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Kai Westerkamp
Unterteilungsalgorithmen
Commits
2e7a899f
Commit
2e7a899f
authored
Jul 11, 2016
by
Kai Westerkamp
Browse files
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Plain Diff
Revert "torus update"
This reverts commit
6ee50809
. Added 12 Patch start
parent
749bd796
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Showing
10 changed files
with
163 additions
and
123 deletions
+163
-123
J.Stam Evaluation of Loop Subdivision Surfaces.pdf
J.Stam Evaluation of Loop Subdivision Surfaces.pdf
+0
-0
torus.obj
Models/torus.obj
+32
-44
torusMitNormalen.obj
Models/torusMitNormalen.obj
+60
-0
mainwidget.cpp
QTProject/mainwidget.cpp
+3
-3
mesh.cpp
QTProject/mesh.cpp
+41
-19
subdivide.frag
QTProject/subdivide.frag
+4
-8
subdivide.geo
QTProject/subdivide.geo
+4
-13
subdivide.tcs
QTProject/subdivide.tcs
+2
-12
subdivide.tes
QTProject/subdivide.tes
+17
-18
subdivide.vert
QTProject/subdivide.vert
+0
-6
No files found.
J.Stam Evaluation of Loop Subdivision Surfaces.pdf
0 → 100644
View file @
2e7a899f
File added
Models/torus.obj
View file @
2e7a899f
...
@@ -14,47 +14,35 @@ v 0.5 0 0.5
...
@@ -14,47 +14,35 @@ v 0.5 0 0.5
v 0 0.5 0.5
v 0 0.5 0.5
v -0.5 0 0.5
v -0.5 0 0.5
v 0 -0.5 0.5
v 0 -0.5 0.5
f 1 6 2
vn 0 0 -1
f 1 5 6
vn 0 0 1
f 2 7 3
vn -0.5 -0.5 0
f 2 6 7
vn 0.5 0.5 0
f 3 8 4
vn 0.5 -0.5 0
f 3 7 8
vn -0.5 0.5 0
f 4 5 1
f 4 8 5
f 5 14 6
f 1//1 2//1 6//1
f 5 13 14
f 1//1 6//1 5//1
f 6 15 7
f 2//1 3//1 7//1
f 6 14 15
f 2//1 7//1 6//1
f 7 16 8
f 3//1 4//1 8//1
f 7 15 16
f 3//1 8//1 7//1
f 8 13 5
f 4//1 1//1 5//1
f 8 16 13
f 4//1 5//1 8//1
f 13 10 14
f 13 9 10
f 5//3 6//3 14//3
f 14 11 15
f 5//3 14//3 13//3
f 14 10 11
f 6//5 7//5 15//5
f 15 12 16
f 6//5 15//5 14//5
f 15 11 12
f 7//4 8//4 16//4
f 16 9 13
f 7//4 16//4 15//4
f 16 12 9
f 8//6 5//6 13//6
f 9 2 10
f 8//6 13//6 16//6
f 9 1 2
f 10 3 11
f 13//2 14//2 10//2
f 10 2 3
f 13//2 10//2 9//2
f 11 4 12
f 14//2 15//2 11//2
f 11 3 4
f 14//2 11//2 10//2
f 12 1 9
f 15//2 16//2 12//2
f 12 4 1
f 15//2 12//2 11//2
f 16//2 13//2 9//2
f 16//2 9//2 12//2
f 9//4 10//4 2//4
f 9//4 2//4 1/4
f 10//6 11//6 3//6
f 10//6 3//6 2//6
f 11//3 12//3 4//3
f 11//3 4//3 3//3
f 12//5 9//5 1//5
f 12//5 1//5 4//5
Models/torusMitNormalen.obj
0 → 100644
View file @
2e7a899f
v 1 0 -0.5
v 0 1 -0.5
v -1 0 -0.5
v 0 -1 -0.5
v 0.5 0 -0.5
v 0 0.5 -0.5
v -0.5 0 -0.5
v 0 -0.5 -0.5
v 1 0 0.5
v 0 1 0.5
v -1 0 0.5
v 0 -1 0.5
v 0.5 0 0.5
v 0 0.5 0.5
v -0.5 0 0.5
v 0 -0.5 0.5
vn 0 0 -1
vn 0 0 1
vn -0.5 -0.5 0
vn 0.5 0.5 0
vn 0.5 -0.5 0
