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Unterteilungsalgorithmen
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Kai Westerkamp
Unterteilungsalgorithmen
Commits
393092be
Commit
393092be
authored
Aug 29, 2016
by
Kai Westerkamp
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FIXED DRAWING CONVEX HULL
parent
72000d21
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6 changed files
with
28 additions
and
23 deletions
+28
-23
main.cpp
QTProject/main.cpp
+1
-1
mainwidget.cpp
QTProject/mainwidget.cpp
+20
-14
mesh.cpp
QTProject/mesh.cpp
+2
-1
subdivide.tcs
QTProject/subdivide.tcs
+0
-1
subdivide.tes
QTProject/subdivide.tes
+0
-1
subdivideRegular.tcs
QTProject/subdivideRegular.tcs
+5
-5
No files found.
QTProject/main.cpp
View file @
393092be
...
@@ -5,7 +5,7 @@
...
@@ -5,7 +5,7 @@
int
main
(
int
argc
,
char
*
argv
[])
int
main
(
int
argc
,
char
*
argv
[])
{
{
QApplication
a
(
argc
,
argv
);
QApplication
a
(
argc
,
argv
);
QLoggingCategory
::
setFilterRules
(
"*.debug=false
\n
"
);
//
QLoggingCategory::setFilterRules("*.debug=false\n");
// If you want to enable debug output for some categories use something like this:
// If you want to enable debug output for some categories use something like this:
//QLoggingCategory::setFilterRules("*.debug=false\n"
//QLoggingCategory::setFilterRules("*.debug=false\n"
...
...
QTProject/mainwidget.cpp
View file @
393092be
...
@@ -215,44 +215,50 @@ void MainWidget::paintGL(){
...
@@ -215,44 +215,50 @@ void MainWidget::paintGL(){
//TODO schön machen
//TODO schön machen
rot
.
rotate
(
time
/
100.0
*
36
/
5
,
QVector3D
(
0
,
1
,
0
));
rot
.
rotate
(
time
/
100.0
*
36
/
5
,
QVector3D
(
0
,
1
,
0
));
}
}
QMatrix4x4
view
=
cam
->
getMatrix
()
*
rot
;
QVector3D
light
=
QVector3D
(
0
,
100
,
100
);
//============= Regular Patches====================
regularShader
->
bind
();
regularShader
->
bind
();
regularShader
->
setUniformValue
(
"wireframe"
,
wireframe
);
regularShader
->
setUniformValue
(
"wireframe"
,
wireframe
);
regularShader
->
setUniformValue
(
"colorTexture"
,
0
);
regularShader
->
setUniformValue
(
"colorTexture"
,
0
);
regularShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
)
);
regularShader
->
setUniformValue
(
"LightPos"
,
light
);
regularShader
->
setUniformValue
(
"subdiv"
,
subdivLevel
);
regularShader
->
setUniformValue
(
"subdiv"
,
subdivLevel
);
mesh
->
render
(
regularShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
subdivLevel
,
true
);
mesh
->
render
(
regularShader
,
view
,
m_projection
,
subdivLevel
,
true
);
if
(
subdivLevel
>
0
){
glEnable
(
GL_BLEND
);
glDepthMask
(
GL_FALSE
);
glBlendFunc
(
GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
);
regularShader
->
setUniformValue
(
"wireframe"
,
false
);
regularShader
->
setUniformValue
(
"subdiv"
,
0
);
mesh
->
render
(
regularShader
,
view
,
m_projection
,
0
,
true
);
glDisable
(
GL_BLEND
);
glDepthMask
(
GL_TRUE
);
}
regularShader
->
release
();
regularShader
->
release
();
//============= Irregular Patches====================
subdivisionShader
->
bind
();
subdivisionShader
->
bind
();
subdivisionShader
->
setUniformValue
(
"wireframe"
,
wireframe
);
subdivisionShader
->
setUniformValue
(
"wireframe"
,
wireframe
);
subdivisionShader
->
setUniformValue
(
"colorTexture"
,
0
);
subdivisionShader
->
setUniformValue
(
"colorTexture"
,
0
);
subdivisionShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
));
subdivisionShader
->
setUniformValue
(
"LightPos"
,
light
);
subdivisionShader
->
setUniformValue
(
"subdiv"
,
1
);
mesh
->
render
(
subdivisionShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
subdivLevel
,
false
);
mesh
->
render
(
subdivisionShader
,
view
,
m_projection
,
subdivLevel
,
false
);
if
(
subdivLevel
>
0
){
if
(
subdivLevel
>
0
){
glEnable
(
GL_BLEND
);
glEnable
(
GL_BLEND
);
glDepthMask
(
GL_FALSE
);
glDepthMask
(
GL_FALSE
);
glBlendFunc
(
GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
);
glBlendFunc
(
GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
);
subdivisionShader
->
setUniformValue
(
"wireframe"
,
false
);
subdivisionShader
->
setUniformValue
(
"wireframe"
,
false
);
mesh
->
render
(
subdivisionShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
0
,
false
);
mesh
->
render
(
subdivisionShader
,
view
,
m_projection
,
0
,
false
);
//mesh->render(subdivisionShader,view, m_projection,0,true);
glDisable
(
GL_BLEND
);
glDisable
(
GL_BLEND
);
glDepthMask
(
GL_TRUE
);
glDepthMask
(
GL_TRUE
);
}
}
subdivisionShader
->
release
();
subdivisionShader
->
release
();
update
();
update
();
}
}
...
