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Kai Westerkamp
Unterteilungsalgorithmen
Commits
23085e12
Commit
23085e12
authored
Jun 28, 2016
by
Philipp Adolf
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Add Input struct
This will make it easier to iterate over all meshes in subdivide when we want to add that feature.
parent
97ea391e
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2 changed files
with
31 additions
and
38 deletions
+31
-38
subdivision.cpp
QTProject/subdivision.cpp
+22
-36
subdivision.h
QTProject/subdivision.h
+9
-2
No files found.
QTProject/subdivision.cpp
View file @
23085e12
...
@@ -46,33 +46,33 @@ QOpenGLShaderProgram *Subdivision::initComputeShaderProgram(QString &source){
...
@@ -46,33 +46,33 @@ QOpenGLShaderProgram *Subdivision::initComputeShaderProgram(QString &source){
}
}
Mesh
*
Subdivision
::
subdivide
(
Mesh
*
mesh
)
{
Mesh
*
Subdivision
::
subdivide
(
Mesh
*
mesh
)
{
// For now we only look at the first mesh entry
Mesh
::
Node
root
=
mesh
->
getRootNode
();
int
first_mesh_index
=
-
1
;
if
(
!
root
.
getFirstMeshIndex
(
first_mesh_index
))
{
qCritical
()
<<
"No mesh found, aborting subdivision"
;
return
NULL
;
}
Mesh
::
MeshEntry
*
current_mesh
=
mesh
->
getMeshEntry
(
first_mesh_index
);
Input
input
;
input
.
vb_handle
=
current_mesh
->
VB_handle
;
input
.
vertex_buffer
=
current_mesh
->
getVertexBuffer
();
input
.
index_buffer
=
current_mesh
->
getIndexBuffer
();
QVector
<
QVector
<
unsigned
int
>
>
edgeIndices
;
QVector
<
QVector
<
unsigned
int
>
>
edgeIndices
;
QVector
<
unsigned
int
>
vertexIndices
;
QVector
<
unsigned
int
>
vertexIndices
;
QVector
<
unsigned
int
>
vertexIndicesOffsets
;
QVector
<
unsigned
int
>
vertexIndicesOffsets
;
precomputeTables
(
mesh
,
edgeIndices
,
vertexIndices
,
vertexIndicesOffsets
);
precomputeTables
(
input
,
edgeIndices
,
vertexIndices
,
vertexIndicesOffsets
);
runShader
(
mesh
,
edgeIndices
);
runShader
(
input
,
edgeIndices
);
return
NULL
;
return
NULL
;
}
}
void
Subdivision
::
precomputeTables
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices_base
,
void
Subdivision
::
precomputeTables
(
Input
input
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices_base
,
QVector
<
unsigned
int
>
&
vertexIndices
,
QVector
<
unsigned
int
>
&
vertexIndicesOffsets
)
{
QVector
<
unsigned
int
>
&
vertexIndices
,
QVector
<
unsigned
int
>
&
vertexIndicesOffsets
)
{
Mesh
::
Node
root
=
mesh
->
getRootNode
();
QVector
<
unsigned
int
>
ib
=
input
.
index_buffer
;
QVector
<
Vertex
>
vb
=
input
.
vertex_buffer
;
int
firstMeshEntryIndex
=
-
1
;
bool
meshExists
=
root
.
getFirstMeshIndex
(
firstMeshEntryIndex
);
if
(
!
meshExists
){
qDebug
()
<<
"No Mesh found. Abort subdiv table precomputation."
;
return
;
}
qDebug
()
<<
"Mesh found. Index:"
<<
firstMeshEntryIndex
;
//die drei zeilen machen das bild schwarz. wenn man davor returnt tuts.
Mesh
::
MeshEntry
*
firstMeshEntry
=
mesh
->
getMeshEntry
(
firstMeshEntryIndex
);
QVector
<
unsigned
int
>
ib
=
firstMeshEntry
->
getIndexBuffer
();
qDebug
()
<<
"Index Buffer: "
<<
ib
;
QVector
<
Vertex
>
vb
=
firstMeshEntry
->
getVertexBuffer
();
//qDebug()<<"Vertex Buffer: "<<vb;
//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.
...
@@ -264,25 +264,11 @@ void Subdivision::precomputeTables(Mesh *mesh, QVector<QVector<unsigned int> > &
...
@@ -264,25 +264,11 @@ void Subdivision::precomputeTables(Mesh *mesh, QVector<QVector<unsigned int> > &
}
}
void
Subdivision
::
runShader
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices
)
{
void
Subdivision
::
runShader
(
Input
input
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices
)
{
qDebug
()
<<
"Running compute shader"
;
qDebug
()
<<
"Running compute shader"
;
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
();
edgeShader
->
bind
();
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
vb_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
input
.
vb_handle
);
GLuint
*
edgeIDs
=
new
GLuint
[
edgeIndices
.
size
()
*
4
];
GLuint
*
edgeIDs
=
new
GLuint
[
edgeIndices
.
size
()
*
4
];
for
(
uint
i
=
0
;
i
<
edgeIndices
.
size
();
i
++
)
{
for
(
uint
i
=
0
;
i
<
edgeIndices
.
size
();
i
++
)
{
...
...
QTProject/subdivision.h
View file @
23085e12
...
@@ -16,13 +16,20 @@ public:
...
@@ -16,13 +16,20 @@ public:
Mesh
*
subdivide
(
Mesh
*
mesh
);
Mesh
*
subdivide
(
Mesh
*
mesh
);
private
:
private
:
struct
Input
{
GLuint
vb_handle
;
QVector
<
unsigned
int
>
index_buffer
;
QVector
<
Vertex
>
vertex_buffer
;
};
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLFunctions_4_3_Core
*
f
;
QOpenGLShaderProgram
*
edgeShader
;
QOpenGLShaderProgram
*
edgeShader
;
QOpenGLShaderProgram
*
initComputeShaderProgram
(
QString
&
source
);
QOpenGLShaderProgram
*
initComputeShaderProgram
(
QString
&
source
);
void
precomputeTables
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices_base
,
void
precomputeTables
(
Input
input
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices_base
,
QVector
<
unsigned
int
>
&
vertexIndices
,
QVector
<
unsigned
int
>
&
vertexIndicesOffsets
);
QVector
<
unsigned
int
>
&
vertexIndices
,
QVector
<
unsigned
int
>
&
vertexIndicesOffsets
);
void
runShader
(
Mesh
*
mesh
,
QVector
<
QVector
<
unsigned
int
>
>
&
edgeIndices
);
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
);
QVector
<
unsigned
int
>
fillVector
(
unsigned
int
a
,
unsigned
int
b
,
unsigned
int
c
,
unsigned
int
d
);
};
};
...
...
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