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Kai Westerkamp
Unterteilungsalgorithmen
Commits
9ead25f6
Commit
9ead25f6
authored
Sep 01, 2016
by
Philipp Adolf
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Consider regular triangles for vertex table
parent
4093abb5
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2 changed files
with
12 additions
and
11 deletions
+12
-11
subdivision.cpp
QTProject/subdivision.cpp
+11
-10
subdivision.h
QTProject/subdivision.h
+1
-1
No files found.
QTProject/subdivision.cpp
View file @
9ead25f6
...
@@ -157,7 +157,7 @@ Subdivision::Tables Subdivision::precomputeTables(Input input) {
...
@@ -157,7 +157,7 @@ Subdivision::Tables Subdivision::precomputeTables(Input input) {
}
}
precomputeEdgeTable
(
tables
,
triangles
,
triangles_regular
,
(
unsigned
int
)
vb
.
length
());
precomputeEdgeTable
(
tables
,
triangles
,
triangles_regular
,
(
unsigned
int
)
vb
.
length
());
precomputeVertexTable
(
tables
,
vb
,
ib
);
precomputeVertexTable
(
tables
,
vb
,
ib
,
ib_regular
);
//tables.patch_index_regular = getPatchIndexBuffer(ib, QVector<unsigned int>());//TODO pass regular and irregular index buffer?
//tables.patch_index_regular = getPatchIndexBuffer(ib, QVector<unsigned int>());//TODO pass regular and irregular index buffer?
qCDebug
(
log_subdiv
)
<<
"Precompute Tables Done"
;
qCDebug
(
log_subdiv
)
<<
"Precompute Tables Done"
;
...
@@ -286,10 +286,11 @@ void Subdivision::precomputeEdgeTable(Subdivision::Tables &tables, QVector<Trian
...
@@ -286,10 +286,11 @@ void Subdivision::precomputeEdgeTable(Subdivision::Tables &tables, QVector<Trian
}
}
}
}
void
Subdivision
::
precomputeVertexTable
(
Subdivision
::
Tables
&
tables
,
QVector
<
Vertex
>
&
vb
,
QVector
<
unsigned
int
>
&
ib
)
{
void
Subdivision
::
precomputeVertexTable
(
Subdivision
::
Tables
&
tables
,
QVector
<
Vertex
>
&
vb
,
QVector
<
unsigned
int
>
&
ib
,
QVector
<
unsigned
int
>
&
ib_regular
)
{
//compute vertex table
//compute vertex table
//Format: First entry: original vertex. Other entries: adjacent vertices.
//Format: First entry: original vertex. Other entries: adjacent vertices.
QVector
<
QVector
<
unsigned
int
>
>
duplicates
;
//for debugging
QVector
<
QVector
<
unsigned
int
>
>
duplicates
;
//for debugging
QVector
<
unsigned
int
>
ib_combined
=
ib
+
ib_regular
;
unsigned
int
offset
=
0
;
unsigned
int
offset
=
0
;
for
(
int
i
=
0
;
i
<
vb
.
length
();
i
++
){
for
(
int
i
=
0
;
i
<
vb
.
length
();
i
++
){
//hat evtl viel redundanz
//hat evtl viel redundanz
...
@@ -303,21 +304,21 @@ void Subdivision::precomputeVertexTable(Subdivision::Tables &tables, QVector<Ver
...
@@ -303,21 +304,21 @@ void Subdivision::precomputeVertexTable(Subdivision::Tables &tables, QVector<Ver
QVector
<
unsigned
int
>
d
;
QVector
<
unsigned
int
>
d
;
for
(
int
j
=
0
;
j
<
ib
.
length
();
j
++
){
for
(
int
j
=
0
;
j
<
ib
_combined
.
length
();
j
++
){
//suche verweise auf vertex im indexbuffer
//suche verweise auf vertex im indexbuffer
if
(
vb
[
ib
[
j
]].
samePos
(
originalVertex
)){
if
(
vb
[
ib
_combined
[
j
]].
samePos
(
originalVertex
)){
d
.
push_back
(
j
);
d
.
push_back
(
j
);
unsigned
int
i1
,
i2
;
//indices for neighbour vertices
unsigned
int
i1
,
i2
;
//indices for neighbour vertices
if
(
j
%
3
==
0
){
if
(
j
%
3
==
0
){
i1
=
ib
[
j
+
1
];
i1
=
ib
_combined
[
j
+
1
];
i2
=
ib
[
j
+
2
];
i2
=
ib
_combined
[
j
+
2
];
}
else
if
(
j
%
3
==
1
){
}
else
if
(
j
%
3
==
1
){
i1
=
ib
[
j
-
1
];
i1
=
ib
_combined
[
j
-
1
];
i2
=
ib
[
j
+
1
];
i2
=
ib
_combined
[
j
+
1
];
}
else
{
}
else
{
i1
=
ib
[
j
-
2
];
i1
=
ib
_combined
[
j
-
2
];
i2
=
ib
[
j
-
1
];
i2
=
ib
_combined
[
j
-
1
];
}
}
Vertex
v1
,
v2
;
//neighbour vertices;
Vertex
v1
,
v2
;
//neighbour vertices;
...
...
QTProject/subdivision.h
View file @
9ead25f6
...
@@ -55,7 +55,7 @@ private:
...
@@ -55,7 +55,7 @@ private:
QOpenGLShaderProgram
*
initComputeShaderProgram
(
QString
&
source
);
QOpenGLShaderProgram
*
initComputeShaderProgram
(
QString
&
source
);
Tables
precomputeTables
(
Input
input
);
Tables
precomputeTables
(
Input
input
);
void
precomputeEdgeTable
(
Subdivision
::
Tables
&
tables
,
QVector
<
Triangle
>
&
triangles
,
QVector
<
Triangle
>
&
triangles_regular
,
unsigned
int
offset
);
void
precomputeEdgeTable
(
Subdivision
::
Tables
&
tables
,
QVector
<
Triangle
>
&
triangles
,
QVector
<
Triangle
>
&
triangles_regular
,
unsigned
int
offset
);
void
precomputeVertexTable
(
Subdivision
::
Tables
&
tables
,
QVector
<
Vertex
>
&
vb
,
QVector
<
unsigned
int
>
&
ib
);
void
precomputeVertexTable
(
Subdivision
::
Tables
&
tables
,
QVector
<
Vertex
>
&
vb
,
QVector
<
unsigned
int
>
&
ib
,
QVector
<
unsigned
int
>
&
ib_regular
);
void
findRegular
(
QVector
<
unsigned
int
>
index_buffer
,
QVector
<
Vertex
>
vertex_buffer
,
QVector
<
unsigned
int
>
&
regular
,
QVector
<
unsigned
int
>
&
irregular
);
void
findRegular
(
QVector
<
unsigned
int
>
index_buffer
,
QVector
<
Vertex
>
vertex_buffer
,
QVector
<
unsigned
int
>
&
regular
,
QVector
<
unsigned
int
>
&
irregular
);
Result
runShader
(
Input
input
,
Tables
&
tables
);
Result
runShader
(
Input
input
,
Tables
&
tables
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
);
void
runVertexShader
(
GLuint
size
,
GLuint
vb_handle
,
GLuint
vertex_indices_handle
,
GLuint
vertex_offsets_handle
,
GLuint
output_handle
);
...
...
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