Merge branch 'dev-VirtualTexture'

TaoZhang-Branch
wuyize 2023-02-25 16:40:35 +08:00
commit 28c30a6172
28 changed files with 625 additions and 884 deletions

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@ -70,6 +70,8 @@
<LanguageStandard>stdcpp20</LanguageStandard>
<AdditionalIncludeDirectories>$(ProjectDir)include;$(SolutionDir)ArchitectureColoredPainting\src\Editor\RightBar;$(SolutionDir)ArchitectureColoredPainting\src\Editor\;$(SolutionDir)FramelessHelper\include;$(SolutionDir)FramelessHelper\qmake\inc\core;$(SolutionDir)FramelessHelper\include\FramelessHelper\Core;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>FRAMELESSHELPER_WIDGETS_STATIC;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<WarningLevel>Level1</WarningLevel>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
</ClCompile>
<Link>
<AdditionalDependencies>opengl32.lib;%(AdditionalDependencies)</AdditionalDependencies>
@ -80,7 +82,7 @@
<TreatWChar_tAsBuiltInType>true</TreatWChar_tAsBuiltInType>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<Optimization>Disabled</Optimization>
<Optimization>MaxSpeed</Optimization>
<RuntimeLibrary>MultiThreadedDebugDLL</RuntimeLibrary>
</ClCompile>
<Link>
@ -171,6 +173,7 @@
<None Include="res\Shaders\model_shadow.frag" />
<None Include="res\Shaders\model_shadow.geom" />
<None Include="res\Shaders\model_shadow.vert" />
<None Include="res\Shaders\pageId_downsample.comp" />
<None Include="res\Shaders\painting.comp" />
<None Include="res\Shaders\painting.frag" />
<None Include="res\Shaders\painting.vert" />

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@ -326,6 +326,9 @@
<None Include="res\Shaders\brdf_lut.comp">
<Filter>Resource Files\Shaders</Filter>
</None>
<None Include="res\Shaders\pageId_downsample.comp">
<Filter>Resource Files\Shaders</Filter>
</None>
</ItemGroup>
<ItemGroup>
<QtUic Include="EditorWidget.ui">

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@ -31,6 +31,7 @@
<file>Shaders/irradiance_convolution.frag</file>
<file>Shaders/cubemap_prefilter.frag</file>
<file>Shaders/brdf_lut.comp</file>
<file>Shaders/pageId_downsample.comp</file>
</qresource>
<qresource prefix="/qt/etc">
<file>qt.conf</file>

View File

@ -9,7 +9,7 @@ layout (location = 0) out vec4 gBaseColor;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gPosition;
layout (location = 3) out vec2 gMetallicRoughness;
layout (location = 4) out uint gPaintingIndex;
layout (location = 4) out uvec2 gPaintingIndex;
in vec2 TexCoords;
in vec3 WorldPos;
@ -36,12 +36,22 @@ vec3 getNormalFromMap()
void main()
{
gBaseColor = texture(texture_basecolor, TexCoords);
if(textureSize(texture_basecolor,0)!=vec2(0))
gBaseColor = texture(texture_basecolor, TexCoords);
else
gBaseColor = vec4(1);
if(gBaseColor.a<0.4)
discard;
gPosition = WorldPos;
gNormal = getNormalFromMap();
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
gPaintingIndex = 0;
if(textureSize(texture_normal,0)!=vec2(0))
gNormal = getNormalFromMap();
else
gNormal = Normal;
if(textureSize(texture_metallic_roughness,0)!=vec2(0))
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
else
gMetallicRoughness = vec2(0,1);
gPaintingIndex = uvec2(0);
}

View File

@ -1,4 +1,5 @@
#version 450 core
#extension GL_ARB_sparse_texture2 : enable
uniform sampler2D texture_basecolor;
@ -6,8 +7,11 @@ in vec2 TexCoords;
void main()
{
//gBaseColor = vec4(1,0,0,1);
vec4 baseColor = texture(texture_basecolor, TexCoords);
vec4 baseColor;// = texture(texture_basecolor, TexCoords);
float lod = textureQueryLod(texture_basecolor, TexCoords).x;
while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_basecolor, TexCoords, lod, baseColor))&&lod<textureQueryLevels(texture_basecolor))
lod++;
if(baseColor.a<0.4)
discard;
}

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@ -0,0 +1,14 @@
#version 450 core
layout (local_size_x = 8, local_size_y = 8) in;
layout(rg16ui, binding = 3) uniform uimage2D gPageId;
uniform uvec2 dither = uvec2(0);
void main()
{
uvec2 targetLocation = gl_GlobalInvocationID.xy;
uvec2 sourceLocation = targetLocation * 8 + dither;
imageStore(gPageId, ivec2(targetLocation), uvec4(imageLoad(gPageId, ivec2(sourceLocation))));
}

View File

@ -2,29 +2,20 @@
layout (local_size_x = 8, local_size_y = 8) in;
uniform ivec2 pixelOffset;
layout(rgba8, binding = 0) uniform image2D gBaseColor;
layout(rg8, binding = 1) uniform image2D gMetallicRoughness;
layout(r16ui, binding = 2) uniform uimage2D gPaintingIndex;
layout(rg32f, binding = 3) uniform image2D gPaintingTexCoord;
layout(std430, binding = 1) buffer paintingOffsetBuffer
{
/**********************
** @x paintingBvhRoot
** @y paintingBvhLength
**********************/
uvec2 paintingOffsets[];
};
layout(std430, binding = 2) buffer bvhBuffer
layout(std430, binding = 0) buffer bvhBuffer
{
uvec2 bvhChildren[];
};
layout(std430, binding = 3) buffer bvhBoundBuffer
layout(std430, binding = 1) buffer bvhBoundBuffer
{
vec4 bvhBound[];
};
layout(std430, binding = 4) buffer elementOffsetBuffer
layout(std430, binding = 2) buffer elementOffsetBuffer
{
/**********************
** @[0] elementBvhRoot
@ -34,11 +25,11 @@ layout(std430, binding = 4) buffer elementOffsetBuffer
**********************/
uvec4 elementOffset[];
};
layout(std430, binding = 5) buffer elementIndexBuffer
layout(std430, binding = 3) buffer elementIndexBuffer
{
uint elementIndexs[]; //ÏߺÍÃæ
};
layout(std430, binding = 6) buffer elementDataBuffer
layout(std430, binding = 4) buffer elementDataBuffer
{
float elementData[]; //µãºÍStyle
};
@ -1182,13 +1173,13 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
void main()
{
//ivec2 pixelLocation = ivec2(((gl_LocalInvocationID.xy)*imageSize(gPaintingIndex)/gl_WorkGroupSize.xy + gl_WorkGroupID.xy).xy);
ivec2 pixelLocation = ivec2(gl_GlobalInvocationID.xy);
uint paintingIndex = imageLoad(gPaintingIndex, pixelLocation).r;
if(paintingIndex==0)
return;
vec2 uv = imageLoad(gPaintingTexCoord, pixelLocation).rg;
ivec2 pixelLocation = ivec2(pixelOffset + gl_GlobalInvocationID.xy);
vec2 uv = (pixelLocation + vec2(0.5)) / imageSize(gBaseColor);
//imageStore(gBaseColor, pixelLocation, vec4(uv,1,1));
//imageStore(gMetallicRoughness, pixelLocation, vec4(uv,1,1));
//return;
uv = vec2(1)-uv*2;
//vec2 uv = imageLoad(gPaintingTexCoord, pixelLocation).rg;
vec3 debugBVH = vec3(0);
//bool debugHit = false;