vn -0.5 0.5 0
f 1//1 2//1 6//1
f 1//1 6//1 5//1
f 2//1 3//1 7//1
f 2//1 7//1 6//1
f 3//1 4//1 8//1
f 3//1 8//1 7//1
f 4//1 1//1 5//1
f 4//1 5//1 8//1
f 5//3 6//3 14//3
f 5//3 14//3 13//3
f 6//5 7//5 15//5
f 6//5 15//5 14//5
f 7//4 8//4 16//4
f 7//4 16//4 15//4
f 8//6 5//6 13//6
f 8//6 13//6 16//6
f 13//2 14//2 10//2
f 13//2 10//2 9//2
f 14//2 15//2 11//2
f 14//2 11//2 10//2
f 15//2 16//2 12//2
f 15//2 12//2 11//2
f 16//2 13//2 9//2
f 16//2 9//2 12//2
f 9//4 10//4 2//4
f 9//4 2//4 1/4
f 10//6 11//6 3//6
f 10//6 3//6 2//6
f 11//3 12//3 4//3
f 11//3 4//3 3//3
f 12//5 9//5 1//5
f 12//5 1//5 4//5
QTProject/mainwidget.cpp
View file @
2e7a899f
...
@@ -5,8 +5,8 @@ MainWidget::MainWidget(Camera *cam)
...
@@ -5,8 +5,8 @@ MainWidget::MainWidget(Camera *cam)
this
->
cam
=
cam
;
this
->
cam
=
cam
;
startTime
=
QTime
::
currentTime
();
startTime
=
QTime
::
currentTime
();
rotTime
=
QTime
::
currentTime
();
rotTime
=
QTime
::
currentTime
();
wireframe
=
fals
e
;
wireframe
=
tru
e
;
rotation
=
tru
e
;
rotation
=
fals
e
;
subdivision
=
new
Subdivision
(
this
);
subdivision
=
new
Subdivision
(
this
);
subdivLevel
=
0
;
subdivLevel
=
0
;
}
}
...
@@ -110,7 +110,7 @@ void MainWidget::initializeGL(){
...
@@ -110,7 +110,7 @@ void MainWidget::initializeGL(){
subdivision
->
init
();
subdivision
->
init
();
//loadNewMesh( "../Models/demon_head.3ds");
//loadNewMesh( "../Models/demon_head.3ds");
loadNewMesh
(
"../Models/
box
.obj"
);
loadNewMesh
(
"../Models/
torus
.obj"
);
}
}
void
MainWidget
::
loadNewMesh
(){
void
MainWidget
::
loadNewMesh
(){
...
...
QTProject/mesh.cpp
View file @
2e7a899f
...
@@ -21,15 +21,40 @@ Mesh::MeshEntry::MeshEntry()
...
@@ -21,15 +21,40 @@ Mesh::MeshEntry::MeshEntry()
void
Mesh
::
MeshEntry
::
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
void
Mesh
::
MeshEntry
::
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
){
QVector
<
unsigned
int
>&
Indices
){
this
->
f
=
f
;
this
->
f
=
f
;
numIndex
=
Indices
.
size
();
f
->
glGenBuffers
(
1
,
&
VB_handle
);
f
->
glGenBuffers
(
1
,
&
VB_handle
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
VB_handle
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
VB_handle
);
f
->
glBufferData
(
GL_ARRAY_BUFFER
,
sizeof
(
Vertex
)
*
Vertices
.
size
(),
&
Vertices
[
0
],
GL_STATIC_DRAW
);
f
->
glBufferData
(
GL_ARRAY_BUFFER
,
sizeof
(
Vertex
)
*
Vertices
.
size
(),
&
Vertices
[
0
],
GL_STATIC_DRAW
);
//for(int i = 0; i < Vertices.length(); i++){
// qDebug()<<"V:"<<i<<Vertices[i];
//}
QVector
<
unsigned
int
>
Indices2
;
for
(
int
i
=
0
;
i
<
Indices
.
