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Unterteilungsalgorithmen
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Kai Westerkamp
Unterteilungsalgorithmen
Commits
fdf3d862
Commit
fdf3d862
authored
8 years ago
by
Philipp Adolf
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Rename local variables in runShader
parent
f8223e1f
patchRender
…
hack
master
sharpEdges
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1 changed file
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11 deletions
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-11
subdivision.cpp
QTProject/subdivision.cpp
+11
-11
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QTProject/subdivision.cpp
View file @
fdf3d862
...
...
@@ -287,22 +287,22 @@ void Subdivision::runShader(Input input, Tables &tables) {
edgeShader
->
bind
();
// Create an input buffer and set it to the value of offset
GLuint
indicesID
;
f
->
glGenBuffers
(
1
,
&
indicesID
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
indicesID
);
GLuint
edge_indices_handle
;
f
->
glGenBuffers
(
1
,
&
edge_indices_handle
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
edge_indices_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
tables
.
edge_indices
.
size
()
*
sizeof
(
GLuint
),
tables
.
edge_indices
.
data
(),
GL_DYNAMIC_DRAW
);
// Create an output buffer
GLuint
bufferID
;
f
->
glGenBuffers
(
1
,
&
bufferID
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
bufferID
);
GLuint
output_handle
;
f
->
glGenBuffers
(
1
,
&
output_handle
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
output_handle
);
f
->
glBufferData
(
GL_SHADER_STORAGE_BUFFER
,
tables
.
edge_indices
.
size
()
*
sizeof
(
Vertex
)
/
4
,
NULL
,
GL_DYNAMIC_DRAW
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
0
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
0
,
input
.
vb_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
indicesID
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
bufferID
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
1
,
edge_indices_handle
);
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
output_handle
);
// Run the shader
f
->
glDispatchCompute
(
tables
.
edge_indices
.
size
()
/
4
,
1
,
1
);
...
...
@@ -316,7 +316,7 @@ void Subdivision::runShader(Input input, Tables &tables) {
f
->
glBindBufferBase
(
GL_SHADER_STORAGE_BUFFER
,
2
,
0
);
// Map the output buffer so we can read the results
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
bufferID
);
f
->
glBindBuffer
(
GL_SHADER_STORAGE_BUFFER
,
output_handle
);
Vertex
*
ptr
;
ptr
=
(
Vertex
*
)
f
->
glMapBuffer
(
GL_SHADER_STORAGE_BUFFER
,
GL_WRITE_ONLY
);
for
(
int
i
=
0
;
i
<
tables
.
edge_indices
.
size
()
/
4
;
i
++
)
{
...
...
@@ -325,8 +325,8 @@ void Subdivision::runShader(Input input, Tables &tables) {
f
->
glUnmapBuffer
(
GL_SHADER_STORAGE_BUFFER
);
// Delete the buffers the free the resources
f
->
glDeleteBuffers
(
1
,
&
indicesID
);
f
->
glDeleteBuffers
(
1
,
&
bufferID
);
f
->
glDeleteBuffers
(
1
,
&
edge_indices_handle
);
f
->
glDeleteBuffers
(
1
,
&
output_handle
);
edgeShader
->
release
();
}
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