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Kai Westerkamp
Unterteilungsalgorithmen
Commits
8a65f39d
Commit
8a65f39d
authored
Sep 27, 2016
by
Philipp Adolf
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Handle sharp edges in vertex buffer
parent
d9b12745
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3 changed files
with
80 additions
and
14 deletions
+80
-14
subdivision-vertex.compute
QTProject/subdivision-vertex.compute
+40
-9
subdivision.cpp
QTProject/subdivision.cpp
+37
-4
subdivision.h
QTProject/subdivision.h
+3
-1
No files found.
QTProject/subdivision-vertex.compute
View file @
8a65f39d
...
...
@@ -22,30 +22,61 @@ layout(std430, binding=2) readonly buffer VertexOffsets {
unsigned int offsets[];
};
layout(std430, binding=3) writeonly buffer Output {
layout(std430, binding=3) readonly buffer VertexSharpness {
unsigned int sharpness[];
};
layout(std430, binding=4) writeonly buffer Output {
Vertex new_vertices[];
};
layout(std430, binding=
4
) readonly buffer OutputOffset {
layout(std430, binding=
5
) readonly buffer OutputOffset {
unsigned int output_offset;
};
void main(){
unsigned int size = offsets[gl_GlobalInvocationID.x + 1] - offsets[gl_GlobalInvocationID.x];
unsigned int offset = offsets[gl_GlobalInvocationID.x];
unsigned int size = offsets[gl_GlobalInvocationID.x + 1] - offset;
new_vertices[output_offset + gl_GlobalInvocationID.x].uv = vec2(0.0f, 0.0f);
new_vertices[output_offset + gl_GlobalInvocationID.x].norm = vec3(0.0f, 0.0f, 0.0f);
// FIXME: size or size - 1?
float t = 3.0f/8.0f + 2.0f/8.0f * cos(2.0f * M_PI / (float(size) - 1.0f));
float alpha = 5.0f/8.0f - t * t;
vec3 pos = vec3(0.0f, 0.0f, 0.0f);
vec3 norm = vec3(0.0f, 0.0f, 0.0f);
unsigned int sharp = 0;
unsigned int sharp_a = 0;
unsigned int sharp_b = 0;
for (unsigned int i = 1; i < size; i++) {
pos += vertices[indices[offsets[gl_GlobalInvocationID.x] + i]].pos;
norm += vertices[indices[offsets[gl_GlobalInvocationID.x] + i]].norm;
if (sharpness[offset + i] > 0) {
sharp++;
if (sharp == 1) {
sharp_a = i;
} else if (sharp == 2) {
sharp_b = i;
}
}
}
vec3 pos = vec3(0.0f, 0.0f, 0.0f);
switch (sharp) {
case 0:
case 1:
for (unsigned int i = 1; i < size; i++) {
pos += vertices[indices[offset + i]].pos;
}
pos = (1.0f - alpha) * vertices[indices[offset]].pos + alpha / (float(size) - 1.0f) * pos;
break;
case 2:
pos = (6.0f * vertices[indices[offset]].pos + vertices[indices[offset + sharp_a]].pos + vertices[indices[offset + sharp_b]].pos) / 8.0f;
break;
default:
pos = vertices[indices[offset]].pos;
}
new_vertices[output_offset + gl_GlobalInvocationID.x].pos = (1.0f - alpha) * vertices[indices[offsets[gl_GlobalInvocationID.x]]].pos + alpha / (float(size) - 1.0f) * pos;
new_vertices[output_offset + gl_GlobalInvocationID.x].norm = normalize((1.0f - alpha) * vertices[indices[offsets[gl_GlobalInvocationID.x]]].norm + alpha / (float(size) - 1.0f) * norm);
new_vertices[output_offset + gl_GlobalInvocationID.x].pos = pos;
}
QTProject/subdivision.cpp
View file @
8a65f39d
...
...
@@ -182,6 +182,10 @@ Subdivision::Tables Subdivision::precomputeTables(Input input) {
qCDebug
(
log_timing
)
<<
"precomputeVertexTable:"
<<
formatTimeMeasurement
(
subTimer
.
elapsed
());
subTimer
.
restart
();
precomputeSharpnessEdges
(
input
,
tables
);
qCDebug
(
log_timing
)
<<
"precomputeSharpnessEdges:"
<<
formatTimeMeasurement
(
subTimer
.
elapsed
());
subTimer
.
restart
();
updateIndexBuffer
(
tables
.
index_buffer
,
modified_vertices
);
updateIndexBuffer
(
tables
.
extra_triangles
,
modified_vertices
);
qCDebug
(
log_timing
)
<<
"updateIndexBuffer:"
<<
formatTimeMeasurement
(
subTimer
.
elapsed
());
...
...
@@ -738,6 +742,27 @@ void Subdivision::updateSharpEdges(const QMap<Edge,unsigned int> &sharp_edges_ol
}
}
void
Subdivision
::
precomputeSharpnessEdges
(
const
Input
&
input
,
Tables
&
tables
)
{
for
(
int
i
=
0
;
i
<
tables
.
vertex_offsets
.
length
()
-
1
;
i
++
)
{
int
size
=
tables
.
vertex_offsets
[
i
+
1
]
-
tables
.
vertex_offsets
[
i
];
GLuint
center
=
tables
.
vertex_indices
[
tables
.
vertex_offsets
[
i
]];
tables
.
vertex_sharpness
.
push_back
(
0
);
// vertex to itself isn't used
for
(
int
j
=
1
;
j
<
size
;
j
++
)
{
GLuint
neighbor
=
tables
.
vertex_indices
[
tables
.
vertex_offsets
[
i
]
+
j
];
bool
sharp
=
false
;
Edge
e
=
{
center
,
neighbor
};
if
(
input
.
sharp_edges
.
value
(
e
,
0
)
>
0
)
{
sharp
=
true
;
}
e
=
{
neighbor
,
center
};
if
(
input
.
sharp_edges
.
value
(
e
,
0
)
>
0
)
{
sharp
=
true
;
}
tables
.
vertex_sharpness
.
push_back
((
GLuint
)
(
sharp
?