View File

@ -1,10 +1,16 @@
#version 450 core
#extension GL_ARB_sparse_texture2 : enable
uniform sampler2D texture_basecolor;
uniform sampler2D texture_metallic_roughness;
uniform uint paintingId;
layout(location = 0) out vec4 gBaseColor;
layout(location = 1) out vec3 gNormal;
layout(location = 2) out vec3 gPosition;
layout(location = 3) out vec2 gMetallicRoughness;
layout(location = 4) out uint gPaintingIndex;
layout(location = 4) out uvec2 gPaintingIndex;
layout(location = 5) out vec2 gPaintingTexCoord;
in vec2 TexCoords;
@ -13,635 +19,37 @@ in vec3 Normal;
void main()
{
gBaseColor = vec4( vec3(1),1 );
// mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
int lodExpect = int(textureQueryLod(texture_basecolor, TexCoords).x);
int levels = textureQueryLevels(texture_basecolor);
float lod = lodExpect;
while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_basecolor, TexCoords, lod, gBaseColor))&&lod<levels)
lod++;
if(gBaseColor.a<0.4)
discard;
//gBaseColor = vec4( vec3(1),1 );
gPosition = WorldPos;
gNormal = normalize(Normal);
// gMetallicRoughness = vec2(1, 46./255);
gMetallicRoughness = vec2(0);
gPaintingIndex = 1;
//gMetallicRoughness = vec2(0,1);
lod = lodExpect;
vec4 mt;
while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_metallic_roughness, TexCoords, lod, mt))&&lod<levels)
lod++;
gMetallicRoughness = mt.rg;
// int pageSize = textureSize(texture_basecolor, levels-1).x;
// uint pageId = 0;
// for(uint i = 0; i < lodExpect; i++)
// pageId += 1<<(2*(levels-1-i));
uint w = 1<<(levels-1-lodExpect);
ivec2 page = ivec2(TexCoords * vec2(w));
page = clamp(page, ivec2(0), ivec2(w-1));
// pageId += page.y*w+page.x;
if(lodExpect==levels-1)
gPaintingIndex = uvec2(0);
else
gPaintingIndex = uvec2((paintingId<<4)+lodExpect, (page.y<<8)+page.x);
gPaintingTexCoord = vec2(1., 1.) - TexCoords * 2;
return;
}
layout(std430, binding = 1) buffer bvhBuffer
{
uint bvhLength;
uvec2 bvhChildren[];
};
layout(std430, binding = 2) buffer bvhBoundBuffer
{
vec4 bvhBound[];
};
layout(std430, binding = 3) buffer elementOffsetBuffer
{
/**********************
** @x elementBvhRoot
** @y elementBvhLength
** @z pointsOffset
** @w linesOffset
**********************/
uvec4 elementOffset[];
};
layout(std430, binding = 4) buffer elementIndexBuffer
{
uint elementIndexs[]; //ÏߺÍÃæ
};
layout(std430, binding = 5) buffer elementDataBuffer
{
float elementData[]; //µãºÍStyle
};
const float PI = 3.14159265358979;
////////////////////////////////////////////////////////////////////////////
float border = 0;
mat2 inv(mat2 m)
{
return mat2(m[1][1], -m[0][1], -m[1][0], m[0][0]) / (m[0][0] * m[1][1] - m[1][0] * m[0][1]);
}
float abs_min(float a, float b)
{
if (abs(a) < abs(b))
{
return a;
}
else
{
return b;
}
}
int i_mod(int a, int m)
{
return int(mod(float(a), float(m)));
}
float line_dist(vec2 uv, const vec2 p0, vec2 p1)
{
vec2 tang = p1 - p0;
vec2 nor = normalize(vec2(tang.y, -tang.x));
if (dot(tang, uv) < dot(tang, p0))
{
return distance(p0, uv);
}
else if (dot(tang, uv) > dot(tang, p1))
{
return distance(p1, uv);
}
else
{
return dot(nor, uv) - dot(nor, p0);
}
}
bool int_test(vec2 uv, vec2 last_point, vec2 p0, vec2 p1)
{
last_point -= uv;
p0 -= uv;
p1 -= uv;
bool ret;
if (p0.y == 0.)
{
ret = (p0.x >= 0. && p1.y * last_point.y < 0.);
}
else if (p1.y == 0.)
{
ret = false;
}
else if (p0.y * p1.y < 0.)
{
if (p0.x >= 0. && p1.x >= 0.)
{
ret = true;
}
else if (p0.x < 0. && p1.x < 0.)
{
ret = false;
}
else
{
vec2 nor;
if (p0.y > p1.y)
{
nor = p0 - p1;
}
else
{
nor = p1 - p0;
}
nor = vec2(nor.y, -nor.x);
if (dot(nor, p0) < 0.)
{
ret = false;
}
else
{
ret = true;
}
}
}
else
{
ret = false;
}
return ret;
}
bool tri_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, bool inside)
{
vec2 nor1 = normalize(p0 - p1);
nor1 = vec2(nor1.y, -nor1.x);
vec2 nor2 = normalize(p1 - p2);
nor2 = vec2(nor2.y, -nor2.x);
vec2 tan3 = normalize(p2 - p0);
vec2 nor3 = vec2(tan3.y, -tan3.x);
if (inside)
{
if (dot(tan3, p0) >= dot(tan3, uv) || dot(tan3, p2) <= dot(tan3, uv))
{
return false;
}
float brd = max(dot(nor3, nor1), dot(nor3, nor2)) * border;
return (dot(uv, nor1) >= dot(p0, nor1) && dot(uv, nor2) >= dot(p1, nor2) &&
dot(uv, nor3) >= dot(p2, nor3) + brd) ||
(dot(uv, nor1) <= dot(p0, nor1) && dot(uv, nor2) <= dot(p1, nor2) &&
dot(uv, nor3) <= dot(p2, nor3) - brd);
}
else
{
float brd1 = dot(nor1, tan3) * border;
float brd2 = dot(nor2, tan3) * border;
if (dot(tan3, p0) >= dot(tan3, uv) - brd1 || dot(tan3, p2) <= dot(tan3, uv) - brd2)
{
return false;
}
return (dot(uv, nor1) >= dot(p0, nor1) - border && dot(uv, nor2) >= dot(p1, nor2) - border &&
dot(uv, nor3) >= dot(p2, nor3)) ||
(dot(uv, nor1) <= dot(p0, nor1) + border && dot(uv, nor2) <= dot(p1, nor2) + border &&
dot(uv, nor3) <= dot(p2, nor3));
}
}
float bezier_sd(vec2 uv, vec2 p0, vec2 p1, vec2 p2)
{
const mat2 trf1 = mat2(-1, 2, 1, 2);
mat2 trf2 = inv(mat2(p0 - p1, p2 - p1));
mat2 trf = trf1 * trf2;
uv -= p1;
vec2 xy = trf * uv;
xy.y -= 1.;
vec2 gradient;
gradient.x = 2. * trf[0][0] * (trf[0][0] * uv.x + trf[1][0] * uv.y) - trf[0][1];
gradient.y = 2. * trf[1][0] * (trf[0][0] * uv.x + trf[1][0] * uv.y) - trf[1][1];
return (xy.x * xy.x - xy.y) / length(gradient);
}
////////////////////////////////
// Modified from http://tog.acm.org/resources/GraphicsGems/gems/Roots3And4.c
// Credits to Doublefresh for hinting there
int solve_quadric(vec2 coeffs, inout vec2 roots)
{
// normal form: x^2 + px + q = 0
float p = coeffs[1] / 2.;
float q = coeffs[0];
float D = p * p - q;
if (D < 0.)
{
return 0;
}
else
{
roots[0] = -sqrt(D) - p;
roots[1] = sqrt(D) - p;
return 2;
}
}
// From Trisomie21
// But instead of his cancellation fix i'm using a newton iteration
int solve_cubic(vec3 coeffs, inout vec3 r)
{
float a = coeffs[2];
float b = coeffs[1];
float c = coeffs[0];
float p = b - a * a / 3.0;
float q = a * (2.0 * a * a - 9.0 * b) / 27.0 + c;
float p3 = p * p * p;
float d = q * q + 4.0 * p3 / 27.0;
float offset = -a / 3.0;
if (d >= 0.0)
{ // Single solution
float z = sqrt(d);
float u = (-q + z) / 2.0;
float v = (-q - z) / 2.0;
u = sign(u) * pow(abs(u), 1.0 / 3.0);
v = sign(v) * pow(abs(v), 1.0 / 3.0);
r[0] = offset + u + v;
// Single newton iteration to account for cancellation
float f = ((r[0] + a) * r[0] + b) * r[0] + c;
float f1 = (3. * r[0] + 2. * a) * r[0] + b;
r[0] -= f / f1;
return 1;
}
float u = sqrt(-p / 3.0);
float v = acos(-sqrt(-27.0 / p3) * q / 2.0) / 3.0;
float m = cos(v), n = sin(v) * 1.732050808;
// Single newton iteration to account for cancellation
//(once for every root)
r[0] = offset + u * (m + m);
r[1] = offset - u * (n + m);
r[2] = offset + u * (n - m);
vec3 f = ((r + a) * r + b) * r + c;
vec3 f1 = (3. * r + 2. * a) * r + b;
r -= f / f1;
return 3;
}
float cubic_bezier_normal_iteration(float t, vec2 a0, vec2 a1, vec2 a2, vec2 a3)
{
// horner's method
vec2 a_2 = a2 + t * a3;
vec2 a_1 = a1 + t * a_2;
vec2 b_2 = a_2 + t * a3;
vec2 uv_to_p = a0 + t * a_1;
vec2 tang = a_1 + t * b_2;
float l_tang = dot(tang, tang);
return t - dot(tang, uv_to_p) / l_tang;
}
float cubic_bezier_dis_approx_sq(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
{
vec2 a3 = (-p0 + 3. * p1 - 3. * p2 + p3);
vec2 a2 = (3. * p0 - 6. * p1 + 3. * p2);
vec2 a1 = (-3. * p0 + 3. * p1);