length
();
i
+=
3
){
// qDebug()<<"T:"<<Indices[i]<<Indices[i+1]<<Indices[i+2];
Indices2
.
push_back
(
0
);
//0
Indices2
.
push_back
(
0
);
//1
Indices2
.
push_back
(
0
);
//2
Indices2
.
push_back
(
Indices
[
i
]);
//3
Indices2
.
push_back
(
0
);
//4
Indices2
.
push_back
(
0
);
//5
Indices2
.
push_back
(
Indices
[
i
+
1
]);
//6
Indices2
.
push_back
(
Indices
[
i
+
2
]);
//7
Indices2
.
push_back
(
0
);
//8
Indices2
.
push_back
(
0
);
//9
Indices2
.
push_back
(
0
);
//10
Indices2
.
push_back
(
0
);
//11
}
numIndex
=
Indices2
.
size
();
f
->
glGenBuffers
(
1
,
&
IB_handle
);
f
->
glGenBuffers
(
1
,
&
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
IB_handle
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
numIndex
,
&
Indices
[
0
],
GL_STATIC_DRAW
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
numIndex
,
&
Indices
2
[
0
],
GL_STATIC_DRAW
);
indices
=
Indices
;
indices
=
Indices
;
vertices
=
Vertices
;
vertices
=
Vertices
;
...
@@ -47,20 +72,20 @@ void Mesh::MeshEntry::init(QOpenGLFunctions_4_3_Core *f,QVector<Vertex>& Vertice
...
@@ -47,20 +72,20 @@ void Mesh::MeshEntry::init(QOpenGLFunctions_4_3_Core *f,QVector<Vertex>& Vertice
}
}
}
}
void
Mesh
::
MeshEntry
::
update
(
GLuint
VB
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
){
void
Mesh
::
MeshEntry
::
update
(
GLuint
VB
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
){
numIndex
=
Indices
.
size
();
numIndex
=
Indices
.
size
();
indices
=
Indices
;
indices
=
Indices
;
vertices
=
Vertices
;
vertices
=
Vertices
;
f
->
glDeleteBuffers
(
1
,
&
IB_handle
);
f
->
glDeleteBuffers
(
1
,
&
IB_handle
);
f
->
glGenBuffers
(
1
,
&
IB_handle
);
f
->
glGenBuffers
(
1
,
&
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
IB_handle
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
numIndex
,
&
Indices
[
0
],
GL_STATIC_DRAW
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
numIndex
,
&
Indices
[
0
],
GL_STATIC_DRAW
);
f
->
glDeleteBuffers
(
1
,
&
VB_handle
);
f
->
glDeleteBuffers
(
1
,
&
VB_handle
);
VB_handle
=
VB
;
VB_handle
=
VB
;
}
}
Mesh
::
MeshEntry
::~
MeshEntry
()
Mesh
::
MeshEntry
::~
MeshEntry
()
{
{
...
@@ -111,6 +136,7 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
...
@@ -111,6 +136,7 @@ Mesh::Mesh(QOpenGLFunctions_4_3_Core *f,QString fileName)
//aiProcess_JoinIdenticalVertices |
//aiProcess_JoinIdenticalVertices |
//aiProcess_SortByPType |
//aiProcess_SortByPType |
// ? aiProcess_FlipUVs |
// ? aiProcess_FlipUVs |
aiProcess_JoinIdenticalVertices
|
aiProcess_Triangulate
aiProcess_Triangulate
);
);
...
@@ -393,11 +419,9 @@ void Mesh::renderNode(QOpenGLShaderProgram *shader, Node &node, QMatrix4x4 V,QMa
...
