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Unterteilungsalgorithmen
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Kai Westerkamp
Unterteilungsalgorithmen
Commits
ad28fd9c
Commit
ad28fd9c
authored
Aug 17, 2016
by
Philipp Adolf
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Fix variable names
parent
067556e5
Hide whitespace changes
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2 changed files
with
23 additions
and
14 deletions
+23
-14
mainwidget.cpp
QTProject/mainwidget.cpp
+22
-13
mainwidget.h
QTProject/mainwidget.h
+1
-1
No files found.
QTProject/mainwidget.cpp
View file @
ad28fd9c
...
...
@@ -109,14 +109,23 @@ void MainWidget::initializeGL(){
QString
vertSource
=
QLatin1String
(
":/subdivide.vert"
);
QString
tesselationControlSource
=
QLatin1String
(
":/subdivide.tcs"
);
QString
tesselationEvaluationSource
=
QLatin1String
(
":/subdivide.tes"
);
QString
tesselationControlSource
2
=
QLatin1String
(
":/subdivideRegular.tcs"
);
QString
tesselationEvaluationSource
2
=
QLatin1String
(
":/subdivideRegular.tes"
);
QString
tesselationControlSource
Regular
=
QLatin1String
(
":/subdivideRegular.tcs"
);
QString
tesselationEvaluationSource
Regular
=
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
);
subdivisionShader
=
initShaderProgram
(
vertSource
,
tesselationControlSource
,
tesselationEvaluationSource
,
geometrySource
,
fragSource
);
regularShader
=
initShaderProgram
(
vertSource
,
tesselationControlSourceRegular
,
tesselationEvaluationSourceRegular
,
geometrySource
,
fragSource
);
subdivision
->
init
();
//loadNewMesh( "../Models/demon_head.3ds");
...
...
@@ -227,27 +236,27 @@ void MainWidget::paintGL(){
}
subd
e
visionShader
->
bind
();
subd
e
visionShader
->
setUniformValue
(
"wireframe"
,
wireframe
);
subd
e
visionShader
->
setUniformValue
(
"colorTexture"
,
0
);
subd
e
visionShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
));
subd
e
visionShader
->
setUniformValue
(
"subdiv"
,
1
);
subd
i
visionShader
->
bind
();
subd
i
visionShader
->
setUniformValue
(
"wireframe"
,
wireframe
);
subd
i
visionShader
->
setUniformValue
(
"colorTexture"
,
0
);
subd
i
visionShader
->
setUniformValue
(
"LightPos"
,
QVector3D
(
0
,
100
,
100
));
subd
i
visionShader
->
setUniformValue
(
"subdiv"
,
1
);
mesh
->
render
(
subd
e
visionShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
subdivLevel
,
false
);
mesh
->
render
(
subd
i
visionShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
subdivLevel
,
false
);
if
(
subdivLevel
>
0
){
glEnable
(
GL_BLEND
);
glDepthMask
(
GL_FALSE
);
glBlendFunc
(
GL_SRC_ALPHA
,
GL_ONE_MINUS_SRC_ALPHA
);
subd
e
visionShader
->
setUniformValue
(
"wireframe"
,
false
);
mesh
->
render
(
subd
e
visionShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
0
,
false
);
subd
i
visionShader
->
setUniformValue
(
"wireframe"
,
false
);
mesh
->
render
(
subd
i
visionShader
,
cam
->
getMatrix
()
*
rot
,
m_projection
,
0
,
false
);
glDisable
(
GL_BLEND
);
glDepthMask
(
GL_TRUE
);
}
subd
e
visionShader
->
release
();
subd
i
visionShader
->
release
();
...
...
QTProject/mainwidget.h
View file @
ad28fd9c
...
...
@@ -53,7 +53,7 @@ private:
Camera
*
cam
;
QOpenGLShaderProgram
*
subd
e
visionShader
;
QOpenGLShaderProgram
*
subd
i
visionShader
;
QOpenGLShaderProgram
*
regularShader
;
QMatrix4x4
m_projection
;
QTime
startTime
;
...
...
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