vec2 a0 = p0 - uv;
float d0 = 1e38;
float t;
vec3 params = vec3(0, .5, 1);
for (int i = 0; i < 3; i++)
{
t = params[i];
for (int j = 0; j < 3; j++)
{
t = cubic_bezier_normal_iteration(t, a0, a1, a2, a3);
}
t = clamp(t, 0., 1.);
vec2 uv_to_p = ((a3 * t + a2) * t + a1) * t + a0;
d0 = min(d0, dot(uv_to_p, uv_to_p));
}
return d0;
}
// segment_dis_sq by iq
float length2(vec2 v)
{
return dot(v, v);
}
float segment_dis_sq(vec2 p, vec2 a, vec2 b)
{
vec2 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length2(pa - ba * h);
}
int segment_int_test(vec2 uv, vec2 p0, vec2 p1)
{
p0 -= uv;
p1 -= uv;
int ret;
if (p0.y * p1.y < 0.)
{
vec2 nor = p0 - p1;
nor = vec2(nor.y, -nor.x);
float sgn;
if (p0.y > p1.y)
{
sgn = 1.;
}
else
{
sgn = -1.;
}
if (dot(nor, p0) * sgn < 0.)
{
ret = 0;
}
else
{
ret = 1;
}
}
else
{
ret = 0;
}
return ret;
}
int cubic_bezier_int_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
{
float cu = (-p0.y + 3. * p1.y - 3. * p2.y + p3.y);
float qu = (3. * p0.y - 6. * p1.y + 3. * p2.y);
float li = (-3. * p0.y + 3. * p1.y);
float co = p0.y - uv.y;
vec3 roots = vec3(1e38);
int n_roots;
int n_ints = 0;
if (uv.x < min(min(p0.x, p1.x), min(p2.x, p3.x)))
{
if (uv.y >= min(p0.y, p3.y) && uv.y <= max(p0.y, p3.y))
{
n_ints = 1;
}
}
else
{
if (abs(cu) < .0001)
{
n_roots = solve_quadric(vec2(co / qu, li / qu), roots.xy);
}
else
{
n_roots = solve_cubic(vec3(co / cu, li / cu, qu / cu), roots);
}
for (int i = 0; i < n_roots; i++)
{
if (roots[i] >= 0. && roots[i] <= 1.)
{
float x_pos = -p0.x + 3. * p1.x - 3. * p2.x + p3.x;
x_pos = x_pos * roots[i] + 3. * p0.x - 6. * p1.x + 3. * p2.x;
x_pos = x_pos * roots[i] + -3. * p0.x + 3. * p1.x;
x_pos = x_pos * roots[i] + p0.x;
if (x_pos > uv.x)
{
n_ints++;
}
}
}
}
return n_ints;
}
float path2_dis_sq(vec2 uv)
{
float dis_sq = 1e38;
int num_its = 0;
vec2[45] p = vec2[](vec2(-0.124919, 0.0496896), vec2(-0.127105, 0.0391554), vec2(-0.127105, 0.0405467),
vec2(-0.127105, 0.0463107), vec2(-0.131876, 0.0506833), vec2(-0.143205, 0.0506833),
vec2(-0.177789, 0.0506833), vec2(-0.194286, 0.00795032), vec2(-0.194286, -0.018882),
vec2(-0.194286, -0.0425342), vec2(-0.181366, -0.0508821), vec2(-0.167851, -0.0508821),
vec2(-0.153739, -0.0508821), vec2(-0.144397, -0.0417392), vec2(-0.138236, -0.0325963),
vec2(-0.137043, -0.0445217), vec2(-0.129888, -0.0508821), vec2(-0.118758, -0.0508821),
vec2(-0.108025, -0.0508821), vec2(-0.0901364, -0.0465093), vec2(-0.0788071, -0.0141118),
vec2(-0.087155, -0.0141118), vec2(-0.0901364, -0.0240497), vec2(-0.0955028, -0.0327951),
vec2(-0.103254, -0.0327951), vec2(-0.10882, -0.0327951), vec2(-0.111403, -0.0298137),
vec2(-0.111403, -0.0242485), vec2(-0.111403, -0.0224597), vec2(-0.111205, -0.0204721),
vec2(-0.110609, -0.0178882), vec2(-0.0962985, 0.0496896), vec2(-0.137043, 0.0383603),
vec2(-0.130683, 0.0383603), vec2(-0.128894, 0.0331926), vec2(-0.128894, 0.0308075),
vec2(-0.138435, -0.0141118), vec2(-0.14082, -0.0256398), vec2(-0.149168, -0.0316026),
vec2(-0.154931, -0.0316026), vec2(-0.158509, -0.0316026), vec2(-0.164869, -0.0314042),
vec2(-0.164869, -0.0160994), vec2(-0.164869, 0.00258385), vec2(-0.153938, 0.0383603));
ivec2[6] seg = ivec2[](ivec2(0, 1), ivec2(1, 2), ivec2(20, 21), ivec2(30, 31), ivec2(31, 0), ivec2(35, 36));
ivec4[13] c_bez =
ivec4[](ivec4(2, 3, 4, 5), ivec4(5, 6, 7, 8), ivec4(8, 9, 10, 11), ivec4(11, 12, 13, 14), ivec4(14, 15, 16, 17),
ivec4(17, 18, 19, 20), ivec4(21, 22, 23, 24), ivec4(24, 25, 26, 27), ivec4(27, 28, 29, 30),
ivec4(32, 33, 34, 35), ivec4(36, 37, 38, 39), ivec4(39, 40, 41, 42), ivec4(42, 43, 44, 32));
if (all(lessThan(uv, vec2(-0.0788071, 0.0506833) + border)) &&
all(greaterThan(uv, vec2(-0.194286, -0.0508821) - border)))
{
for (int i = 0; i < 6; i++)
{
dis_sq = min(dis_sq, segment_dis_sq(uv, p[seg[i][0]], p[seg[i][1]]));
num_its += segment_int_test(uv, p[seg[i][0]], p[seg[i][1]]);
}
for (int i = 0; i < 13; i++)
{
dis_sq = min(
dis_sq, cubic_bezier_dis_approx_sq(uv, p[c_bez[i][0]], p[c_bez[i][1]], p[c_bez[i][2]], p[c_bez[i][3]]));
num_its += cubic_bezier_int_test(uv, p[c_bez[i][0]], p[c_bez[i][1]], p[c_bez[i][2]], p[c_bez[i][3]]);
}
}
float sgn = 1.;
if (num_its % 2 == 1)
{
sgn = -1.;
}
return sgn * dis_sq;
}
void mainImage(out vec3 fragColor, in vec2 fragCoord)
{
border = 0.01;
vec2 uv = fragCoord;
uv -= .5;
float dis_sq = 1e38;
if (all(lessThan(uv, vec2(0.4, 0.0993791) + border)) && all(greaterThan(uv, vec2(-0.4, -0.0993791) - border)))
{
dis_sq = min(dis_sq, path2_dis_sq(uv));
}
float dis = sign(dis_sq) * sqrt(abs(dis_sq));
fragColor = vec3(smoothstep(0., border, dis));
if (dis > 0 && dis <= border)
fragColor = vec3(1, 1, 0);
}
///////////////////////////////
const uint STACK_SIZE = 40;
struct Stack
{
uint top;
uint data[STACK_SIZE];
bool empty()
{
return top == 0;
}
bool full()
{
return top == STACK_SIZE;
}
bool getTop(out uint x)
{
if (empty())
return false;
x = data[top - 1];
return true;
}
bool pop()
{
if (empty())
return false;
top--;
return true;
}
bool push(in uint x)
{
if (full())
return false;
data[top] = x;
top++;
return true;
}
} stack, elementStack;
vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
{
vec4 elementColor = vec4(0);
uvec4 currentOffset = elementOffset[elementIndex];
uint elementBvhRoot = currentOffset.x;
uint elementBvhLength = currentOffset.y;
uint pointsOffset = currentOffset.z;
uint linesOffset = currentOffset.w;
elementStack.top = 0;
uint elementBvhIndex = 0;
while (elementBvhIndex < elementBvhLength || !elementStack.empty())
{
while (elementBvhIndex < elementBvhLength)
{
vec4 bound = bvhBound[elementBvhRoot + elementBvhIndex];
uint leftChild = bvhChildren[elementBvhRoot + elementBvhIndex].x;
if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw)))
{
if (leftChild >= elementBvhLength)
{
debugBVH.g += 0.5;
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y - elementBvhLength;
// for(int i = 0; i<200;i++)
if (elementData[styleIndex] == 0.) //Ãæ
{
uint lineCount = elementIndexs[leftChild - elementBvhLength];
uint num_its = 0;
for (uint contourIterator = leftChild - elementBvhLength + 1;
contourIterator <= leftChild - elementBvhLength + lineCount; contourIterator++)
{
uint lineIndex = elementIndexs[contourIterator];
uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
elementData[pointsOffset + 2 * p0Index + 1]);
vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
elementData[pointsOffset + 2 * p1Index + 1]);
vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index],
elementData[pointsOffset + 2 * p2Index + 1]);
vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index],
elementData[pointsOffset + 2 * p3Index + 1]);
if (p0 == p1 && p2 == p3)
{
num_its += segment_int_test(localUV, p0, p3);
}
else
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
}
if (num_its % 2 == 1)
{
elementColor = vec4(1);
//debugHit = true;
}
}
else if (elementData[styleIndex] == 1) //Ïß
{
}
elementBvhIndex = elementBvhLength;
}
else
{
// debugBVH.b += 0.2;
elementStack.push(elementBvhIndex);
elementBvhIndex = leftChild;
}
}
else
elementBvhIndex = elementBvhLength;
}
if (!elementStack.empty())
{
elementStack.getTop(elementBvhIndex);
elementStack.pop();
elementBvhIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
}
}
return elementColor.xyz;
}