@@ -393,11 +419,9 @@ void Mesh::renderNode(QOpenGLShaderProgram *shader, Node &node, QMatrix4x4 V,QMa
QMatrix4x4
MV
=
V
*
M
;
QMatrix4x4
MV
=
V
*
M
;
QMatrix4x4
MVP
=
P
*
MV
;
QMatrix4x4
MVP
=
P
*
MV
;
QMatrix3x3
normalMat
=
MV
.
normalMatrix
();
shader
->
setUniformValue
(
"MVP"
,
MVP
);
shader
->
setUniformValue
(
"MVP"
,
MVP
);
shader
->
setUniformValue
(
"MV"
,
MV
);
shader
->
setUniformValue
(
"MV"
,
MV
);
shader
->
setUniformValue
(
"N"
,
normalMat
);
for
(
int
i
=
0
;
i
<
node
.
meshes
.
size
()
;
i
++
)
{
for
(
int
i
=
0
;
i
<
node
.
meshes
.
size
()
;
i
++
)
{
int
index
=
node
.
meshes
[
i
];
int
index
=
node
.
meshes
[
i
];
...
@@ -414,7 +438,7 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision)
...
@@ -414,7 +438,7 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision)
{
{
int
MaterialIndex
=
entries
[
index
].
materialIndex
;
int
MaterialIndex
=
entries
[
index
].
materialIndex
;
if
(
MaterialIndex
<
materials
.
size
())
{
if
(
MaterialIndex
<
materials
.
size
())
{
// qDebug()<<materials[MaterialIndex].Diffuse<<materials[MaterialIndex].Specular<<materials[MaterialIndex].Shininess<<materials[MaterialIndex].hasTexture;
// qDebug()<<materials[MaterialIndex].Diffuse<<materials[MaterialIndex].Specular<<materials[MaterialIndex].Shininess<<materials[MaterialIndex].hasTexture;
shader
->
setUniformValue
(
"materialInfo.Diffuse"
,
materials
[
MaterialIndex
].
Diffuse
);
shader
->
setUniformValue
(
"materialInfo.Diffuse"
,
materials
[
MaterialIndex
].
Diffuse
);
shader
->
setUniformValue
(
"materialInfo.Specular"
,
materials
[
MaterialIndex
].
Specular
);
shader
->
setUniformValue
(
"materialInfo.Specular"
,
materials
[
MaterialIndex
].
Specular
);
...
@@ -429,12 +453,10 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision)
...
@@ -429,12 +453,10 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision)
// Draw Vertex Array
// Draw Vertex Array
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entries
[
index
].
VB_handle
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entries
[
index
].
VB_handle
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glVertexAttribPointer
(
normalIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
16
);
//3*4+4
f
->
glVertexAttribPointer
(
uvIndex
,
2
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
(
const
GLvoid
*
)
32
);
// 12+4+12+4
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entries
[
index
].
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entries
[
index
].
IB_handle
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
3
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
12
);
f
->
glDrawElements
(
GL_PATCHES
,
entries
[
index
].
numIndex
,
GL_UNSIGNED_INT
,
0
);
f
->
glDrawElements
(
GL_PATCHES
,
entries
[
index
].
numIndex
,
GL_UNSIGNED_INT
,
0
);
}
}
...
...
QTProject/subdivide.frag
View file @
2e7a899f
...
@@ -3,7 +3,6 @@ layout(location = 0) out vec3 color;
...
@@ -3,7 +3,6 @@ layout(location = 0) out vec3 color;
in
vec3
gCamPosition
;
in
vec3
gCamPosition
;
in
vec3
gCamNormal
;
in
vec3
gCamNormal
;
in
vec2
gUV
;
in
vec3
gTriDistance
;
in
vec3
gTriDistance
;
in
vec3
gPatchDistance
;
in
vec3
gPatchDistance
;
...
@@ -25,18 +24,15 @@ uniform Material materialInfo;
...
@@ -25,18 +24,15 @@ uniform Material materialInfo;
vec3
phong
(
vec3
lightPos
){
vec3
phong
(
vec3
lightPos
){
vec3
dcolor
=
materialInfo
.
Diffuse
;
vec3
dcolor
=
materialInfo
.
