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Kai Westerkamp
Unterteilungsalgorithmen
Commits
21f7a420
Commit
21f7a420
authored
Jul 21, 2016
by
Kai Westerkamp
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Plain Diff
richtigen vertecies nehmen...
parent
e56887c7
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4 changed files
with
30 additions
and
24 deletions
+30
-24
mainwidget.cpp
QTProject/mainwidget.cpp
+17
-16
mesh.cpp
QTProject/mesh.cpp
+6
-2
subdivideRegular.tcs
QTProject/subdivideRegular.tcs
+1
-1
subdivideRegular.tes
QTProject/subdivideRegular.tes
+6
-5
No files found.
QTProject/mainwidget.cpp
View file @
21f7a420
...
@@ -127,9 +127,9 @@ void MainWidget::loadNewMesh(){
...
@@ -127,9 +127,9 @@ void MainWidget::loadNewMesh(){
QString
fn
=
QFileDialog
::
getOpenFileName
(
NULL
,
tr
(
"Open Mesh..."
),
QString
fn
=
QFileDialog
::
getOpenFileName
(
NULL
,
tr
(
"Open Mesh..."
),
QString
(
"..
\\
Models"
),
QString
(
"..
\\
Models"
),
tr
(
"*.md5mesh *.3ds *.md2 *.obj *.dae *.dxf *.mesh.xml *.blend *.b3d"
));
tr
(
"*.md5mesh *.3ds *.md2 *.obj *.dae *.dxf *.mesh.xml *.blend *.b3d"
));
loadNewMesh
(
fn
);
loadNewMesh
(
fn
);
}
}
void
MainWidget
::
loadNewMesh
(
QString
path
){
void
MainWidget
::
loadNewMesh
(
QString
path
){
...
@@ -158,7 +158,7 @@ void MainWidget::setdebugOutput(bool output){
...
@@ -158,7 +158,7 @@ void MainWidget::setdebugOutput(bool output){
void
MainWidget
::
setRotation
(
bool
started
){
void
MainWidget
::
setRotation
(
bool
started
){
qDebug
()
<<
"rotation"
<<
started
;
qDebug
()
<<
"rotation"
<<
started
;
this
->
rotation
=
started
;
this
->
rotation
=
started
;
rotTime
=
QTime
::
currentTime
();
rotTime
=
QTime
::
currentTime
();
}
}
void
MainWidget
::
setWireframe
(
bool
active
){
void
MainWidget
::
setWireframe
(
bool
active
){
...
@@ -193,11 +193,11 @@ QOpenGLShaderProgram* MainWidget::initShaderProgram(QString vertSource, QString
...
@@ -193,11 +193,11 @@ QOpenGLShaderProgram* MainWidget::initShaderProgram(QString vertSource, QString
QOpenGLShader
*
MainWidget
::
initGLShader
(
QString
scource
,
QOpenGLShader
::
ShaderType
type
){
QOpenGLShader
*
MainWidget
::
initGLShader
(
QString
scource
,
QOpenGLShader
::
ShaderType
type
){
QOpenGLShader
*
shader
=
new
QOpenGLShader
(
type
);
QOpenGLShader
*
shader
=
new
QOpenGLShader
(
type
);
if
(
!
shader
->
compileSourceFile
(
scource
)){
if
(
!
shader
->
compileSourceFile
(
scource
)){
qCritical
()
<<
type
<<
"Shader"
<<
scource
<<
"failed"
<<
shader
->
log
();
qCritical
()
<<
type
<<
"Shader"
<<
scource
<<
"failed"
<<
shader
->
log
();
exit
(
5
);
exit
(
5
);
}
}
return
shader
;
return
shader
;
}
}
...
@@ -213,17 +213,18 @@ void MainWidget::paintGL(){
...
