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Kai Westerkamp
Unterteilungsalgorithmen
Commits
61f40d18
Commit
61f40d18
authored
Jul 21, 2016
by
Kai Westerkamp
Browse files
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Plain Diff
rebuild tesselation stages
parent
2e7a899f
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Showing
12 changed files
with
231 additions
and
110 deletions
+231
-110
mainwidget.cpp
QTProject/mainwidget.cpp
+18
-10
mainwidget.h
QTProject/mainwidget.h
+2
-1
mainwindow.cpp
QTProject/mainwindow.cpp
+2
-1
mesh.cpp
QTProject/mesh.cpp
+93
-64
mesh.h
QTProject/mesh.h
+28
-11
resources.qrc
QTProject/resources.qrc
+2
-0
subdivide.tcs
QTProject/subdivide.tcs
+2
-1
subdivide.tes
QTProject/subdivide.tes
+7
-16
subdivideRegular.tcs
QTProject/subdivideRegular.tcs
+21
-0
subdivideRegular.tes
QTProject/subdivideRegular.tes
+41
-0
subdivision.cpp
QTProject/subdivision.cpp
+14
-5
subdivision.h
QTProject/subdivision.h
+1
-1
No files found.
QTProject/mainwidget.cpp
View file @
61f40d18
...
...
@@ -106,7 +106,17 @@ void MainWidget::initializeGL(){
glDisable
(
GL_CULL_FACE
);
// Shader
subdevisionShader
=
initShaderProgram
();
QString
vertSource
=
QLatin1String
(
":/subdivide.vert"
);
QString
tesselationControlSource
=
QLatin1String
(
":/subdivide.tcs"
);
QString
tesselationEvaluationSource
=
QLatin1String
(
":/subdivide.tes"
);
QString
tesselationControlSource2
=
QLatin1String
(
":/subdivideRegular.tcs"
);
QString
tesselationEvaluationSource2
=
QLatin1String
(
":/subdivideRegular.tes"
);
QString
geometrySource
=
QLatin1String
(
":/subdivide.geo"
);
QString
fragSource
=
QLatin1String
(
":/subdivide.frag"
);
subdevisionShader
=
initShaderProgram
(
vertSource
,
tesselationControlSource
,
tesselationEvaluationSource
,
geometrySource
,
fragSource
);
regularShader
=
initShaderProgram
(
vertSource
,
tesselationControlSource2
,
tesselationEvaluationSource2
,
geometrySource
,
fragSource
);
subdivision
->
init
();
//loadNewMesh( "../Models/demon_head.3ds");
...
...
@@ -134,8 +144,9 @@ void MainWidget::loadNewMesh(QString path){
}
void
MainWidget
::
subdivide
(
int
level
){
subdivision
->
subdivide
(
mesh
);
subdivision
->
subdivide
(
mesh
,
level
);
subdivLevel
=
level
;
}
void
MainWidget
::
setdebugOutput
(
bool
output
){
...
...
@@ -154,13 +165,7 @@ void MainWidget::setWireframe(bool active){
this
->
wireframe
=
active
;
}
QOpenGLShaderProgram
*
MainWidget
::
initShaderProgram
(){
QString
vertSource
=
QLatin1String
(
":/subdivide.vert"
);
QString
tesselationControlSource
=
QLatin1String
(
":/subdivide.tcs"
);
QString
tesselationEvaluationSource
=
QLatin1String
(
":/subdivide.tes"
);
QString
geometrySource
=
QLatin1String
(
":/subdivide.geo"
);
QString
fragSource
=
QLatin1String
(
":/subdivide.frag"
);
QOpenGLShaderProgram
*
MainWidget
::
initShaderProgram
(
QString
vertSource
,
QString
tesselationControlSource
,
QString
tesselationEvaluationSource
,
QString
geometrySource
,
QString
fragSource
){
QOpenGLShader
*
vert
=
initGLShader
(
vertSource
,
QOpenGLShader
::
Vertex
);
QOpenGLShader
*
tesselationControl
=
initGLShader
(
tesselationControlSource
,
QOpenGLShader
::
TessellationControl
);
...
...