View File

@ -3,8 +3,11 @@
#include <QDebug>
#include <array>
#include <glm/glm.hpp>
#ifndef STB_IMAGE_IMPLEMENTATION
#define STB_IMAGE_IMPLEMENTATION
#include <stb_image.h>
#endif
void Renderer::IblUtils::renderCube(QOpenGLFunctions_4_5_Core* glFunc)
{
@ -179,8 +182,8 @@ std::tuple<GLuint, GLuint, GLuint, GLuint> Renderer::IblUtils::precomputeCubemap
// ----------------------
unsigned int captureFBO;
unsigned int captureRBO;
glFunc->glGenFramebuffers(1, &captureFBO);
glFunc->glGenRenderbuffers(1, &captureRBO);
glFunc->glCreateFramebuffers(1, &captureFBO);
glFunc->glCreateRenderbuffers(1, &captureRBO);
glFunc->glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
glFunc->glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, captureRBO);
@ -259,6 +262,8 @@ GLuint Renderer::IblUtils::generateCubemap(QOpenGLFunctions_4_5_Core* glFunc, GL
glFunc->glActiveTexture(GL_TEXTURE0);
glFunc->glBindTexture(GL_TEXTURE_2D, hdrTexture);
glFunc->glBindRenderbuffer(GL_RENDERBUFFER, captureRBO);
glFunc->glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, cubemapSize, cubemapSize);
glFunc->glViewport(0, 0, cubemapSize, cubemapSize);
glFunc->glBindFramebuffer(GL_FRAMEBUFFER, captureFBO);
@ -282,8 +287,6 @@ GLuint Renderer::IblUtils::generateCubemap(QOpenGLFunctions_4_5_Core* glFunc, GL
GLuint Renderer::IblUtils::generateIrradianceMap(QOpenGLFunctions_4_5_Core* glFunc, GLuint captureFBO, GLuint captureRBO, const QMatrix4x4& captureProjection, const std::array<QMatrix4x4, 6>& captureViews, GLuint envCubemap)
{
constexpr int irradianceMapSize = 32;
// pbr: create an irradiance cubemap, and re-scale capture FBO to irradiance scale.
// --------------------------------------------------------------------------------
unsigned int irradianceMap;
@ -334,10 +337,8 @@ GLuint Renderer::IblUtils::generateIrradianceMap(QOpenGLFunctions_4_5_Core* glFu
GLuint Renderer::IblUtils::generatePrefilterMap(QOpenGLFunctions_4_5_Core* glFunc, GLuint captureFBO, GLuint captureRBO, const QMatrix4x4& captureProjection, const std::array<QMatrix4x4, 6>& captureViews, GLuint envCubemap)
{
constexpr int prefilterMapSize = 128;
// pbr: create a pre-filter cubemap, and re-scale capture FBO to pre-filter scale.
// --------------------------------------------------------------------------------
// --------------------------------------------------------------------------------
unsigned int prefilterMap;
glFunc->glGenTextures(1, &prefilterMap);
glFunc->glBindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap);
@ -399,7 +400,7 @@ GLuint Renderer::IblUtils::gererateBrdfLut(QOpenGLFunctions_4_5_Core* glFunc)
constexpr int lutSize = 512;
// pbr: generate a 2D LUT from the BRDF equations used.
// ----------------------------------------------------
// ----------------------------------------------------
unsigned int brdfLUTTexture;
glFunc->glGenTextures(1, &brdfLUTTexture);

View File

@ -7,6 +7,8 @@ namespace Renderer
{
public:
static constexpr int cubemapSize = 1024;
static constexpr int irradianceMapSize = 32;
static constexpr int prefilterMapSize = 128;
static void renderCube(QOpenGLFunctions_4_5_Core* glFunc);
static void renderSphere(QOpenGLFunctions_4_5_Core* glFunc);
/**

View File

@ -22,12 +22,9 @@ void Mesh::draw()
{
if (shaderProgram->bind())
{
glFunc->glActiveTexture(GL_TEXTURE0);
glFunc->glBindTexture(GL_TEXTURE_2D, textureBasecolor);
glFunc->glActiveTexture(GL_TEXTURE1);
glFunc->glBindTexture(GL_TEXTURE_2D, textureMetallicRoughness);
glFunc->glActiveTexture(GL_TEXTURE2);
glFunc->glBindTexture(GL_TEXTURE_2D, textureNormal);
glFunc->glBindTextureUnit(0, textureBasecolor);
glFunc->glBindTextureUnit(1, textureMetallicRoughness);
glFunc->glBindTextureUnit(2, textureNormal);
shaderProgram->setUniformValue("texture_basecolor", 0);
shaderProgram->setUniformValue("texture_metallic_roughness", 1);
shaderProgram->setUniformValue("texture_normal", 2);
@ -44,8 +41,7 @@ void Mesh::drawShadow()
{
if (shadowProgram->bind())
{
glFunc->glActiveTexture(GL_TEXTURE0);
glFunc->glBindTexture(GL_TEXTURE_2D, textureBasecolor);
glFunc->glBindTextureUnit(0, textureBasecolor);
shadowProgram->setUniformValue("texture_basecolor", 0);
QOpenGLVertexArrayObject::Binder bind(&VAO);

View File

@ -41,9 +41,9 @@ namespace Renderer
QVector<Vertex> vertices;
QVector<unsigned int> indices;
//QVector<Texture*> textures;
GLuint textureBasecolor;
GLuint textureMetallicRoughness;
GLuint textureNormal;
GLuint textureBasecolor = 0;
GLuint textureMetallicRoughness = 0;
GLuint textureNormal = 0;
QMatrix4x4 model;
QOpenGLFunctions_4_5_Compatibility* glFunc;

View File

@ -14,56 +14,34 @@
using namespace Renderer;
using std::vector;
Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
: context(context)
, glFunc(context->versionFunctions<QOpenGLFunctions_4_5_Compatibility>())
, shaderProgram(shaderProgram)
, directory(path)
{
Assimp::Importer importer;
const aiScene* scene = importer.ReadFile(directory.absolutePath().toUtf8(), aiProcess_Triangulate | aiProcess_FlipUVs);
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
{
qDebug() << "ERROR::ASSIMP::" << importer.GetErrorString() << endl;
return;
}
qDebug() << directory.absolutePath() << "Loaded Successfully";
qDebug() << "NumMeshes: " << scene->mNumMeshes;
qDebug() << "NumMaterials: " << scene->mNumMaterials;
qDebug() << "NumTextures: " << scene->mNumTextures;
directory.cdUp();
processNode(scene->mRootNode, scene);
}
Model::Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper)
Model::Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram,
QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram,
PaintingHelper* paintingHelper, VirtualTextureManager* vtManager)
: context(context)
, glFunc(context->versionFunctions<QOpenGLFunctions_4_5_Compatibility>())
, shaderProgram(shaderProgram)
, paintingProgram(paintingProgram)
, shadowProgram(shadowProgram)
, paintingHelper(paintingHelper)
, vtManager(vtManager)
{
}
Model::~Model() //销毁对象
{
for (auto& it : meshes) {
delete it;
}
}
void Model::draw() {
//shaderProgram->bind();
for (Drawable* mesh : meshes) {
for (auto& mesh : meshes) {
mesh->draw();
}
}
void Model::drawShadow() {
//shaderProgram->bind();
for (Drawable* mesh : meshes) {
for (auto& mesh : meshes) {
mesh->drawShadow();
}
}
@ -74,11 +52,6 @@ void Model::destroy()
delete this;
}
Model* Model::createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
{
return new Model(path, context, shaderProgram);
}
void Renderer::Model::loadModel(QString path)
{
directory = path;
@ -94,6 +67,12 @@ void Renderer::Model::loadModel(QString path)
qDebug() << "NumMaterials: " << scene->mNumMaterials;
qDebug() << "NumTextures: " << scene->mNumTextures;
directory.cdUp();
minX = std::numeric_limits<float>::max();
maxX = std::numeric_limits<float>::min();
minY = std::numeric_limits<float>::max();
maxY = std::numeric_limits<float>::min();
minZ = std::numeric_limits<float>::max();
maxZ = std::numeric_limits<float>::min();
processNode(scene->mRootNode, scene);
AABB.push_back(QVector3D(minX, minY, minZ));
AABB.push_back(QVector3D(minX, minY, maxZ));
@ -111,8 +90,8 @@ void Model::processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4)
// 处理节点所有的网格(如果有的话)
for (unsigned int i = 0; i < node->mNumMeshes; i++)
{
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
meshes.push_back(processMesh(mesh, scene, mat4));
if (auto mesh = processMesh(scene->mMeshes[node->mMeshes[i]], scene, mat4))
meshes.emplace_back(std::move(mesh));
}
// 接下来对它的子节点重复这一过程
@ -131,7 +110,7 @@ GLuint encodeZIndexAngle(GLuint zIndex, float angle)
return GLuint(angle / 360 * 65536 + zIndex * 65536);
}
Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model)
std::unique_ptr<Drawable> Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model)
{
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
QMatrix4x4 modelQ((float*)&model);
@ -143,7 +122,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
{
qDebug() << str.C_Str() << "Replaced";
// 初始化网格
PaintingMesh* m_mesh = new PaintingMesh(glFunc, paintingProgram, shadowProgram, modelQ);
auto m_mesh = std::make_unique<PaintingMesh>(glFunc, paintingProgram, shadowProgram, modelQ);
// 遍历网格的每个顶点
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
@ -169,14 +148,17 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
}
}
m_mesh->paintingIndex = loadPainting(std::string(str.C_Str()));
m_mesh->paintingId = loadPainting(std::string(str.C_Str()));
auto& handle = vtManager->getPaintingHandle(m_mesh->paintingId);
m_mesh->textureBasecolor = handle.baseColor;
m_mesh->textureMetallicRoughness = handle.metallicRoughness;
m_mesh->setupMesh();
return m_mesh;
}
else
{
// 初始化网格
Mesh* m_mesh = new Mesh(glFunc, shaderProgram, shadowProgram, modelQ);
auto m_mesh = std::make_unique<Mesh>(glFunc, shaderProgram, shadowProgram, modelQ);
// 遍历网格的每个顶点
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
{
@ -199,12 +181,21 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
m_mesh->indices.push_back(*indice);
// 处理材质
m_mesh->textureBasecolor = loadMaterialTextures(material, aiTextureType_BASE_COLOR);
m_mesh->textureMetallicRoughness = loadMaterialTextures(material, aiTextureType_METALNESS);
m_mesh->textureNormal = loadMaterialTextures(material, aiTextureType_NORMALS);
if (!(m_mesh->textureBasecolor = loadMaterialTextures(material, aiTextureType_BASE_COLOR)))
qWarning() << "Basecolor Texture Loading Failed!";
if (!(m_mesh->textureMetallicRoughness = loadMaterialTextures(material, aiTextureType_METALNESS)))
qWarning() << "MetallicRoughness Texture Loading Failed!";
if (!(m_mesh->textureNormal = loadMaterialTextures(material, aiTextureType_NORMALS)))
qWarning() << "Normal Texture Loading Failed!";
if (m_mesh->textureBasecolor && m_mesh->textureMetallicRoughness && m_mesh->textureNormal)
{
m_mesh->setupMesh();
return m_mesh;
}
else
return nullptr;
m_mesh->setupMesh();
return m_mesh;
}
}
@ -226,7 +217,7 @@ GLuint Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type)
return 0;
//qDebug() << "Loading" << path.c_str();
auto [it, _] = texturesLoaded.emplace(std::piecewise_construct, std::make_tuple(path), std::make_tuple(QOpenGLTexture::Target2D));
auto [it, _] = texturesLoaded.emplace(path, QOpenGLTexture::Target2D);
auto& texture = it->second;
texture.create();
texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
@ -320,25 +311,27 @@ GLuint Renderer::Model::loadPainting(std::string path)
std::make_shared<Element>(Element{ contour[2], style[0]}),
};
Painting painting;
//for (int i = 0; i < 3; i++)
//{
// float x = (float)rand() / RAND_MAX * 2 - 1;
// float y = (float)rand() / RAND_MAX * 2 - 1;
// float z = 0.05 + x;//(float)rand() / RAND_MAX * (0.1) + x;
// float w = 0.05 + y;//(float)rand() / RAND_MAX * (0.1) + y;
// //rootBvhTreeData.push_back(BvhTreeData(QVector4D(x, y, z, w), 0, encodeZIndexAngle(1, (float)rand() / RAND_MAX * 360)));
// painting.addElement(element[i%3], QVector4D(x, y, z, w), (float)rand() / RAND_MAX * 360, 1);
//}
painting.addElement(*element[0], ElementTransform{ glm::vec2(-0.5,-0.45), glm::vec2(0.6,0.7), 45, glm::bvec2(true, false), 0 });
painting.addElement(*element[1], ElementTransform{ glm::vec2(-0.45,0.45), glm::vec2(0.5,0.5), 0, glm::bvec2(false), 0 });
painting.addElement(*element[2], ElementTransform{ glm::vec2(0.5,-0.45), glm::vec2(0.6,0.7), 0, glm::bvec2(false), 0 });
for (int i = 0; i < 1000; i++)
{
float x = (float)rand() / RAND_MAX * 2 - 1;
float y = (float)rand() / RAND_MAX * 2 - 1;
float z = 0.05 + x;//(float)rand() / RAND_MAX * (0.1) + x;
float w = 0.05 + y;//(float)rand() / RAND_MAX * (0.1) + y;
//rootBvhTreeData.push_back(BvhTreeData(QVector4D(x, y, z, w), 0, encodeZIndexAngle(1, (float)rand() / RAND_MAX * 360)));
//painting.addElement(element[i%3], QVector4D(x, y, z, w), (float)rand() / RAND_MAX * 360, 1);
painting.addElement(*element[i%3], ElementTransform{ glm::vec2(x,y), glm::vec2(0.05), (float)rand() / RAND_MAX * 360, glm::bvec2(false), 0 });
}
//painting.addElement(*element[0], ElementTransform{ glm::vec2(-0.5,-0.45), glm::vec2(0.6,0.7), 45, glm::bvec2(true, false), 0 });
//painting.addElement(*element[1], ElementTransform{ glm::vec2(-0.45,0.45), glm::vec2(0.5,0.5), 0, glm::bvec2(false), 0 });
//painting.addElement(*element[2], ElementTransform{ glm::vec2(0.5,-0.45), glm::vec2(0.6,0.7), 0, glm::bvec2(false), 0 });
//painting.addElement(element[0], QVector4D(-0.8, -0.8, -0.2, -0.1), 0, 0);
//painting.addElement(element[1], QVector4D(-0.7, 0.2, -0.2, 0.7), 0, 0);
//painting.addElement(element[2], QVector4D(0.2, -0.8, 0.8, -0.1), 0, 0);
painting.generateBuffers();
painting.generateBuffers(glFunc);
/////////////////////////////////////////////////////////////////////////////////////////////////
std::vector<GLuint> bvhChildren0 = {
//root
@ -474,7 +467,10 @@ GLuint Renderer::Model::loadPainting(std::string path)
// elementOffset, elementIndex, elementData);
/*GLuint index = paintingHelper->addPainting(bvhChildren0, bvhBounds0,
elementOffset0, elementIndex0, elementData0);*/
GLuint index = paintingHelper->addPainting(painting);
paintingLoaded.insert({ path, index });
//GLuint index = paintingHelper->addPainting(painting);
//paintingLoaded.insert({ path, index });
auto index = vtManager->createVirtualTexture(painting);
paintingLoaded.emplace(path, index);
return index;
}

View File

@ -2,6 +2,7 @@
#include "Mesh.h"
#include "Drawable.h"
#include "Painting/PaintingHelper.h"
#include "VirtualTextureManager.h"
#include <QDir>
#include <assimp/scene.h>
@ -15,39 +16,33 @@ namespace Renderer
void draw();
void drawShadow();
void destroy();
static Model* createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
void loadModel(QString path);
Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper);
Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper, VirtualTextureManager* vtManager);
private:
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
~Model();
QOpenGLContext* context; //opengl函数入口
QOpenGLFunctions_4_5_Compatibility* glFunc;
QOpenGLContext* context;
QOpenGLFunctions_4_5_Compatibility* glFunc = nullptr;
QOpenGLShaderProgram* shaderProgram = nullptr;
QOpenGLShaderProgram* paintingProgram = nullptr; //彩绘着色器程序
QOpenGLShaderProgram* shadowProgram = nullptr;
PaintingHelper* paintingHelper = nullptr;
VirtualTextureManager* vtManager = nullptr;
/* 模型数据 */
std::unordered_map<std::string, GLuint> paintingLoaded;
std::unordered_map<std::string, QOpenGLTexture> texturesLoaded;
//std::vector<Texture*> textures_loaded; //纹理
QVector<Drawable*> meshes; //网格
QDir directory; //模型所在路径
std::vector<std::unique_ptr<Drawable>> meshes;
float minX = std::numeric_limits<float>::max();
float maxX = std::numeric_limits<float>::min();
float minY = std::numeric_limits<float>::max();
float maxY = std::numeric_limits<float>::min();
float minZ = std::numeric_limits<float>::max();
float maxZ = std::numeric_limits<float>::min();
/// Ä£ÐÍËùÔÚ·¾¶
QDir directory;
float minX, maxX, minY, maxY, minZ, maxZ;
//递归遍历结点
void processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4 = aiMatrix4x4());
//加载网格
Drawable* processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
std::unique_ptr<Drawable> processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
//加载材质纹理
GLuint loadMaterialTextures(aiMaterial* mat, aiTextureType type);

