Skip to content
Projects
Groups
Snippets
Help
This project
Loading...
Sign in / Register
Toggle navigation
U
Unterteilungsalgorithmen
Project
Overview
Details
Activity
Cycle Analytics
Repository
Repository
Files
Commits
Branches
Tags
Contributors
Graph
Compare
Charts
Issues
3
Issues
3
List
Board
Labels
Milestones
Merge Requests
0
Merge Requests
0
CI / CD
CI / CD
Pipelines
Jobs
Schedules
Charts
Wiki
Wiki
Members
Members
Collapse sidebar
Close sidebar
Activity
Graph
Charts
Create a new issue
Jobs
Commits
Issue Boards
Open sidebar
Kai Westerkamp
Unterteilungsalgorithmen
Commits
9d9e4300
Commit
9d9e4300
authored
Aug 18, 2016
by
Philipp Adolf
Browse files
Options
Browse Files
Download
Email Patches
Plain Diff
Slight changes to shader
parent
143894a1
Hide whitespace changes
Inline
Side-by-side
Showing
2 changed files
with
17 additions
and
26 deletions
+17
-26
subdivideRegular.tcs
QTProject/subdivideRegular.tcs
+0
-1
subdivideRegular.tes
QTProject/subdivideRegular.tes
+17
-25
No files found.
QTProject/subdivideRegular.tcs
View file @
9d9e4300
...
@@ -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 = subdiv+1;
float tesselation = subdiv+1;
gl_TessLevelOuter[0] = tesselation;
gl_TessLevelOuter[0] = tesselation;
...
...
QTProject/subdivideRegular.tes
View file @
9d9e4300
...
@@ -8,12 +8,10 @@ out vec3 tePatchDistance;
...
@@ -8,12 +8,10 @@ out vec3 tePatchDistance;
uniform mat4x4 MV;
uniform mat4x4 MV;
uniform mat4x4 MVP;
uniform mat4x4 MVP;
uniform int subdiv;
void main()
void main()
{
{
//v ist Punkt 7, u = 4, v= 8;
float u = gl_TessCoord.x;
float u = gl_TessCoord.x;
float u2 = u*u;
float u2 = u*u;
float u3 = u2*u;
float u3 = u2*u;
...
@@ -29,19 +27,18 @@ void main()
...
@@ -29,19 +27,18 @@ void main()
float w3 = w2*w;
float w3 = w2*w;
float w4= w2*w2;
float w4= w2*w2;
//müsset alles / 12 sien , ist udnen beim entgültigen Punkte iengerechnet
float a0 = (u4+2*u3*v) / 12.0f;
float a0 = u4+2*u3*v;
float a1 = (u4+2*u3*w) / 12.0f;
float a1 = u4+2*u3*w;
float a2 = (u4+2*u3*w+6*u3*v+6*u2*v*w+12*u2*v2+6*u*v2*w+6*u*v3+2*v3*w+v4) / 12.0f;
float a2 = u4+2*u3*w+6*u3*v+6*u2*v*w+12*u2*v2+6*u*v2*w+6*u*v3+2*v3*w+v4;
float a3 = (6*u4+24*u3*w+24*u2*w2+8*u*w3+w4+24*u3*v+60*u2*v*w+36*u*v*w2+6*v*w3+24*u2*v2+36*u*v2*w+12*v2*w2+8*u*v3+6*v3*w+v4) / 12.0f;
float a3 = 6*u4+24*u3*w+24*u2*w2+8*u*w3+w4+24*u3*v+60*u2*v*w+36*u*v*w2+6*v*w3+24*u2*v2+36*u*v2*w+12*v2*w2+8*u*v3+6*v3*w+v4;
float a4 = (u4+6*u3*w+12*u2*w2+6*u*w3+w4+2*u3*v+6*u2*v*w+6*u*v*w2+2*v*w3) / 12.0f;
float a4 = u4+6*u3*w+12*u2*w2+6*u*w3+w4+2*u3*v+6*u2*v*w+6*u*v*w2+2*v*w3;
float a5 = (2*u*v3+v4) / 12.0f;
float a5 = 2*u*v3+v4;
float a6 = (u4+6*u3*w+12*u2*w2+6*u*w3+w4+8*u3*v+36*u2*v*w+36*u*v*w2+8*v*w3+24*u2*v2+60*u*v2*w+24*v2*w2+24*u*v3+24*v3*w+6*v4) / 12.0f;
float a6 = u4+6*u3*w+12*u2*w2+6*u*w3+w4+8*u3*v+36*u2*v*w+36*u*v*w2+8*v*w3+24*u2*v2+60*u*v2*w+24*v2*w2+24*u*v3+24*v3*w+6*v4;
float a7 = (u4+8*u3*w+24*u2*w2+24*u*w3+6*w4+6*u3*v+36*u2*v*w+60*u*v*w2+24*v*w3+12*u2*v2+36*u*v2*w+24*v2*w2+6*u*v3+8*v3*w+v4) / 12.0f;
float a7 = u4+8*u3*w+24*u2*w2+24*u*w3+6*w4+6*u3*v+36*u2*v*w+60*u*v*w2+24*v*w3+12*u2*v2+36*u*v2*w+24*v2*w2+6*u*v3+8*v3*w+v4;
float a8 = (2*u*w3+w4) / 12.0f;
float a8 = 2*u*w3+w4;
float a9 = (2*v3*w+v4) / 12.0f;
float a9 = 2*v3*w+v4;
float a10 = (2*u*w3+w4+6*u*v*w2+6*v*w3+6*u*v2*w+12*v2*w2+2*u*v3+6*v3*w+v4) / 12.0f;
float a10 = 2*u*w3+w4+6*u*v*w2+6*v*w3+6*u*v2*w+12*v2*w2+2*u*v3+6*v3*w+v4;
float a11 = (w4+2*v*w3) / 12.0f;
float a11 = w4+2*v*w3;
vec3 p0 = tcPosition[0];
vec3 p0 = tcPosition[0];
vec3 p1 = tcPosition[1];
vec3 p1 = tcPosition[1];
...
@@ -57,18 +54,13 @@ void main()
...
@@ -57,18 +54,13 @@ void main()
vec3 p11 = tcPosition[11];
vec3 p11 = tcPosition[11];
vec3 newPos= a0*p0+a1*p1+a2*p2+a3*p3+a4*p4+a5*p5+a6*p6+a7*p7+a8*p8+a9*p9+a10*p10+a11*p11;
vec3 newPos= a0*p0+a1*p1+a2*p2+a3*p3+a4*p4+a5*p5+a6*p6+a7*p7+a8*p8+a9*p9+a10*p10+a11*p11;
vec4 pos = vec4(newPos/12,1);
if (subdiv == 0) {
newPos = u * p3 + v * p6 + w * p7;
/*
}
vec3 d0 = gl_TessCoord.x * p3;
vec4 pos = vec4(newPos, 1.0f);
vec3 d1 = gl_TessCoord.y * p6;
vec3 d2 = gl_TessCoord.z * p7;
pos = vec4((d0 + d1 + d2),1);
*/
tePatchDistance = gl_TessCoord.xyz;
tePatchDistance = gl_TessCoord.xyz;
teCamPosition = vec4(MV*pos).xyz;
teCamPosition = vec4(MV*pos).xyz;
gl_Position = MVP * pos;
gl_Position = MVP * pos;
}
}
Write
Preview
Markdown
is supported
0%
Try again
or
attach a new file
Attach a file
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Cancel
Please
register
or
sign in
to comment