Diffuse
;
vec3
dcolor2
=
texture2D
(
colorTexture
,
gUV
).
xyz
;
if
(
materialInfo
.
hasTexture
){
dcolor
=
dcolor2
;
}
vec3
V
=
normalize
(
-
gCamPosition
);
vec3
V
=
normalize
(
-
gCamPosition
);
vec3
N
=
normalize
(
gCamNormal
);
vec3
N
=
normalize
(
gCamNormal
);
vec3
L
=
normalize
(
lightPos
-
gCamPosition
);
vec3
L
=
normalize
(
lightPos
-
gCamPosition
);
vec3
R
=
normalize
(
reflect
(
-
L
,
N
));
vec3
R
=
normalize
(
reflect
(
-
L
,
N
));
float
diffuse
=
max
(
dot
(
L
,
N
),
0
.
0
);
float
diffuse
=
max
(
dot
(
L
,
N
),
0
.
0
);
diffuse
=
abs
(
dot
(
L
,
N
));
float
specular
=
pow
(
max
(
dot
(
R
,
V
),
0
.
0
),
materialInfo
.
Shininess
);
float
specular
=
pow
(
max
(
dot
(
R
,
V
),
0
.
0
),
materialInfo
.
Shininess
);
//return vec3(diffuse );
//return vec3(diffuse );
...
@@ -67,7 +63,7 @@ void addWireframe(){
...
@@ -67,7 +63,7 @@ void addWireframe(){
void
main
()
void
main
()
{
{
color
=
phong
(
LightPos
);
color
=
phong
(
LightPos
);
//
color = abs(normalize(gCamNormal));
//
color = abs(normalize(gCamNormal));
addWireframe
();
addWireframe
();
...
...
QTProject/subdivide.geo
View file @
2e7a899f
...
@@ -3,13 +3,9 @@
...
@@ -3,13 +3,9 @@
layout (triangles) in;
layout (triangles) in;
layout (triangle_strip, max_vertices = 3) out;
layout (triangle_strip, max_vertices = 3) out;
in vec2 teUV[3];
out vec2 gUV;
in vec3 teCamPosition[3];
in vec3 teCamPosition[3];
out vec3 gCamPosition;
out vec3 gCamPosition;
in vec3 teCamNormal[3];
out vec3 gCamNormal;
out vec3 gCamNormal;
out vec3 gTriDistance;
out vec3 gTriDistance;
...
@@ -26,28 +22,23 @@ void main(void)
...
@@ -26,28 +22,23 @@ void main(void)
//normal = cross(teCamPosition[1]-teCamPosition[0],teCamPosition[2]-teCamPosition[0]);
//normal = cross(teCamPosition[1]-teCamPosition[0],teCamPosition[2]-teCamPosition[0]);
gTriDistance = vec3(1, 0, 0);
gTriDistance = vec3(1, 0, 0);
gUV = teUV[0];
gCamPosition = teCamPosition[0];
gCamPosition = teCamPosition[0];
gCamNormal = teCamNormal[0];
gCamNormal = normal;
//gCamNormal = normal;
gPatchDistance = tePatchDistance[0];
gPatchDistance = tePatchDistance[0];
gl_Position = gl_in[0].gl_Position;
gl_Position = gl_in[0].gl_Position;
EmitVertex();
EmitVertex();
gTriDistance = vec3(0, 1, 0);
gTriDistance = vec3(0, 1, 0);
gUV = teUV[1];
gCamPosition = teCamPosition[1];
gCamPosition = teCamPosition[1];
gCamNormal = teCamNormal[1];
gCamNormal = normal;
//gCamNormal = normal;
gPatchDistance = tePatchDistance[1];
gPatchDistance = tePatchDistance[1];
gl_Position = gl_in[1].gl_Position;
gl_Position = gl_in[1].gl_Position;
EmitVertex();
EmitVertex();
gTriDistance = vec3(0, 0, 1);
gTriDistance = vec3(0, 0, 1);
gUV = teUV[2];
gCamPosition = teCamPosition[2];
gCamPosition = teCamPosition[2];
gCamNormal = teCamNormal[2];
gCamNormal = normal;
// gCamNormal = normal;
gPatchDistance = tePatchDistance[2];
gPatchDistance = tePatchDistance[2];
gl_Position = gl_in[2].gl_Position;
gl_Position = gl_in[2].gl_Position;
EmitVertex();
EmitVertex();
...
...