View File

@ -1,6 +1,7 @@
#pragma once
#include <QOpenGLFunctions_4_5_Compatibility>
#include <qopengl.h>
#include <vector>
#include <memory>
#include <QColor>
#include <glm/glm.hpp>

View File

@ -1,6 +1,6 @@
#pragma once
#include <vector>
#include <QOpenGLFunctions_4_5_Compatibility>
#include <qopengl.h>
#include "Line.h"
#include "ElementStyle.h"

View File

@ -1,6 +1,5 @@
#pragma once
#include <vector>
#include <QOpenGLFunctions_4_5_Compatibility>
#include "BaseStyle.h"
namespace Renderer

View File

@ -1,5 +1,6 @@
#pragma once
#include "BaseStyle.h"
#include <map>
namespace Renderer
{

View File

@ -105,13 +105,12 @@ BvhTreeData Painting::encodeElementLeaf(ElementWithTransform e)
return BvhTreeData(bound, elementPool[e.element], rightSon);
}
void Painting::generateBuffers()
void Painting::generateBuffers(QOpenGLFunctions_4_5_Compatibility* glFunc)
{
qDebug() << "Element Count: " << elementPool.size();
qDebug() << "Coutour Count: " << contourPool.size();
qDebug() << " Style Count: " << stylePool.size();
bvhChildren.clear();
bvhBounds.clear();
elementOffset.clear();
@ -161,6 +160,19 @@ void Painting::generateBuffers()
elementOffset.push_back({ contourBuffer->bvhOffset, stylePool[i.first.style], contourBuffer->pointsOffset, contourBuffer->linesOffset });
//std::cout << std::format("{} {} {} {}\n", contourBuffer->bvhOffset, stylePool[i.first->style], contourBuffer->pointsOffset, contourBuffer->linesOffset);
}
glFunc->glCreateBuffers(5, buffers.data());
GLuint& bvhSSBO = buffers[0];
GLuint& bvhBoundSSBO = buffers[1];
GLuint& elementOffsetSSBO = buffers[2];
GLuint& elementIndexSSBO = buffers[3];
GLuint& elementDataSSBO = buffers[4];
glFunc->glNamedBufferData(bvhSSBO, bvhChildren.size() * sizeof(GLuint), bvhChildren.data(), GL_STATIC_READ);
glFunc->glNamedBufferData(bvhBoundSSBO, bvhBounds.size() * sizeof(QVector4D), bvhBounds.data(), GL_STATIC_READ);
glFunc->glNamedBufferData(elementOffsetSSBO, elementOffset.size() * sizeof(glm::uvec4), elementOffset.data(), GL_STATIC_READ);
glFunc->glNamedBufferData(elementIndexSSBO, elementIndex.size() * sizeof(GLuint), elementIndex.data(), GL_STATIC_READ);
glFunc->glNamedBufferData(elementDataSSBO, elementData.size() * sizeof(GLfloat), elementData.data(), GL_STATIC_READ);
}
GLuint Renderer::Painting::getElementCount()

View File

@ -1,12 +1,13 @@
#pragma once
#include <vector>
#include <array>
#include <set>
#include <QOpenGLFunctions_4_5_Compatibility>
#include <glm/glm.hpp>
#include "Line.h"
#include "BvhTree.h"
#include "ElementStyle.h"
#include "Element.h"
#include <QOpenGLFunctions_4_5_Compatibility>
namespace Renderer
{
@ -65,12 +66,13 @@ namespace Renderer
std::vector<GLuint> elementIndex;
std::vector<GLfloat> elementData;
int paintingId = 0;
std::array<GLuint, 5> buffers;
Painting();
void addElement(ElementWithTransform element);
void addElement(const Element& element, const ElementTransform& transform);
void addElement(std::shared_ptr<Element> element, QVector4D bound, float rotation, int zIndex);
void generateBuffers();
void generateBuffers(QOpenGLFunctions_4_5_Compatibility* glFunc);
GLuint getElementCount();
private:
std::unordered_map<std::shared_ptr<Contour>, std::pair<std::shared_ptr<ContourBuffer>/*Ãæ*/, std::shared_ptr<ContourBuffer>/*Ïß*/>> contourPool;

View File

@ -13,8 +13,14 @@ void PaintingMesh::draw()
{
if (shaderProgram->bind())
{
glFunc->glBindTextureUnit(0, textureBasecolor);
glFunc->glBindTextureUnit(1, textureMetallicRoughness);
shaderProgram->setUniformValue("texture_basecolor", 0);
shaderProgram->setUniformValue("texture_metallic_roughness", 1);
QOpenGLVertexArrayObject::Binder bind(&VAO);
shaderProgram->setUniformValue("model", model);
glFunc->glUniform1ui(glFunc->glGetUniformLocation(shaderProgram->programId(), "paintingId"), paintingId);
EBO.bind();
glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
shaderProgram->release();
@ -24,6 +30,8 @@ void PaintingMesh::drawShadow()
{
if (shadowProgram->bind())
{
glFunc->glBindTextureUnit(0, textureBasecolor);
shadowProgram->setUniformValue("texture_basecolor", 0);
QOpenGLVertexArrayObject::Binder bind(&VAO);
shadowProgram->setUniformValue("model", model);
EBO.bind();

View File

@ -25,7 +25,7 @@ namespace Renderer
QMatrix4x4 model;
QOpenGLFunctions_4_5_Compatibility* glFunc;
QOpenGLShaderProgram* shaderProgram, * shadowProgram;
GLuint paintingIndex;
GLuint paintingId;
PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, const QMatrix4x4& model);
void draw() override;