@@ -213,7 +218,10 @@ void MainWidget::paintGL(){
subdevisionShader
->
setUniformValue
(
"colorTexture"
,
0
);
subdevisionShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
));
mesh
->
render
(
subdevisionShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
subdivLevel
);
mesh
->
render
(
subdevisionShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
subdivLevel
,
false
);
//glEnable (GL_BLEND);
//glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
subdevisionShader
->
release
();
update
();
...
...
QTProject/mainwidget.h
View file @
61f40d18
...
...
@@ -54,6 +54,7 @@ private:
Camera
*
cam
;
QOpenGLShaderProgram
*
subdevisionShader
;
QOpenGLShaderProgram
*
regularShader
;
QMatrix4x4
m_projection
;
QTime
startTime
;
QTime
rotTime
;
...
...
@@ -67,7 +68,7 @@ private:
Subdivision
*
subdivision
;
Mesh
*
mesh
;
QOpenGLShaderProgram
*
initShaderProgram
();
QOpenGLShaderProgram
*
initShaderProgram
(
QString
vertSource
,
QString
tesselationControlSource
,
QString
tesselationEvaluationSource
,
QString
geometrySource
,
QString
fragSource
);
QOpenGLShader
*
initGLShader
(
QString
scource
,
QOpenGLShader
::
ShaderType
type
);
};
...
...
QTProject/mainwindow.cpp
View file @
61f40d18
...
...
@@ -42,8 +42,9 @@ MainWindow::MainWindow(QWidget *parent) :
subdivSlider
=
new
QSlider
(
Qt
::
Horizontal
);
subdivSlider
->
setMinimum
(
0
);
subdivSlider
->
setMaximum
(
10
);
subdivSlider
->
setMaximum
(
5
);
subdivSlider
->
setSliderPosition
(
0
);
subdivSlider
->
setSingleStep
(
1
);
connect
(
subdivSlider
,
SIGNAL
(
valueChanged
(
int
)),
m_centralWidget
,
SLOT
(
subdivide
(
int
)));
...
...
QTProject/mesh.cpp
View file @
61f40d18
...
...
@@ -6,58 +6,87 @@ QDebug operator<< (QDebug d, const Vertex &v) {
return
d
;
}
Mesh
::
MeshEntry
::
MeshEntry
()
Mesh
::
SubdivEntry
::
SubdivEntry
()
{
materialIndex
=
0xFFFFFFFF
;
numIndex
=
0
;
VB_handle
=
0xFFFFFFFF
;
IB_handle
=
0xFFFFFFFF
;
double
amax
=
std
::
numeric_limits
<
float
>::
max
();
min
=
QVector3D
(
amax
,
amax
,
amax
);
max
=
QVector3D
(
-
amax
,
-
amax
,
-
amax
);
IB_Regular
=
0xFFFFFFFF
;
}
void
Mesh
::
MeshEntry
::
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
){
this
->
f
=
f
;
f
->
glGenBuffers
(
1
,
&
VB_handle
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
VB_handle
);
f
->
glBufferData
(
GL_ARRAY_BUFFER
,
sizeof
(
Vertex
)
*
Vertices
.
size
(),
&
Vertices
[
0
],
GL_STATIC_DRAW
);
Mesh
::
SubdivEntry
::~
SubdivEntry
()
{
f
->
glDeleteBuffers
(
1
,
&
VB_handle
);
f
->
glDeleteBuffers
(
1
,
&
IB_handle
);
f
->
glDeleteBuffers
(
1
,
&
IB_Regular
);
//for(int i = 0; i < Vertices.length(); i++){
// qDebug()<<"V:"<<i<<Vertices[i];
//}
}
QVector
<
unsigned
int
>
Indices2
;
void
Mesh
::
SubdivEntry
::
addRegular
(
QVector
<
unsigned
int
>&
Indices
){
//TODO fixme
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
indicesRegular
.
push_back
(
0
);
//0
indicesRegular
.
push_back
(
0
);
//1
indicesRegular
.
push_back
(
0
);
//2
indicesRegular
.
push_back
(
Indices
[
i
]);
//3
indicesRegular
.
push_back
(
0
);
//4
indicesRegular
.
push_back
(
0
);
//5
indicesRegular
.
