mirror of https://github.com/CGAL/cgal
Changed limit from 24 to 128
This limit can be changed by updating number_of_bitset in * Scene_triangulation_3_item.h * shader_c3t3.frag * shader_c3t3_edges.frag
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7674684146
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c44d66f84f
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@ -11,6 +11,7 @@
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#include <CGAL/double.h>
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#include "Scene_c3t3_item.h"
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#include "Scene_triangulation_3_item.h"
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#include "Scene_tetrahedra_item.h"
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#include "Messages_interface.h"
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#include "CGAL_double_edit.h"
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@ -150,9 +151,13 @@ public Q_SLOTS:
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if(!tet_item)
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return;
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Scene_c3t3_item* c3t3_item = tet_item->c3t3_item();
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if(c3t3_item->subdomain_indices().size() > 25)
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unsigned int max_number_of_item = 32*Scene_triangulation_3_item::number_of_bitset-1;
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if(c3t3_item->subdomain_indices().size() >= max_number_of_item)
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{
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QMessageBox::warning(nullptr, "Warning", tr("The filtering is only available for items with less than 24 subdomains, and this one has %1").arg(c3t3_item->subdomain_indices().size()));
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QString message = tr("The filtering is only available for items with less than %1 subdomains, and this one has %2")
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.arg(max_number_of_item)
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.arg(c3t3_item->subdomain_indices().size());
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QMessageBox::warning(nullptr, "Warning", message);
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return;
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}
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int counter = 0;
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@ -353,6 +353,7 @@ struct Scene_triangulation_3_item_priv {
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is_aabb_tree_built = false;
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alphaSlider = NULL;
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is_filterable = true;
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memset(visible_biteset, 0xFFFF, Scene_triangulation_3_item::number_of_bitset * sizeof(uint)); // all bits set to 1
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}
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void computeIntersection(const Primitive& facet);
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void fill_aabb_tree() {
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@ -492,7 +493,7 @@ struct Scene_triangulation_3_item_priv {
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QVector<QColor> colors;
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QVector<QColor> colors_subdomains;
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boost::dynamic_bitset<> visible_subdomain;
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std::bitset<24> bs[4] = {16777215, 16777215, 16777215, 16777215};
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std::bitset<32> visible_biteset[Scene_triangulation_3_item::number_of_bitset];
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bool show_tetrahedra;
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bool is_aabb_tree_built;
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bool last_intersection;
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@ -659,7 +660,7 @@ Scene_triangulation_3_item::triangulation_changed()
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}
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const int max_subdomain_index = max;
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d->visible_subdomain.resize(max_subdomain_index+1, true);
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d->is_filterable &=( d->subdomain_ids.size() <= 24);
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d->is_filterable &=( d->subdomain_indices_.size() < 32*number_of_bitset-1);
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for (Tr::Finite_facets_iterator fit = triangulation().finite_facets_begin(),
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end = triangulation().finite_facets_end(); fit != end; ++fit)
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{
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@ -972,8 +973,9 @@ void Scene_triangulation_3_item::draw(CGAL::Three::Viewer_interface* viewer) con
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program->bind();
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if(d->is_filterable)
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{
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QVector4D visible_bitset(d->bs[0].to_ulong(),d->bs[1].to_ulong(),d->bs[2].to_ulong(),d->bs[3].to_ulong());
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program->setUniformValue("is_visible_bitset", visible_bitset);
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GLuint visible_bitset_ulong[number_of_bitset];
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memcpy(visible_bitset_ulong, d->visible_biteset, number_of_bitset * sizeof(uint));
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program->setUniformValueArray("is_visible_bitset", visible_bitset_ulong, number_of_bitset);
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}
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program->setUniformValue("is_filterable", d->is_filterable);
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program->release();
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@ -1051,8 +1053,9 @@ void Scene_triangulation_3_item::drawEdges(CGAL::Three::Viewer_interface* viewer
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program->bind();
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if(d->is_filterable)
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{
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QVector4D visible_bitset(d->bs[0].to_ulong(),d->bs[1].to_ulong(),d->bs[2].to_ulong(),d->bs[3].to_ulong());
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program->setUniformValue("is_visible_bitset", visible_bitset);
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GLuint visible_bitset_ulong[number_of_bitset];
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memcpy(visible_bitset_ulong, d->visible_biteset, number_of_bitset * sizeof(uint));
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program->setUniformValueArray("is_visible_bitset", visible_bitset_ulong, number_of_bitset);
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}
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program->setUniformValue("is_filterable", d->is_filterable);
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program->release();
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@ -2050,7 +2053,7 @@ void Scene_triangulation_3_item::switchVisibleSubdomain(int id)
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int i = compact_id/32;
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int j = compact_id%32;
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d->bs[i][j] = d->visible_subdomain[id];
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d->visible_biteset[i][j] = d->visible_subdomain[id];
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}
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void Scene_triangulation_3_item::computeIntersection()
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@ -31,6 +31,7 @@ using namespace CGAL::Three;
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Q_OBJECT
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public:
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typedef CGAL::qglviewer::ManipulatedFrame ManipulatedFrame;
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static const int number_of_bitset = 4; // also defined in "shader_c3t3.frag" and "shader_c3t3_edges.frag"
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Scene_triangulation_3_item(bool display_elements = true);
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Scene_triangulation_3_item(const T3 t3, bool display_elements = true);
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@ -1,4 +1,7 @@
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#version 150
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const int number_of_bitset = 4;
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in vec4 color;
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in vec4 fP;
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in vec3 fN;
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@ -19,8 +22,8 @@ uniform bool writing;
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uniform sampler2D sampler;
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uniform float alpha;
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uniform bool is_surface;
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uniform vec4 is_visible_bitset;
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uniform bool is_filterable;
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uniform int is_visible_bitset[number_of_bitset];
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out vec4 out_color;
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float depth(float z)
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@ -33,11 +36,13 @@ void main(void) {
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{
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uint domain1 = uint(subdomain_out.x);
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uint domain2 = uint(subdomain_out.y);
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uint i1 = domain1/25u;
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uint i2 = domain2/25u;
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uint i1 = domain1/32u;
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uint j1 = domain1%32u;
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uint i2 = domain2/32u;
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uint j2 = domain2%32u;
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uint visible1 = uint(is_visible_bitset[i1]);
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uint visible2 = uint(is_visible_bitset[i2]);
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if((visible1>>(domain1%25u))%2u == 0u && (visible2>>(domain2%25u))%2u == 0u)
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if(((visible1>>j1)&1u) == 0u && ((visible2>>j2)&1u) == 0u)
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{
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discard;
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}
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@ -1,9 +1,12 @@
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#version 150
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const int number_of_bitset = 4;
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in vec4 color;
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flat in vec2 subdomain_out;
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uniform bool is_surface;
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uniform vec4 is_visible_bitset;
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uniform bool is_filterable;
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uniform int is_visible_bitset[number_of_bitset];
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out vec4 out_color;
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void main(void)
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{
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@ -12,10 +15,12 @@ void main(void)
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uint domain1 = uint(subdomain_out.x);
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uint domain2 = uint(subdomain_out.y);
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uint i1 = domain1/32u;
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uint j1 = domain1%32u;
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uint i2 = domain2/32u;
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uint j2 = domain2%32u;
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uint visible1 = uint(is_visible_bitset[i1]);
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uint visible2 = uint(is_visible_bitset[i2]);
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if((visible1>>(domain1%32u))%2u == 0u && (visible2>>(domain2%32u))%2u == 0u)
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if(((visible1>>j1)&1u) == 0u && ((visible2>>j2)&1u) == 0u)
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{
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discard;
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}
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