QTProject/subdivide.tcs
View file @
2e7a899f
#version 430
#version 430
layout(vertices =
3
) out;
layout(vertices =
12
) out;
in vec3 vPosition[];
in vec3 vPosition[];
out vec3 tcPosition[];
out vec3 tcPosition[];
in vec3 vNormal[];
out vec3 tcNormal[];
in vec2 vUV[];
out vec2 tcUV[];
uniform vec3 CamPos;
void main()
void main()
{
{
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
tcNormal[gl_InvocationID] = vNormal[gl_InvocationID];
tcUV[gl_InvocationID] = vUV[gl_InvocationID];
float tesselation = 1.0;
float tesselation = 1.0;
...
...
QTProject/subdivide.tes
View file @
2e7a899f
...
@@ -4,40 +4,39 @@ layout(triangles, equal_spacing, cw) in;
...
@@ -4,40 +4,39 @@ layout(triangles, equal_spacing, cw) in;
in vec3 tcPosition[];
in vec3 tcPosition[];
out vec3 teCamPosition;
out vec3 teCamPosition;
in vec3 tcNormal[];
out vec3 teCamNormal;
in vec2 tcUV[];
out vec2 teUV;
out vec3 tePatchDistance;
out vec3 tePatchDistance;
uniform mat4x4 MV;
uniform mat4x4 MV;
uniform mat4x4 MVP;
uniform mat4x4 MVP;
uniform mat3x3 N;
void main()
void main()
{
{
vec3 p0 = tcPosition[0];
vec3 p1 = tcPosition[1];
vec3 p2 = tcPosition[2];
vec3 p3 = tcPosition[3];
vec3 p4 = tcPosition[4];
vec3 p5 = tcPosition[5];
vec3 p6 = tcPosition[6];
vec3 p7 = tcPosition[7];
vec3 p8 = tcPosition[8];
vec3 p9 = tcPosition[9];
vec3 p10 = tcPosition[10];
vec3 p11 = tcPosition[11];
tePatchDistance = gl_TessCoord.xyz;
tePatchDistance = gl_TessCoord.xyz;
vec3 p0 = gl_TessCoord.x * tcPosition[0];
vec3 d0 = gl_TessCoord.x * p3;
vec3 p1 = gl_TessCoord.y * tcPosition[1];
vec3 d1 = gl_TessCoord.y * p6;
vec3 p2 = gl_TessCoord.z * tcPosition[2];
vec3 d2 = gl_TessCoord.z * p7;
vec4 pos = vec4((p0 + p1 + p2),1);
vec4 pos = vec4((d0 + d1 + d2),1);
teCamPosition = vec4(MV*pos).xyz;
teCamPosition = vec4(MV*pos).xyz;
gl_Position = MVP * pos;
gl_Position = MVP * pos;
vec3 n0 = gl_TessCoord.x * tcNormal[0];
vec3 n1 = gl_TessCoord.y * tcNormal[1];
vec3 n2 = gl_TessCoord.z * tcNormal[2];
teCamNormal = N*(n0 + n1 + n2);
vec2 u0 = gl_TessCoord.x * tcUV[0];
vec2 u1 = gl_TessCoord.y * tcUV[1];
vec2 u2 = gl_TessCoord.z * tcUV[2];
teUV = (u0 + u1 + u2);
}
}
QTProject/subdivide.vert
View file @
2e7a899f
#version 430
#version 430
layout
(
location
=
0
)
in
vec3
Position
;
layout
(
location
=
0
)
in
vec3
Position
;
layout
(
location
=
1
)
in
vec3
Normal
;
layout
(
location
=
2
)
in
vec2
UV
;
out
vec3
vPosition
;
out
vec3
vPosition
;
out
vec3
vNormal
;
out
vec2
vUV
;
void
main
(
void
)
void
main
(
void
)
{
{
//transofrmation im tesselation evaluation , einfach nur durchreichen
//transofrmation im tesselation evaluation , einfach nur durchreichen
vPosition
.
xyz
=
Position
.
xyz
;
vPosition
.
xyz
=
Position
.
xyz
;
vNormal
.
xyz
=
Normal
.
xyz
;
vUV
=
UV
;
}
}
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