push_back
(
Indices
[
i
+
1
]);
//6
indicesRegular
.
push_back
(
Indices
[
i
+
2
]);
//7
indicesRegular
.
push_back
(
0
);
//8
indicesRegular
.
push_back
(
0
);
//9
indicesRegular
.
push_back
(
0
);
//10
indicesRegular
.
push_back
(
0
);
//11
}
numIndex
=
Indices2
.
size
();
f
->
glGenBuffers
(
1
,
&
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
IB_handle
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
numIndex
,
&
Indices2
[
0
],
GL_STATIC_DRAW
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
indicesRegular
.
size
(),
&
indicesRegular
[
0
],
GL_STATIC_DRAW
);
}
void
Mesh
::
SubdivEntry
::
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
){
f
->
glGenBuffers
(
1
,
&
VB_handle
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
VB_handle
);
f
->
glBufferData
(
GL_ARRAY_BUFFER
,
sizeof
(
Vertex
)
*
Vertices
.
size
(),
&
Vertices
[
0
],
GL_STATIC_DRAW
);
this
->
init
(
f
,
VB_handle
,
Vertices
,
Indices
);
}
void
Mesh
::
SubdivEntry
::
init
(
QOpenGLFunctions_4_3_Core
*
f
,
GLuint
VB_handle
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
){
this
->
f
=
f
;
this
->
VB_handle
=
VB_handle
;
indices
=
Indices
;
vertices
=
Vertices
;
indices
=
Indices
;
f
->
glGenBuffers
(
1
,
&
IB_handle
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
IB_handle
);
f
->
glBufferData
(
GL_ELEMENT_ARRAY_BUFFER
,
sizeof
(
unsigned
int
)
*
Indices
.
size
(),
&
Indices
[
0
],
GL_STATIC_DRAW
);
}
Mesh
::
MeshEntry
::
MeshEntry
()
{
materialIndex
=
0xFFFFFFFF
;
double
amax
=
std
::
numeric_limits
<
float
>::
max
();
min
=
QVector3D
(
amax
,
amax
,
amax
);
max
=
QVector3D
(
-
amax
,
-
amax
,
-
amax
);
}
void
Mesh
::
MeshEntry
::
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
){
this
->
f
=
f
;
buffers
.
resize
(
1
);
buffers
[
0
].
init
(
f
,
Vertices
,
Indices
);
//calc AABB
for
(
int
i
=
0
;
i
<
Vertices
.
size
();
++
i
)
{
...
...
@@ -73,24 +102,13 @@ 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
){
numIndex
=
Indices
.
size
();
indices
=
Indices
;
vertices
=
Vertices
;
f
->
glDeleteBuffers
(
1
,
&
IB_handle
);
f
->
glGenBuffers
(
1
,
&
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
->
glDeleteBuffers
(
1
,
&
VB_handle
);
VB_handle
=
VB
;
buffers
.
resize
(
buffers
.
size
()
+
1
);
buffers
[
buffers
.
size
()
-
1
].
init
(
f
,
VB
,
Vertices
,
Indices
);
}
Mesh
::
MeshEntry
::~
MeshEntry
()
{
f
->
glDeleteBuffers
(
1
,
&
VB_handle
);
f
->
glDeleteBuffers
(
1
,
&
IB_handle
);
//moved to subdiventry
}
Mesh
::
MaterialInfo
::
MaterialInfo
()
...
...
@@ -276,13 +294,6 @@ Mesh::MeshEntry *Mesh::getMeshEntry(int index){
return
&
entries
[
index
];
}
QVector
<
unsigned
int
>
Mesh
::
MeshEntry
::
getIndexBuffer
(){
return
indices
;
}
QVector
<
Vertex
>
Mesh
::
MeshEntry
::
getVertexBuffer
(){
return
vertices
;
}
void
Mesh
::
initNode
(
const
aiScene
*
scene
,
aiNode
*
node
,
Node
&
newNode
,
QString
debugoffset
){
newNode
.
name
=
node
->
mName
.
length
!=
0
?
node
->
mName
.
C_Str
()
:
""
;
...
...
@@ -392,7 +403,7 @@ void Mesh::initMeshEntry(int index, aiMesh * entry){
}
void
Mesh
::
render
(
QOpenGLShaderProgram
*
shader
,
QMatrix4x4
V
,
QMatrix4x4
P
,
int
subdivision
){
void
Mesh
::
render
(
QOpenGLShaderProgram
*
shader
,
QMatrix4x4
V
,
QMatrix4x4
P
,
int
subdivision
,
bool
regular
){
if
(
!
loaded
)
return
;
if
(
f
==
NULL
){
...
...
@@ -404,7 +415,7 @@ void Mesh::render(QOpenGLShaderProgram *shader, QMatrix4x4 V,QMatrix4x4 P, int s
f
->
glEnableVertexAttribArray
(
normalIndex
);
f
->
glEnableVertexAttribArray
(
uvIndex
);
renderNode
(
shader
,
rootNode
,
V
*
screenTransform
,
P
,
QMatrix4x4
(),
subdivision
);
renderNode
(
shader
,
rootNode
,
V
*
screenTransform
,
P
,
QMatrix4x4
(),
subdivision
,
regular
);
f
->
glDisableVertexAttribArray
(
positionIndex
);
f
->
glDisableVertexAttribArray
(
normalIndex
);
...
...
@@ -414,7 +425,7 @@ void Mesh::render(QOpenGLShaderProgram *shader, QMatrix4x4 V,QMatrix4x4 P, int s
}
void
Mesh
::
renderNode
(
QOpenGLShaderProgram
*
shader
,
Node
&
node
,
QMatrix4x4
V
,
QMatrix4x4
P
,
QMatrix4x4
M
,
int
subdivision
){
void
Mesh
::
renderNode
(
QOpenGLShaderProgram
*
shader
,
Node
&
node
,
QMatrix4x4
V
,
QMatrix4x4
P
,
QMatrix4x4
M
,
int
subdivision
,
bool
regular
){
M
*=
node
.
transformation
;
QMatrix4x4
MV
=
V
*
M
;
...
...
@@ -426,15 +437,15 @@ void Mesh::renderNode(QOpenGLShaderProgram *shader, Node &node, QMatrix4x4 V,QMa
for
(
int
i
=
0
;
i
<
node
.
meshes
.
size
()
;
i
++
)
{
int
index
=
node
.
meshes
[
i
];
//load Material
renderMesh
(
shader
,
index
,
subdivision
);
renderMesh
(
shader
,
index
,
subdivision
,
regular
);
}
for
(
int
i
=
0
;
i
<
node
.
children
.
size
()
;
i
++
)
{
renderNode
(
shader
,
node
.
children
[
i
],
V
,
P
,
M
,
subdivision
);
renderNode
(
shader
,
node
.
children
[
i
],
V
,
P
,
M
,
subdivision
,
regular
);
}
}
void
Mesh
::
renderMesh
(
QOpenGLShaderProgram
*
shader
,
int
index
,
int
subdivision
)
void
Mesh
::
renderMesh
(
QOpenGLShaderProgram
*
shader
,
int
index
,
int
subdivision
,
bool
regular
)
{
int
MaterialIndex
=
entries
[
index
].
materialIndex
;
if
(
MaterialIndex
<
materials
.
size
())
{
...
...
@@ -449,15 +460,33 @@ void Mesh::renderMesh(QOpenGLShaderProgram *shader, int index, int subdivision)
materials
[
MaterialIndex
].
texture
.
bind
(
f
,
GL_TEXTURE0
);
}
if
(
entries
[
index
].
buffers
.
size
()
<=
subdivision
){
subdivision
=
entries
[
index
].
buffers
.
size
()
-
1
;
}
SubdivEntry
*
entry
=
&
entries
[
index
].
buffers
[
subdivision
];
// Draw Vertex Array
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entr
ies
[
index
].
VB_handle
);
f
->
glBindBuffer
(
GL_ARRAY_BUFFER
,
entr
y
->
VB_handle
);
f
->
glVertexAttribPointer
(
positionIndex
,
3
,
GL_FLOAT
,
GL_FALSE
,
sizeof
(
Vertex
),
0
);
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entries
[
index
].