View File

@ -9,6 +9,8 @@
#include <random>
#include <glm/gtc/matrix_transform.hpp>
#include "IblUtils.h"
#include "VirtualTextureManager.h"
#include <QDebug>
using namespace Renderer;
@ -24,8 +26,9 @@ RendererGLWidget::RendererGLWidget(QWidget* parent)
//startTimer();
lastFrame = std::clock();
setFocusPolicy(Qt::StrongFocus);
QSurfaceFormat format;
format.setSwapInterval(0);
//QSurfaceFormat format;
//format.setProfile(QSurfaceFormat::CoreProfile);
////format.setSwapInterval(0);
//setFormat(format);
}
@ -58,7 +61,10 @@ void RendererGLWidget::startTimer()
{
//startTimer(1000 / QGuiApplication::primaryScreen()->refreshRate());
if (timerId == -1)
{
timerId = QObject::startTimer(1);
}
}
void RendererGLWidget::stopTimer()
@ -74,10 +80,10 @@ void RendererGLWidget::setModel()
//model = new Model("E:\\3D Objects\\gallery_gltf\\gallery_gltf.gltf", context(), modelProgramPtr, paintingProgramPtr, shadowProgramPtr, paintingHelper);
light.model = model;
qDebug() << model->AABB;
paintingHelper->allocateBuffers();
paintingCompProgramPtr->bind();
paintingHelper->bindPaintingBuffers();
paintingCompProgramPtr->release();
//paintingHelper->allocateBuffers();
//paintingCompProgramPtr->bind();
//paintingHelper->bindPaintingBuffers();
//paintingCompProgramPtr->release();
doneCurrent();
}
@ -100,16 +106,35 @@ void Renderer::RendererGLWidget::setExposure(float exposure)
QOpenGLTexture randomMap(QOpenGLTexture::Target2D);
void GLAPIENTRY messageCallback(GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam)
{
//fprintf(stderr, "GL CALLBACK: %s type = 0x%x, severity = 0x%x, message = %s\n",
// (type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
// type, severity, message);
if (type == GL_DEBUG_TYPE_ERROR)
qCritical() << QString::fromStdString(std::format("GL_ERROR: type = {:#x}, severity = {:#x}, message = {}",
type, severity, message));
}
void RendererGLWidget::initializeGL()
{
gl = std::make_unique<GladGLContext>();
if (!gladLoadGLContext(gl.get(), [](const char* name) { return (GLADapiproc)QOpenGLContext::currentContext()->getProcAddress(name); }))
qDebug() << "Failed to initialize GLAD";
qCritical() << "Failed to initialize GLAD";
QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
qDebug() << "GL_VERSION" << (char*)gl->GetString(GL_VERSION);
gl->Enable(GL_DEBUG_OUTPUT);
//gl->Enable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
gl->DebugMessageCallback(messageCallback, 0);
gl->Enable(GL_DEPTH_TEST);
gl->DepthFunc(GL_LEQUAL);
gl->Enable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
@ -117,83 +142,83 @@ void RendererGLWidget::initializeGL()
shadowProgramPtr = new QOpenGLShaderProgram;
if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model_shadow.vert"))
qDebug() << "ERROR:" << shadowProgramPtr->log();
qCritical() << "ERROR:" << shadowProgramPtr->log();
if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Geometry, ":/Shaders/model_shadow.geom"))
qDebug() << "ERROR:" << shadowProgramPtr->log();
qCritical() << "ERROR:" << shadowProgramPtr->log();
if (!shadowProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/model_shadow.frag"))
qDebug() << "ERROR:" << shadowProgramPtr->log();
qCritical() << "ERROR:" << shadowProgramPtr->log();
if (!shadowProgramPtr->link())
qDebug() << "ERROR:" << shadowProgramPtr->log();
qCritical() << "ERROR:" << shadowProgramPtr->log();
plainProgramPtr = new QOpenGLShaderProgram;
if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/shader.vert"))
qDebug() << "ERROR:" << plainProgramPtr->log();
qCritical() << "ERROR:" << plainProgramPtr->log();
if (!plainProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/shader.frag"))
qDebug() << "ERROR:" << plainProgramPtr->log();
qCritical() << "ERROR:" << plainProgramPtr->log();
if (!plainProgramPtr->link())
qDebug() << "ERROR:" << plainProgramPtr->log();
qCritical() << "ERROR:" << plainProgramPtr->log();
modelProgramPtr = new QOpenGLShaderProgram;
if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/model.vert"))
qDebug() << "ERROR:" << modelProgramPtr->log();
qCritical() << "ERROR:" << modelProgramPtr->log();
if (!modelProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/model.frag"))
qDebug() << "ERROR:" << modelProgramPtr->log();
qCritical() << "ERROR:" << modelProgramPtr->log();
if (!modelProgramPtr->link())
qDebug() << "ERROR:" << modelProgramPtr->log();
qCritical() << "ERROR:" << modelProgramPtr->log();
paintingProgramPtr = new QOpenGLShaderProgram;
if (!paintingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/painting.vert"))
qDebug() << "ERROR:" << paintingProgramPtr->log();
qCritical() << "ERROR:" << paintingProgramPtr->log();
if (!paintingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/painting.frag"))
qDebug() << "ERROR:" << paintingProgramPtr->log();
qCritical() << "ERROR:" << paintingProgramPtr->log();
if (!paintingProgramPtr->link())
qDebug() << "ERROR:" << paintingProgramPtr->log();
qCritical() << "ERROR:" << paintingProgramPtr->log();
paintingCompProgramPtr = new QOpenGLShaderProgram;
if (!paintingCompProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/painting.comp"))
qDebug() << "ERROR:" << paintingCompProgramPtr->log();
if (!paintingCompProgramPtr->link())
qDebug() << "ERROR:" << paintingCompProgramPtr->log();
pageIdDownsampleProgramPtr = new QOpenGLShaderProgram;
if (!pageIdDownsampleProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/pageId_downsample.comp"))
qCritical() << "ERROR:" << pageIdDownsampleProgramPtr->log();
if (!pageIdDownsampleProgramPtr->link())
qCritical() << "ERROR:" << pageIdDownsampleProgramPtr->log();
depthInitProgramPtr = new QOpenGLShaderProgram;
if (!depthInitProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/depth_init.comp"))
qDebug() << "ERROR:" << depthInitProgramPtr->log();
qCritical() << "ERROR:" << depthInitProgramPtr->log();
if (!depthInitProgramPtr->link())
qDebug() << "ERROR:" << depthInitProgramPtr->log();
qCritical() << "ERROR:" << depthInitProgramPtr->log();
depthMipmapProgramPtr = new QOpenGLShaderProgram;
if (!depthMipmapProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/depth_mipmap.comp"))
qDebug() << "ERROR:" << depthMipmapProgramPtr->log();
qCritical() << "ERROR:" << depthMipmapProgramPtr->log();
if (!depthMipmapProgramPtr->link())
qDebug() << "ERROR:" << depthMipmapProgramPtr->log();
qCritical() << "ERROR:" << depthMipmapProgramPtr->log();
shadowMappingProgramPtr = new QOpenGLShaderProgram;
if (!shadowMappingProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/shadow_mapping.comp"))
qDebug() << "ERROR:" << shadowMappingProgramPtr->log();
qCritical() << "ERROR:" << shadowMappingProgramPtr->log();
if (!shadowMappingProgramPtr->link())
qDebug() << "ERROR:" << shadowMappingProgramPtr->log();
qCritical() << "ERROR:" << shadowMappingProgramPtr->log();
ssgiProgramPtr = new QOpenGLShaderProgram;
if (!ssgiProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/ssgi.comp"))
qDebug() << "ERROR:" << ssgiProgramPtr->log();
qCritical() << "ERROR:" << ssgiProgramPtr->log();
if (!ssgiProgramPtr->link())
qDebug() << "ERROR:" << ssgiProgramPtr->log();
qCritical() << "ERROR:" << ssgiProgramPtr->log();
finalProgramPtr = new QOpenGLShaderProgram;
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
qDebug() << "ERROR:" << finalProgramPtr->log();
qCritical() << "ERROR:" << finalProgramPtr->log();
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/final.frag"))
qDebug() << "ERROR:" << finalProgramPtr->log();
qCritical() << "ERROR:" << finalProgramPtr->log();
if (!finalProgramPtr->link())
qDebug() << "ERROR:" << finalProgramPtr->log();
qCritical() << "ERROR:" << finalProgramPtr->log();
skyBoxProgramPtr = new QOpenGLShaderProgram;
if (!skyBoxProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/skybox.vert"))
qDebug() << "ERROR:" << skyBoxProgramPtr->log();
qCritical() << "ERROR:" << skyBoxProgramPtr->log();
if (!skyBoxProgramPtr->addShaderFromSourceFile(QOpenGLShader::Fragment, ":/Shaders/skybox.frag"))
qDebug() << "ERROR:" << skyBoxProgramPtr->log();
qCritical() << "ERROR:" << skyBoxProgramPtr->log();
if (!skyBoxProgramPtr->link())
qDebug() << "ERROR:" << skyBoxProgramPtr->log();
qCritical() << "ERROR:" << skyBoxProgramPtr->log();
shadowProgramPtr->bind();
gl->GenBuffers(1, &lightSpaceMatricesUBO);
@ -231,8 +256,10 @@ void RendererGLWidget::initializeGL()
finalProgramPtr->setUniformValue("gBaseColor", 0);
finalProgramPtr->release();
vtManager = std::make_unique<VirtualTextureManager>(gl.get());
paintingHelper = new PaintingHelper(glFunc);
model = new Model(context(), modelProgramPtr, paintingProgramPtr, shadowProgramPtr, paintingHelper);
model = new Model(context(), modelProgramPtr, paintingProgramPtr, shadowProgramPtr, paintingHelper, vtManager.get());
skyBoxProgramPtr->bind();
skyBoxProgramPtr->setUniformValue("environmentMap", 0);
@ -262,14 +289,30 @@ void RendererGLWidget::initializeGL()
reinterpret_cast<void*>(3 * sizeof(GLfloat)));
quadVBO.release();
gl->GenQueries(1, &timeQuery);
}
void RendererGLWidget::paintGL()
{