1
:
0
));
}
}
}
void
Subdivision
::
splitRegular
(
Mesh
*
mesh
)
{
QTime
totalTimer
;
totalTimer
.
start
();
...
...
@@ -965,6 +990,12 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
vertex_offsets_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
tables
.
vertex_offsets
.
size
()
*
sizeof
(
GLuint
),
tables
.
vertex_offsets
.
data
(),
GL_DYNAMIC_DRAW
);
// Create an input buffer for the vertex sharpnesses
GLuint
vertex_sharpness_handle
;
f
->
glGenBuffers
(
1
,
&
vertex_sharpness_handle
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
vertex_sharpness_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
tables
.
vertex_sharpness
.
size
()
*
sizeof
(
GLuint
),
tables
.
vertex_sharpness
.
data
(),
GL_DYNAMIC_DRAW
);
// Create an input buffer for the edge indices
GLuint
edge_indices_handle
;
f
->
glGenBuffers
(
1
,
&
edge_indices_handle
);
...
...
@@ -1030,7 +1061,7 @@ Subdivision::Result Subdivision::runShader(Input input, Tables &tables) {
offset_buffer
=
(
GLuint
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
*
offset_buffer
=
input
.
vertex_buffer
.
size
()
+
tables
.
edge_indices
.
size
()
/
4
;
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
runVertexShader
(
tables
.
vertex_offsets
.
size
()
-
1
,
input
.
vb_handle
,
vertex_indices_handle
,
vertex_offsets_handle
,
output_handle
,
offset_handle
);
runVertexShader
(
tables
.
vertex_offsets
.
size
()
-
1
,
input
.
vb_handle
,
vertex_indices_handle
,
vertex_offsets_handle
,
vertex_sharpness_handle
,
output_handle
,
offset_handle
);
int
vertexTime
=
timer
.
elapsed
();
timer
.
restart
();
...
...
@@ -1074,14 +1105,15 @@ void Subdivision::runCopyShader(GLuint size, GLuint vb_in, GLuint vb_out) {
copyShader
->
release
();
}
void
Subdivision
::
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
,
GLuint
offset_handle
)
{
void
Subdivision
::
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
vertex_sharpness_handle
,
GLuint
output_handle
,
GLuint
offset_handle
)
{
vertexShader
->
bind
();
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
vb_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
vertex_indices_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
vertex_offsets_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
3
,
output_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
4
,
offset_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
3
,
vertex_sharpness_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
4
,
output_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
5
,
offset_handle
);
// Run the shader
f
->
glDispatchCompute
(
size
,
1
,
1
);
...
...
@@ -1095,6 +1127,7 @@ void Subdivision::runVertexShader(GLuint size, GLuint vb_handle, GLuint vertex_i
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
3
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
4
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
5
,
0
);
vertexShader
->
release
();
}
...
...
QTProject/subdivision.h
View file @
8a65f39d
...
...
@@ -34,6 +34,7 @@ private:
QMap
<
Edge
,
unsigned
int
>
sharp_edges
;
QVector
<
GLuint
>
vertex_indices
;
QVector
<
GLuint
>
vertex_offsets
;
QVector
<
GLuint
>
vertex_sharpness
;
QVector
<
GLuint
>
index_buffer
;
QVector
<
GLuint
>
patch_index_regular
;
QVector
<
GLuint
>
extra_triangles
;
...
...
@@ -79,10 +80,11 @@ private:
QMap
<
Edge
,
unsigned
int
>
&
sharp_edges_new
,
const
QMap
<
unsigned
int
,
unsigned
int
>&
old_vertex_to_new_vertex
,
const
QMap
<
Edge
,
unsigned
int
>
&
old_edge_to_new_vertex
);
void
precomputeSharpnessEdges
(
const
Input
&
input
,
Tables
&
tables
);
void
findRegular
(
QVector
<
Triangle
>
triangles
,
QMap
<
Triangle
,
Triangle
::
Neighbors
>
neighbors
,
QVector
<
Triangle
>
&
regular
,
QVector
<
Triangle
>
&
irregular
);
Result
runShader
(
Input
input
,
Tables
&
tables
);
void
runCopyShader
(
GLuint
size
,
GLuint
vb_in
,
GLuint
vb_out
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
,
GLuint
offset_handle
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
vertex_sharpness_handle
,
GLuint
output_handle
,
GLuint
offset_handle
);
void
runEdgeShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
edge_indices_handle
,
GLuint
edge_sharpness_handle
,
GLuint
output_handle
,
GLuint
offset_handle
);
void
updateIrregularForDraw
(
const
QVector
<
Triangle
>
&
triangles
,
QMap
<
Triangle
,
Triangle
::
Neighbors
>
&
neighbors
,
Result
&
result
);
bool
containsVertex
(
QVector
<
Vertex
>
&
vertices
,
Vertex
vertex
);
...
...
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