IB_handle
);
// qDebug()<<"Render"<<subdivision<<entry->indices;
if
(
regular
){
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_Regular
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
12
);
f
->
glDrawElements
(
GL_PATCHES
,
entries
[
index
].
numIndex
,
GL_UNSIGNED_INT
,
0
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indicesRegular
.
size
(),
GL_UNSIGNED_INT
,
0
);
}
else
{
f
->
glBindBuffer
(
GL_ELEMENT_ARRAY_BUFFER
,
entry
->
IB_handle
);
f
->
glPatchParameteri
(
GL_PATCH_VERTICES
,
3
);
f
->
glDrawElements
(
GL_PATCHES
,
entry
->
indices
.
size
(),
GL_UNSIGNED_INT
,
0
);
}
}
void
Mesh
::
findObjectDimension
(
Node
node
,
QMatrix4x4
transform
,
QVector3D
&
min
,
QVector3D
&
max
){
...
...
QTProject/mesh.h
View file @
61f40d18
...
...
@@ -51,16 +51,36 @@ public:
Mesh
(
QOpenGLFunctions_4_3_Core
*
f
,
Mesh
*
mesh
,
QVector
<
Vertex
>
&
vertex_buffer
,
QVector
<
GLuint
>
&
index_buffer
);
~
Mesh
();
void
render
(
QOpenGLShaderProgram
*
shader
,
QMatrix4x4
V
,
QMatrix4x4
P
,
int
subdivision
);
void
render
(
QOpenGLShaderProgram
*
shader
,
QMatrix4x4
V
,
QMatrix4x4
P
,
int
subdivision
,
bool
regular
);
const
aiScene
*
scene
;
bool
debug
=
true
;
struct
SubdivEntry
{
SubdivEntry
();
~
SubdivEntry
();
GLuint
VB_handle
;
GLuint
IB_handle
;
GLuint
IB_Regular
;
QVector
<
Vertex
>
vertices
;
QVector
<
unsigned
int
>
indices
;
QVector
<
unsigned
int
>
indicesRegular
;
QOpenGLFunctions_4_3_Core
*
f
;
void
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
);
void
init
(
QOpenGLFunctions_4_3_Core
*
f
,
GLuint
VB_handle
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
);
void
addRegular
(
QVector
<
unsigned
int
>&
Indices
);
};
struct
MeshEntry
{
MeshEntry
();
~
MeshEntry
();
QVector
<
unsigned
int
>
getIndexBuffer
();
QVector
<
Vertex
>
getVertexBuffer
();
void
init
(
QOpenGLFunctions_4_3_Core
*
f
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
);
...
...
@@ -68,13 +88,10 @@ public:
void
update
(
GLuint
VB_handle
,
QVector
<
Vertex
>&
Vertices
,
QVector
<
unsigned
int
>&
Indices
);
QString
name
;
GLuint
VB_handle
;
GLuint
IB_handle
;
QVector
<
unsigned
int
>
indice
s
;
QVector
<
Vertex
>
vertices
;
QVector
<
SubdivEntry
>
buffer
s
;
int
numIndex
;
int
materialIndex
;
QOpenGLFunctions_4_3_Core
*
f
;
...
...
@@ -127,8 +144,8 @@ private:
void
initNode
(
const
aiScene
*
scene
,
aiNode
*
node
,
Node
&
newNode
,
QString
debugoffset
);
void
renderNode
(
QOpenGLShaderProgram
*
shader
,
Node
&
node
,
QMatrix4x4
V
,
QMatrix4x4
P
,
QMatrix4x4
M
,
int
subdivision
);
void
renderMesh
(
QOpenGLShaderProgram
*
shader
,
int
index
,
int
subdivision
);
void
renderNode
(
QOpenGLShaderProgram
*
shader
,
Node
&
node
,
QMatrix4x4
V
,
QMatrix4x4
P
,
QMatrix4x4
M
,
int
subdivision
,
bool
regular
);
void
renderMesh
(
QOpenGLShaderProgram
*
shader
,
int
index
,
int
subdivision
,
bool
regular
);
void
findObjectDimension
(
Node
node
,
QMatrix4x4
transform
,
QVector3D
&
min
,
QVector3D
&
max
);
...
...
QTProject/resources.qrc
View file @
61f40d18
...
...
@@ -7,5 +7,7 @@
<file>subdivide.vert</file>
<file>subdivision-edge.compute</file>
<file>subdivision-vertex.compute</file>
<file>subdivideRegular.tcs</file>
<file>subdivideRegular.tes</file>
</qresource>
</RCC>
QTProject/subdivide.tcs
View file @
61f40d18
#version 430
layout(vertices = 12) out;
layout(vertices = 3) out;
in vec3 vPosition[];
out vec3 tcPosition[];
...
...
QTProject/subdivide.tes
View file @
61f40d18
...
...
@@ -4,8 +4,6 @@ layout(triangles, equal_spacing, cw) in;
in vec3 tcPosition[];
out vec3 teCamPosition;
out vec3 tePatchDistance;
uniform mat4x4 MV;
...
...
@@ -15,26 +13,19 @@ uniform mat4x4 MVP;
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;
vec3 d0 = gl_TessCoord.x * p
3
;
vec3 d1 = gl_TessCoord.y * p
6
;
vec3 d2 = gl_TessCoord.z * p
7
;
vec3 d0 = gl_TessCoord.x * p
0
;
vec3 d1 = gl_TessCoord.y * p
1
;
vec3 d2 = gl_TessCoord.z * p
2
;
vec4 pos = vec4((d0 + d1 + d2),1);
tePatchDistance = gl_TessCoord.xyz;
teCamPosition = vec4(MV*pos).xyz;
gl_Position = MVP * pos;
...
...
QTProject/subdivideRegular.tcs
0 → 100644
View file @
61f40d18
#version 430
layout(vertices = 12) out;
in vec3 vPosition[];
out vec3 tcPosition[];
void main()
{
tcPosition[gl_InvocationID] = vPosition[gl_InvocationID];
float tesselation = 1.0;
gl_TessLevelOuter[0] = tesselation;
gl_TessLevelOuter[1] = tesselation;
gl_TessLevelOuter[2] = tesselation;
gl_TessLevelInner[0] = tesselation;
}
QTProject/subdivideRegular.tes
0 → 100644
View file @
61f40d18
#version 430
layout(triangles, equal_spacing, cw) in;
in vec3 tcPosition[];
out vec3 teCamPosition;
out vec3 tePatchDistance;
uniform mat4x4 MV;
uniform mat4x4 MVP;
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];
vec3 d0 = gl_TessCoord.x * p3;
vec3 d1 = gl_TessCoord.y * p6;
vec3 d2 = gl_TessCoord.z * p7;
vec4 pos = vec4((d0 + d1 + d2),1);
tePatchDistance = gl_TessCoord.xyz;
teCamPosition = vec4(MV*pos).xyz;
gl_Position = MVP * pos;
}
QTProject/subdivision.cpp
View file @
61f40d18
...
...
@@ -44,21 +44,30 @@ QOpenGLShaderProgram *Subdivision::initComputeShaderProgram(QString &source){
return
shader
;
}
Mesh
*
Subdivision
::
subdivide
(
Mesh
*
mesh
)
{
void
Subdivision
::
subdivide
(
Mesh
*
mesh
,
int
level
)
{
// 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
;
return
;
}
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
();
int
currentMax
=
current_mesh
->
buffers
.
size
()
-
1
;
qDebug
()
<<
"Subdiv Level"
<<
level
<<
"Requested. Current Max:"
<<
currentMax
;
if
(
level
<=
currentMax
)
return
;
Mesh
::
SubdivEntry
*
entry
=
&
current_mesh
->
buffers
[
currentMax
];
input
.
vb_handle
=
entry
->
VB_handle
;
input
.
vertex_buffer
=
entry
->
vertices
;
input
.
index_buffer
=
entry
->
indices
;
Tables
tables
=
precomputeTables
(
input
);
Result
result
=
runShader
(
input
,
tables
);
...
...
QTProject/subdivision.h
View file @
61f40d18
...
...
@@ -13,7 +13,7 @@ public:
~
Subdivision
();
void
init
();
Mesh
*
subdivide
(
Mesh
*
mesh
);
void
subdivide
(
Mesh
*
mesh
,
int
level
);
void
setDebugOutbut
(
bool
debug
);
private
:
...
...
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