(Input input, QVector<QVector<unsigned int> >
if (x.samePos(a) && z.samePos(b)){
edgeIndices_base.push_back(fillVector(x_i,z_i,y_i,c_i));
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(c_i);
}
if (x.samePos(b) && z.samePos(c)){
edgeIndices_base.push_back(fillVector(x_i,z_i,y_i,a_i));
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(a_i);
}
if (x.samePos(c) && z.samePos(a)){
edgeIndices_base.push_back(fillVector(x_i,z_i,y_i,b_i));
edgeIndices_base.push_back(x_i);
edgeIndices_base.push_back(z_i);
edgeIndices_base.push_back(y_i);
edgeIndices_base.push_back(b_i);
}
}
}//quadratische Laufzeit ftw
......@@ -264,34 +282,26 @@ void Subdivision::precomputeTables(Input input, QVector<QVector<unsigned int> >
}
void Subdivision::runShader(Input input, QVector<QVector<unsigned int> > &edgeIndices) {
void Subdivision::runShader(Input input, QVector<unsigned int> &edgeIndices) {
qDebug()<<"Running compute shader";
edgeShader->bind();
f->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, input.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
GLuint indicesID;
f->glGenBuffers(1, &indicesID);
f->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, indicesID);
f->glBufferData(GL_SHADER_STORAGE_BUFFER, edgeIndices.size() * sizeof(GLuint) * 4, &edgeIDs[0], GL_DYNAMIC_DRAW);
delete edgeIDs;
f->glBufferData(GL_SHADER_STORAGE_BUFFER, edgeIndices.size() * sizeof(GLuint), edgeIndices.data(), GL_DYNAMIC_DRAW);
// Create an output buffer
GLuint bufferID;
f->glGenBuffers(1, &bufferID);
f->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, bufferID);
f->glBufferData(GL_SHADER_STORAGE_BUFFER, edgeIndices.size() * sizeof(Vertex), NULL, GL_DYNAMIC_DRAW);
f->glBufferData(GL_SHADER_STORAGE_BUFFER, edgeIndices.size() * sizeof(Vertex) / 4, NULL, GL_DYNAMIC_DRAW);
// Run the shader
f->glDispatchCompute(edgeIndices.size(), 1, 1);
f->glDispatchCompute(edgeIndices.size() / 4, 1, 1);
// Wait for the shader to complete and the data to be written back to the global memory
f->glMemoryBarrier(GL_SHADER_STORAGE_BARRIER_BIT);
......@@ -305,7 +315,7 @@ void Subdivision::runShader(Input input, QVector<QVector<unsigned int> > &edgeIn
f->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bufferID);
Vertex *ptr;
ptr = (Vertex *) f->glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
for (int i = 0; i < edgeIndices.size(); i++) {
for (int i = 0; i < edgeIndices.size() / 4; i++) {
qDebug() << ptr[i].pos;
}
f->glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
......
......@@ -27,11 +27,9 @@ private:
QOpenGLShaderProgram *edgeShader;
QOpenGLShaderProgram *initComputeShaderProgram(QString &source);
void precomputeTables(Input input, QVector<QVector<unsigned int> > &edgeIndices_base,
void precomputeTables(Input input, QVector<unsigned int> &edgeIndices_base,
QVector<unsigned int> &vertexIndices, QVector<unsigned int> &vertexIndicesOffsets);
void runShader(Input input, QVector<QVector<unsigned int> > &edgeIndices);
QVector<unsigned int> fillVector(unsigned int a, unsigned int b, unsigned int c,unsigned int d);
void runShader(Input input, QVector<unsigned int> &edgeIndices);
};
#endif
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment