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Kai Westerkamp
Unterteilungsalgorithmen
Commits
9c5ff7de
Commit
9c5ff7de
authored
Jun 29, 2016
by
Philipp Adolf
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Execute vertex shader
parent
1c7fdb0d
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2 changed files
with
44 additions
and
0 deletions
+44
-0
subdivision.cpp
QTProject/subdivision.cpp
+43
-0
subdivision.h
QTProject/subdivision.h
+1
-0
No files found.
QTProject/subdivision.cpp
View file @
9c5ff7de
...
...
@@ -320,6 +320,18 @@ Subdivision::Tables Subdivision::precomputeTables(Input input) {
void
Subdivision
::
runShader
(
Input
input
,
Tables
&
tables
)
{
qDebug
()
<<
"Running compute shader"
;
// Create an input buffer for the vertex indices
GLuint
vertex_indices_handle
;
f
->
glGenBuffers
(
1
,
&
vertex_indices_handle
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
vertex_indices_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
tables
.
vertex_indices
.
size
()
*
sizeof
(
GLuint
),
tables
.
vertex_indices
.
data
(),
GL_DYNAMIC_DRAW
);
// Create an input buffer for the vertex offsets
GLuint
vertex_offsets_handle
;
f
->
glGenBuffers
(
1
,
&
vertex_offsets_handle
);
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 edge indices
GLuint
edge_indices_handle
;
f
->
glGenBuffers
(
1
,
&
edge_indices_handle
);
...
...
@@ -334,6 +346,7 @@ void Subdivision::runShader(Input input, Tables &tables) {
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
0
);
runVertexShader
(
input
.
vertex_buffer
.
size
(),
input
.
vb_handle
,
vertex_indices_handle
,
vertex_offsets_handle
,
output_handle
);
int
edgeOffset
=
input
.
vertex_buffer
.
size
();
runEdgeShader
(
tables
.
edge_indices
.
size
()
/
4
,
input
.
vb_handle
,
edge_indices_handle
,
output_handle
,
edgeOffset
);
...
...
@@ -341,16 +354,46 @@ void Subdivision::runShader(Input input, Tables &tables) {
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
output_handle
);
Vertex
*
ptr
;
ptr
=
(
Vertex
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
qDebug
()
<<
"New vertices:"
;
for
(
int
i
=
0
;
i
<
input
.
vertex_buffer
.
size
();
i
++
)
{
qDebug
()
<<
ptr
[
i
].
pos
;
}
qDebug
()
<<
"New edge points:"
;
for
(
int
i
=
0
;
i
<
tables
.
edge_indices
.
size
()
/
4
;
i
++
)
{
qDebug
()
<<
ptr
[
edgeOffset
+
i
].
pos
;
}
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
// Delete the buffers the free the resources
f
->
glDeleteBuffers
(
1
,
&
vertex_indices_handle
);
f
->
glDeleteBuffers
(
1
,
&
vertex_offsets_handle
);
f
->
glDeleteBuffers
(
1
,
&
edge_indices_handle
);
f
->
glDeleteBuffers
(
1
,
&
output_handle
);
}
void
Subdivision
::
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_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
);
// Run the shader
f
->
glDispatchCompute
(
size
,
1
,
1
);
// Wait for the shader to complete and the data to be written back to the global memory
f
->
glMemoryBarrier
(
GL_SHADER_STORAGE_BARRIER_BIT
);
// Unbind the buffers from the shader
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
3
,
0
);
vertexShader
->
release
();
}
void
Subdivision
::
runEdgeShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
edge_indices_handle
,
GLuint
output_handle
,
GLuint
offset
)
{
edgeShader
->
bind
();
...
...
QTProject/subdivision.h
View file @
9c5ff7de
...
...
@@ -38,6 +38,7 @@ private:
QOpenGLShaderProgram
*
initComputeShaderProgram
(
QString
&
source
);
Tables
precomputeTables
(
Input
input
);
void
runShader
(
Input
input
,
Tables
&
tables
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
);
void
runEdgeShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
edge_indices_handle
,
GLuint
output_handle
,
GLuint
offset
);
};
...
...
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