@@ -213,17 +213,18 @@ void MainWidget::paintGL(){
rot
.
rotate
(
time
/
100.0
*
36
/
5
,
QVector3D
(
0
,
1
,
0
));
rot
.
rotate
(
time
/
100.0
*
36
/
5
,
QVector3D
(
0
,
1
,
0
));
}
}
if
(
subdivLevel
>
0
){
regularShader
->
bind
();
regularShader
->
setUniformValue
(
"wireframe"
,
wireframe
);
regularShader
->
setUniformValue
(
"colorTexture"
,
0
);
regularShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
));
regularShader
->
setUniformValue
(
"subdiv"
,
subdivLevel
);
regularShader
->
bind
();
mesh
->
render
(
regularShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
subdivLevel
,
true
);
regularShader
->
setUniformValue
(
"wireframe"
,
wireframe
);
regularShader
->
setUniformValue
(
"colorTexture"
,
0
);
regularShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
));
regularShader
->
setUniformValue
(
"subdiv"
,
subdivLevel
);
mesh
->
render
(
regularShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
subdivLevel
,
true
);
regularShader
->
release
();
regularShader
->
release
();
}
subdevisionShader
->
bind
();
subdevisionShader
->
bind
();
...
...
QTProject/mesh.cpp
View file @
21f7a420
...
@@ -458,18 +458,22 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision,
...
@@ -458,18 +458,22 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision,
std
::
shared_ptr
<
SubdivEntry
>
entry
=
entries
[
index
].
buffers
[
subdivision
];
std
::
shared_ptr
<
SubdivEntry
>
entry
=
entries
[
index
].
buffers
[
subdivision
];
// Draw Vertex Array
// Draw Vertex Array
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entry
->
VB_handle
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
// qDebug()<<"Render"<<subdivision<<entry->indices;
// qDebug()<<"Render"<<subdivision<<entry->indices;
if
(
regular
){
if
(
regular
){
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entries
[
index
].
buffers
[
subdivision
-
1
]
->
VB_handle
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_Regular
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_Regular
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
12
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
12
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indicesRegular
.
size
(),
GL_UNSIGNED_INT
,
0
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indicesRegular
.
size
(),
GL_UNSIGNED_INT
,
0
);
}
else
{
}
else
{
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entry
->
VB_handle
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_handle
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
3
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
3
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indices
.
size
(),
GL_UNSIGNED_INT
,
0
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indices
.
size
(),
GL_UNSIGNED_INT
,
0
);
...
...
QTProject/subdivideRegular.tcs
View file @
21f7a420
...
@@ -12,7 +12,7 @@ void main()
...
@@ -12,7 +12,7 @@ void main()
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
float tesselation = subdiv+
6
;
float tesselation = subdiv+
15
;
gl_TessLevelOuter[0] = tesselation;
gl_TessLevelOuter[0] = tesselation;
gl_TessLevelOuter[1] = tesselation;
gl_TessLevelOuter[1] = tesselation;
...
...
QTProject/subdivideRegular.tes
View file @
21f7a420
...
@@ -59,11 +59,12 @@ void main()
...
@@ -59,11 +59,12 @@ void main()
vec3 newPos= a0*p0+a1*p1+a2*p2+a3*p3+a4*p4+a5*p5+a6*p6+a7*p7+a8*p8+a9*p9+a10*p10+a11*p11;
vec3 newPos= a0*p0+a1*p1+a2*p2+a3*p3+a4*p4+a5*p5+a6*p6+a7*p7+a8*p8+a9*p9+a10*p10+a11*p11;
vec4 pos = vec4(newPos/12,1);
vec4 pos = vec4(newPos/12,1);
/*
// vec3 d0 = gl_TessCoord.x * p3;
vec3 d0 = gl_TessCoord.x * p3;
// vec3 d1 = gl_TessCoord.y * p6;
vec3 d1 = gl_TessCoord.y * p6;
// vec3 d2 = gl_TessCoord.z * p7;
vec3 d2 = gl_TessCoord.z * p7;
// pos = vec4((d0 + d1 + d2),1);
pos = vec4((d0 + d1 + d2),1);
*/
tePatchDistance = gl_TessCoord.xyz;
tePatchDistance = gl_TessCoord.xyz;
teCamPosition = vec4(MV*pos).xyz;
teCamPosition = vec4(MV*pos).xyz;
...
...
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