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Kai Westerkamp
Unterteilungsalgorithmen
Commits
1e6ec30f
Commit
1e6ec30f
authored
Jul 21, 2016
by
Alisa Jung
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patch index buffer for regular meshes
parent
1c1d13b3
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-0
subdivision.cpp
QTProject/subdivision.cpp
+212
-0
subdivision.h
QTProject/subdivision.h
+3
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QTProject/subdivision.cpp
View file @
1e6ec30f
...
@@ -358,9 +358,221 @@ Subdivision::Tables Subdivision::precomputeTables(Input input) {
...
@@ -358,9 +358,221 @@ Subdivision::Tables Subdivision::precomputeTables(Input input) {
}
}
}
}
qDebug
()
<<
"Precompute Tables Done"
;
qDebug
()
<<
"Precompute Tables Done"
;
getPatchIndexBuffer
(
ib
);
return
tables
;
return
tables
;
}
}
QVector
<
unsigned
int
>
Subdivision
::
getPatchIndexBuffer
(
QVector
<
unsigned
int
>
ib
){
QVector
<
unsigned
int
>
pib
;
for
(
int
i
=
0
;
i
<
ib
.
length
()
-
2
;
i
+=
3
){
unsigned
int
i0
,
i1
,
i2
,
i3
,
i4
,
i5
,
i6
,
i7
,
i8
,
i9
,
i10
,
i11
;
//alles gegen den uzs
i3
=
ib
[
i
];
i6
=
ib
[
i
+
1
];
i7
=
ib
[
i
+
2
];
int
count3
=
0
;
//counts other triangles with this vertex
int
count6
=
0
;
int
count7
=
0
;
for
(
int
j
=
0
;
j
<
ib
.
length
();
j
++
){
if
(
j
!=
i
&&
j
!=
i
+
1
&&
j
!=
i
+
2
){
//for debugging // checking if patch is regular.
if
(
ib
[
j
]
==
i3
)
count3
++
;
if
(
ib
[
j
]
==
i6
)
count6
++
;
if
(
ib
[
j
]
==
i7
)
count7
++
;
}
}
if
(
count3
!=
5
||
count6
!=
5
||
count7
!=
5
){
qWarning
()
<<
"Counts wrong! 3: "
<<
count3
<<
", 6: "
<<
count6
<<
", 7: "
<<
count7
;
}
//find triangles with shared edge. Fills i2, i4, i10.
{
bool
found36
=
false
;
bool
found67
=
false
;
bool
found73
=
false
;
for
(
int
j
=
0
;
j
<
ib
.
length
()
-
2
;
j
+=
3
){
unsigned
int
j0
=
ib
[
j
];
unsigned
int
j1
=
ib
[
j
+
1
];
unsigned
int
j2
=
ib
[
j
+
2
];
//Dreieck angrenzend an Kante i3 i6
if
(
j0
==
i3
&&
j2
==
i6
){
i2
=
j1
;
found36
=
true
;
}
if
(
j1
==
i3
&&
j0
==
i6
){
i2
=
j2
;
found36
=
true
;
}
if
(
j2
==
i3
&&
j1
==
i6
){
i2
==
j0
;
found36
=
true
;
}
//Dreieck angrenzend an Kante i6 i7
if
(
j0
==
i6
&&
j2
==
i7
){
i10
=
j1
;
found67
=
true
;
}
if
(
j1
==
i6
&&
j0
==
i7
){
i10
=
j2
;
found67
=
true
;
}
if
(
j2
==
i6
&&
j1
==
i7
){
i10
=
j0
;
found67
=
true
;
}
//Dreieck angrenzend an Kante i7 i3
if
(
j0
==
i7
&&
j2
==
i3
){
i4
=
j1
;
found73
=
true
;
}
if
(
j1
==
i7
&&
j0
==
i3
){
i4
==
j2
;
found73
=
true
;
}
if
(
j2
==
i7
&&
j1
==
i3
){
i4
=
j0
;
found73
=
true
;
}
}
if
(
!
(
found36
&&
found67
&&
found73
)){
qWarning
()
<<
"Didnt find neighbour. duplicate vertex? Abort."
;
return
pib
;
}
}
//find last missing triangles.
{
bool
found0
,
found1
,
found5
,
found9
,
found8
,
found11
;
for
(
int
j
=
0
;
j
<
ib
.
length
()
-
2
;
j
+=
3
){
unsigned
int
j0
=
ib
[
j
];
unsigned
int
j1
=
ib
[
j
+
1
];
unsigned
int
j2
=
ib
[
j
+
2
];
//find i0. //TODO assert triangle 031 \exists somewhere
if
(
j0
==
i2
&&
j1
==
i3
){
i0
==
j2
;
found0
=
true
;
}
if
(
j1
==
i2
&&
j2
==
i3
){
i0
=
j0
;
found0
=
true
;
}
if
(
j2
==
i2
&&
j0
==
i3
){
i0
=
j1
;
found0
=
true
;
}
//find i1
if
(
j0
==
i3
&&
j1
==
i4
){
i1
=
j2
;
found1
=
true
;
}
if
(
j1
==
i3
&&
j2
==
i4
){
i1
=
j0
;
found1
=
true
;
}
if
(
j2
==
i3
&&
j0
==
i4
){
i1
=
j1
;
found1
=
true
;
}
//TODO maybe assert that triangle i0 i3 i1 actually \exists.
//find i5.
if
(
j0
==
i6
&&
j1
==
i2
){
i5
=
j2
;
found5
=
true
;
}
if
(
j1
==
i6
&&
j2
==
i2
){
i5
=
j0
;
found5
=
true
;
}
if
(
j2
==
i6
&&
j0
==
i2
){
i5
=
j1
;
found5
=
true
;
}
//find i9.
if
(
j0
==
i10
&&
j1
==
i6
){
i9
=
j2
;
found9
=
true
;
}
if
(
j1
==
i10
&&
j2
==
i6
){
i9
=
j0
;
found9
=
true
;
}
if
(
j2
==
i10
&&
j0
==
i6
){
i9
=
j1
;
found9
=
true
;
}
//todo assert that triangle i5 i9 i6
//find i8
if
(
j0
==
i4
&&
j1
==
i7
){
i8
=
j2
;
found8
=
true
;
}
if
(
j1
==
i4
&&
j2
==
i7
){
i8
=
j0
;
found8
=
true
;
}
if
(
j2
==
i4
&&
j0
==
i7
){
i8
=
j1
;
found8
=
true
;
}
//find i11
if
(
j0
==
i7
&&
j1
==
i10
){
i11
=
j2
;
found11
=
true
;
}
if
(
j1
==
i7
&&
j2
==
i10
){
i11
=
j0
;
found11
=
true
;
}
if
(
j2
==
i7
&&
j0
==
i10
){
i11
=
j1
;
found11
=
true
;
}
}
if
(
!
(
found0
&&
found1
&&
found5
&&
found9
&&
found8
&&
found11
)){
qWarning
()
<<
"Couldnt find some neighbour at i= "
<<
i
;
qWarning
()
<<
found0
<<
found1
<<
found5
<<
found9
<<
found8
<<
found11
;
qWarning
()
<<
"Abort computing patch index buffer."
;
return
pib
;
}
//else qWarning()<<"found all neighbours for patch.";
pib
.
push_back
(
i0
);
pib
.
push_back
(
i1
);
pib
.
push_back
(
i2
);
pib
.
push_back
(
i3
);
pib
.
push_back
(
i4
);
pib
.
push_back
(
i5
);
pib
.
push_back
(
i6
);
pib
.
push_back
(
i7
);
pib
.
push_back
(
i8
);
pib
.
push_back
(
i9
);
pib
.
push_back
(
i10
);
pib
.
push_back
(
i11
);
}
}
return
pib
;
}
Subdivision
::
Result
Subdivision
::
runShader
(
Input
input
,
Tables
&
tables
)
{
Subdivision
::
Result
Subdivision
::
runShader
(
Input
input
,
Tables
&
tables
)
{
qDebug
()
<<
"Running compute shader"
;
qDebug
()
<<
"Running compute shader"
;
...
...
QTProject/subdivision.h
View file @
1e6ec30f
...
@@ -50,6 +50,9 @@ private:
...
@@ -50,6 +50,9 @@ private:
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
);
void
runEdgeShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
edge_indices_handle
,
GLuint
output_handle
,
GLuint
offset
);
void
runEdgeShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
edge_indices_handle
,
GLuint
output_handle
,
GLuint
offset
);
//Geht davon aus, dass jeder 3D-Punkt nur einmal im Vertex-Buffer vorkommt!
QVector
<
unsigned
int
>
getPatchIndexBuffer
(
QVector
<
unsigned
int
>
ib
);
};
};
#endif
#endif
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