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Kai Westerkamp
Unterteilungsalgorithmen
Commits
1de39cde
Commit
1de39cde
authored
Sep 01, 2016
by
Kai Westerkamp
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rendering all patches from all Levels
parent
87d5c28e
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6 changed files
with
28 additions
and
14 deletions
+28
-14
logcategories.cpp
QTProject/logcategories.cpp
+1
-0
logcategories.h
QTProject/logcategories.h
+1
-0
mesh.cpp
QTProject/mesh.cpp
+21
-10
subdivide.tcs
QTProject/subdivide.tcs
+0
-1
subdivideRegular.tcs
QTProject/subdivideRegular.tcs
+4
-2
subdivision.cpp
QTProject/subdivision.cpp
+1
-1
No files found.
QTProject/logcategories.cpp
View file @
1de39cde
...
...
@@ -3,3 +3,4 @@
Q_LOGGING_CATEGORY
(
log_subdiv
,
"subdiv"
)
Q_LOGGING_CATEGORY
(
log_subdiv_trace
,
"subdiv.trace"
)
Q_LOGGING_CATEGORY
(
log_mesh
,
"mesh"
)
Q_LOGGING_CATEGORY
(
log_mesh_render
,
"mesh.render"
)
QTProject/logcategories.h
View file @
1de39cde
...
...
@@ -7,5 +7,6 @@
Q_DECLARE_LOGGING_CATEGORY
(
log_subdiv
)
Q_DECLARE_LOGGING_CATEGORY
(
log_subdiv_trace
)
Q_DECLARE_LOGGING_CATEGORY
(
log_mesh
)
Q_DECLARE_LOGGING_CATEGORY
(
log_mesh_render
)
#endif
QTProject/mesh.cpp
View file @
1de39cde
...
...
@@ -437,9 +437,9 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision,
// qCDebug(log_mesh) << materials[MaterialIndex].Diffuse << materials[MaterialIndex].Specular << materials[MaterialIndex].Shininess << materials[MaterialIndex].hasTexture;
if
(
regular
)
{
// shader->setUniformValue("materialInfo.Diffuse", QVector3D(0.0f, 0.0f, 1.0f));
shader
->
setUniformValue
(
"materialInfo.Diffuse"
,
QVector3D
(
243.0
,
156.0
,
18.0
)
/
255.0
);
// shader->setUniformValue("materialInfo.Diffuse", QVector/3D(1.0f, 1.0f, 1.0f));
// shader->setUniformValue("materialInfo.Diffuse", QVector3D(0.0f, 0.0f, 1.0f));
shader
->
setUniformValue
(
"materialInfo.Diffuse"
,
QVector3D
(
243.0
,
156.0
,
18.0
)
/
255.0
);
// shader->setUniformValue("materialInfo.Diffuse", QVector/3D(1.0f, 1.0f, 1.0f));
}
else
{
shader
->
setUniformValue
(
"materialInfo.Diffuse"
,
materials
[
MaterialIndex
].
Diffuse
);
}
...
...
@@ -459,14 +459,25 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision,
// Draw Vertex Array
if
(
regular
){
if
(
!
entry
->
indices_regular
.
isEmpty
())
{
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entry
->
VB_handle
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
for
(
int
depth
=
0
;
depth
<
subdivision
+
1
;
++
depth
)
{
std
::
shared_ptr
<
SubdivEntry
>
depthEntry
=
entries
[
index
].
buffers
[
depth
];
if
(
!
depthEntry
->
indices_regular
.
isEmpty
())
{
std
::
shared_ptr
<
SubdivEntry
>
depthEntryMinusOne
=
entries
[
index
].
buffers
[
depth
];
if
(
depth
>
0
){
depthEntryMinusOne
=
entries
[
index
].
buffers
[
depth
-
1
];
}
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_regular_handle
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
12
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indices_regular
.
size
(),
GL_UNSIGNED_INT
,
0
);
//qCDebug(log_mesh)<<"Patches "<<entry->indices_regular.size()/12<<" Subdivision Level: "<< subdivision;
shader
->
setUniformValue
(
"depth"
,
depth
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
depthEntryMinusOne
->
VB_handle
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
depthEntry
->
IB_regular_handle
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
12
);
f
->
glDrawElements
(
GL_PATCHES
,
depthEntry
->
indices_regular
.
size
(),
GL_UNSIGNED_INT
,
0
);
qCDebug
(
log_mesh
)
<<
"Patches "
<<
entry
->
indices_regular
.
size
()
/
12
<<
" Subdivision Level: "
<<
subdivision
;
}
}
}
else
{
if
(
!
entry
->
indices_irregular
.
isEmpty
())
{
...
...
QTProject/subdivide.tcs
View file @
1de39cde
...
...
@@ -5,7 +5,6 @@ layout(vertices = 3) out;
in vec3 vPosition[];
out vec3 tcPosition[];
uniform float subdiv;
void main()
{
...
...
QTProject/subdivideRegular.tcs
View file @
1de39cde
...
...
@@ -6,17 +6,19 @@ in vec3 vPosition[];
out vec3 tcPosition[];
uniform int subdiv;
uniform int depth;
void main()
{
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
float tesselation = subdiv;
float tesselation = subdiv
-depth
;
gl_TessLevelOuter[0] = exp2(tesselation);
gl_TessLevelOuter[1] = exp2(tesselation);
gl_TessLevelOuter[2] = exp2(tesselation);
gl_TessLevelInner[0] = exp2(tesselation
+1
);
gl_TessLevelInner[0] = exp2(tesselation);
}
QTProject/subdivision.cpp
View file @
1de39cde
...
...
@@ -68,7 +68,7 @@ void Subdivision::subdivide(Mesh *mesh, int level) {
input
.
index_buffer
=
entry
->
indices_irregular
;
if
(
input
.
index_buffer
.
isEmpty
())
{
current_mesh
->
update
(
input
.
vb_handle
,
input
.
vertex_buffer
,
input
.
index_buffer
,
entry
->
indices_regular
);
//
current_mesh->update(input.vb_handle, input.vertex_buffer, input.index_buffer, entry->indices_regular);
}
else
{
Tables
tables
=
precomputeTables
(
input
);
Result
result
=
runShader
(
input
,
tables
);
...
...
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