...
QTProject/mesh.cpp
View file @
393092be
...
@@ -437,7 +437,7 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision,
...
@@ -437,7 +437,7 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision,
// qCDebug(log_mesh) << materials[MaterialIndex].Diffuse << materials[MaterialIndex].Specular << materials[MaterialIndex].Shininess << materials[MaterialIndex].hasTexture;
// qCDebug(log_mesh) << materials[MaterialIndex].Diffuse << materials[MaterialIndex].Specular << materials[MaterialIndex].Shininess << materials[MaterialIndex].hasTexture;
if
(
regular
)
{
if
(
regular
)
{
shader
->
setUniformValue
(
"materialInfo.Diffuse"
,
QVector3D
(
0.0
f
,
0.0
f
,
1.0
f
));
//
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"
,
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", QVector/3D(1.0f, 1.0f, 1.0f));
}
else
{
}
else
{
...
@@ -466,6 +466,7 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision,
...
@@ -466,6 +466,7 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision,
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_regular_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_regular_handle
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
12
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
12
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indices_regular
.
size
(),
GL_UNSIGNED_INT
,
0
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indices_regular
.
size
(),
GL_UNSIGNED_INT
,
0
);
//qCDebug(log_mesh)<<"Patches "<<entry->indices_regular.size()/12<<" Subdivision Level: "<< subdivision;
}
}
}
else
{
}
else
{
if
(
!
entry
->
indices_irregular
.
isEmpty
())
{
if
(
!
entry
->
indices_irregular
.
isEmpty
())
{
...
...
QTProject/subdivide.tcs
View file @
393092be
...
@@ -11,7 +11,6 @@ void main()
...
@@ -11,7 +11,6 @@ void main()
{
{
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
float tesselation = 1.0;
float tesselation = 1.0;
gl_TessLevelOuter[0] = tesselation;
gl_TessLevelOuter[0] = tesselation;
...
...
QTProject/subdivide.tes
View file @
393092be
...
@@ -10,7 +10,6 @@ uniform mat4x4 MV;
...
@@ -10,7 +10,6 @@ uniform mat4x4 MV;
uniform mat4x4 MVP;
uniform mat4x4 MVP;
void main()
void main()
{
{
...
...
QTProject/subdivideRegular.tcs
View file @
393092be
...
@@ -11,12 +11,12 @@ void main()
...
@@ -11,12 +11,12 @@ void main()
{
{
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
float tesselation = subdiv
+1
;
float tesselation = subdiv;
gl_TessLevelOuter[0] =
3 * tesselation
;
gl_TessLevelOuter[0] =
exp2(tesselation)
;
gl_TessLevelOuter[1] =
3 * tesselation
;
gl_TessLevelOuter[1] =
exp2(tesselation)
;
gl_TessLevelOuter[2] =
3 * tesselation
;
gl_TessLevelOuter[2] =
exp2(tesselation)
;
gl_TessLevelInner[0] =
5 * tesselation
;
gl_TessLevelInner[0] =
exp2(tesselation+1)
;
}
}
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