QOpenGLFunctions_4_5_Core* glFunc = QOpenGLContext::currentContext()->versionFunctions<QOpenGLFunctions_4_5_Core>();
pageIdDownsampleProgramPtr->bind();
gl->BindImageTexture(3, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG16UI);
gl->DispatchCompute(ceil(frameWidth / 8. / 8.), ceil(frameWidth / 8. / 8.), 1);
pageIdDownsampleProgramPtr->release();
std::vector<glm::u16vec2> pixels;
pixels.resize(ceil(frameWidth / 8.) * ceil(frameHeight / 8.));
fboPtr->bind();
gl->ReadBuffer(GL_COLOR_ATTACHMENT4);
gl->ReadnPixels(0, 0, ceil(frameWidth / 8.), ceil(frameHeight / 8.), GL_RG_INTEGER, GL_UNSIGNED_SHORT, pixels.size() * sizeof(glm::u16vec2), pixels.data());
//gl->GetTextureSubImage(gbuffers[4], 0, 0, 0, 0, ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1, GL_RG_INTEGER, GL_UNSIGNED_SHORT, pixels.size() * sizeof(glm::u16vec2), pixels.data());
fboPtr->release();
vtManager->tryUpdatePages(pixels);
gl->BeginQuery(GL_TIME_ELAPSED, timeQuery);
gl->Enable(GL_CULL_FACE);
light.lightDirection.setX(cos(qDegreesToRadians(sunPitch)) * cos(qDegreesToRadians(sunYaw)));
@ -285,6 +328,7 @@ void RendererGLWidget::paintGL()
}
gl->BindBuffer(GL_UNIFORM_BUFFER, 0);
vtManager->commitMutex.lock();
{
gl->BindFramebuffer(GL_FRAMEBUFFER, shadowFboHandle);
gl->Viewport(0, 0, shadowMapResolution, shadowMapResolution);
@ -332,48 +376,33 @@ void RendererGLWidget::paintGL()
model.setToIdentity();
model.scale(10);
model.translate(QVector3D((float)(col - (nrColumns / 2)) * spacing,
(float)(row - (nrRows / 2)) * spacing+20,
(float)(row - (nrRows / 2)) * spacing + 20,
-2.0f));
plainProgramPtr->setUniformValue("model", model);
IblUtils::renderSphere(glFunc);
}
}
plainProgramPtr->release();
fboPtr->release();
}
gl->Finish();
vtManager->commitMutex.unlock();
GLuint paintingCompQuery;
gl->GenQueries(1, &paintingCompQuery);
gl->BeginQuery(GL_TIME_ELAPSED, paintingCompQuery);
//depthInitProgramPtr->bind();
//gl->ActiveTexture(GL_TEXTURE0);
//gl->BindTexture(GL_TEXTURE_2D, gbuffers[6]);
//gl->BindImageTexture(0, gbuffers[7], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
//gl->DispatchCompute(ceil(depthWidth / 8.), ceil(depthHeight / 8.), 1);
//depthInitProgramPtr->release();
paintingCompProgramPtr->bind();
gl->BindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
gl->BindImageTexture(1, gbuffers[3], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG8);
gl->BindImageTexture(2, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R16UI);
gl->BindImageTexture(3, gbuffers[5], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
paintingCompProgramPtr->release();
gl->EndQuery(GL_TIME_ELAPSED);
depthInitProgramPtr->bind();
gl->ActiveTexture(GL_TEXTURE0);
gl->BindTexture(GL_TEXTURE_2D, gbuffers[6]);
gl->BindImageTexture(0, gbuffers[7], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
gl->DispatchCompute(ceil(depthWidth / 8.), ceil(depthHeight / 8.), 1);
depthInitProgramPtr->release();
depthMipmapProgramPtr->bind();
for (int i = 0; i <= 3; i++)
gl->BindImageTexture(i, gbuffers[7], i, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
gl->DispatchCompute(ceil(depthWidth / 2. / 8.), ceil(depthHeight / 2. / 8.), 1);
for (int i = 0; i <= 3; i++)
gl->BindImageTexture(i, gbuffers[7], i + 3, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
gl->DispatchCompute(ceil(depthWidth / 2. / 8. / 8.), ceil(depthHeight / 2. / 8. / 8.), 1);
depthMipmapProgramPtr->release();
//depthMipmapProgramPtr->bind();
//for (int i = 0; i <= 3; i++)
// gl->BindImageTexture(i, gbuffers[7], i, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
//gl->DispatchCompute(ceil(depthWidth / 2. / 8.), ceil(depthHeight / 2. / 8.), 1);
//for (int i = 0; i <= 3; i++)
// gl->BindImageTexture(i, gbuffers[7], i + 3, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
//gl->DispatchCompute(ceil(depthWidth / 2. / 8. / 8.), ceil(depthHeight / 2. / 8. / 8.), 1);
//depthMipmapProgramPtr->release();
shadowMappingProgramPtr->bind();
shadowMappingProgramPtr->setUniformValue("view", view);
@ -386,22 +415,15 @@ void RendererGLWidget::paintGL()
shadowMappingProgramPtr->setUniformValue("camPos", camera.Position);
shadowMappingProgramPtr->setUniformValue("mainLightDirection", light.lightDirection);
shadowMappingProgramPtr->setUniformValue("mainLightRadiance", mainLightRadiance);
/*gl->ActiveTexture(GL_TEXTURE0);
gl->BindTexture(GL_TEXTURE_2D, gbuffers[0]);*/
gl->ActiveTexture(GL_TEXTURE1);
gl->BindTexture(GL_TEXTURE_2D, gbuffers[1]);
gl->ActiveTexture(GL_TEXTURE2);
gl->BindTexture(GL_TEXTURE_2D, gbuffers[2]);
gl->ActiveTexture(GL_TEXTURE3);
gl->BindTexture(GL_TEXTURE_2D, gbuffers[3]);
gl->ActiveTexture(GL_TEXTURE4);
gl->BindTexture(GL_TEXTURE_2D_ARRAY, shadowGbuffer);
gl->ActiveTexture(GL_TEXTURE5);
gl->BindTexture(GL_TEXTURE_CUBE_MAP, irradianceMap);
gl->ActiveTexture(GL_TEXTURE6);
gl->BindTexture(GL_TEXTURE_CUBE_MAP, prefilterMap);
gl->ActiveTexture(GL_TEXTURE7);
gl->BindTexture(GL_TEXTURE_2D, brdfLUTTexture);
gl->BindTextureUnit(1, gbuffers[1]);
gl->BindTextureUnit(2, gbuffers[2]);
gl->BindTextureUnit(3, gbuffers[3]);
gl->BindTextureUnit(4, shadowGbuffer);
gl->BindTextureUnit(5, irradianceMap);
gl->BindTextureUnit(6, prefilterMap);
gl->BindTextureUnit(7, brdfLUTTexture);
gl->BindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
gl->BindImageTexture(1, gbuffers[8], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA16F);
gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
@ -433,11 +455,9 @@ void RendererGLWidget::paintGL()
gl->Viewport(0, 0, frameWidth, frameHeight);
gl->Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
//QOpenGLVertexArrayObject::Binder vaoBinder(&quadVAO);
finalProgramPtr->bind();
finalProgramPtr->setUniformValue("exposure", exposure);
gl->ActiveTexture(GL_TEXTURE0);
gl->BindTexture(GL_TEXTURE_2D, gbuffers[0]);
gl->BindTextureUnit(0, gbuffers[0]);
quadVAO.bind();
gl->DrawArrays(GL_TRIANGLE_STRIP, 0, 4);
quadVAO.release();
@ -448,28 +468,30 @@ void RendererGLWidget::paintGL()
skyBoxProgramPtr->setUniformValue("view", view);
skyBoxProgramPtr->setUniformValue("projection", projection);
skyBoxProgramPtr->setUniformValue("exposure", exposure);
gl->ActiveTexture(GL_TEXTURE0);
gl->BindTexture(GL_TEXTURE_CUBE_MAP, skyCubemap);
gl->BindTextureUnit(0, skyCubemap);
IblUtils::renderCube(glFunc);
skyBoxProgramPtr->release();
GLuint paintingCompDuration;
gl->GetQueryObjectuiv(paintingCompQuery, GL_QUERY_RESULT, &paintingCompDuration);
gl->EndQuery(GL_TIME_ELAPSED);
GLuint frameDuration;
gl->GetQueryObjectuiv(timeQuery, GL_QUERY_RESULT, &frameDuration);
clock_t currentFrame = std::clock();
deltaTime = (float)(currentFrame - lastFrame) / CLOCKS_PER_SEC;
lastFrame = currentFrame;
static float accTime = 0, frameCnt = 0;
static float accTime = 0, frameCnt = 0, averageDuration = 0;
accTime += deltaTime;
frameCnt++;
averageDuration += frameDuration;
if (accTime > 1.)
{
std::cout << std::format("{:20}\r", "");
std::cout << std::format("FPS: {:.2f} Painting: {}ms Pos: {},{},{}\r", frameCnt / accTime, paintingCompDuration / 1e6, camera.Position.x(), camera.Position.y(), camera.Position.z());
//std::cout << "FPS: " << frameCnt / accTime << " " << camera.Position.x() << " " << camera.Position.y() << " " << camera.Position.z() << "\r";
std::cout << std::format("FPS: {:.2f}({:.2f}ms) Page: {:}ms Pos: {:.2f},{:.2f},{:.2f}\r", frameCnt / accTime, averageDuration / 1e6 / frameCnt, vtManager->pageLoadDuration / 1e6, camera.Position.x(), camera.Position.y(), camera.Position.z());
vtManager->pageLoadDuration = 0;
accTime = 0;
frameCnt = 0;
averageDuration = 0;
}
if (pressedKeys.contains(Qt::Key_W)) {
@ -534,7 +556,7 @@ void RendererGLWidget::resizeGL(int width, int height)
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT3, GL_TEXTURE_2D, gbuffers[3], 0);
//gPaintingIndex
gl->BindTexture(GL_TEXTURE_2D, gbuffers[4]);
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_R16UI, frameWidth, frameHeight, 0, GL_RED_INTEGER, GL_UNSIGNED_INT, NULL);
gl->TexImage2D(GL_TEXTURE_2D, 0, GL_RG16UI, frameWidth, frameHeight, 0, GL_RG_INTEGER, GL_UNSIGNED_INT, NULL);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->FramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT4, GL_TEXTURE_2D, gbuffers[4], 0);
@ -570,8 +592,8 @@ void RendererGLWidget::resizeGL(int width, int height)
gl->TexImage2D(GL_TEXTURE_2D, i, GL_R32F, depthWidth / pow(2, i), depthHeight / pow(2, i), 0, GL_RED, GL_FLOAT, NULL);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 6);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST_MIPMAP_NEAREST);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
gl->TexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
gl->TexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, std::begin({ 1.0f, 1.0f, 1.0f, 1.0f }));

View File

@ -15,6 +15,8 @@ struct GladGLContext;
namespace Renderer
{
class VirtualTextureManager;
class RendererGLWidget : public QOpenGLWidget
{
Q_OBJECT
@ -57,7 +59,7 @@ namespace Renderer
QOpenGLShaderProgram* plainProgramPtr = nullptr;
QOpenGLShaderProgram* modelProgramPtr = nullptr;
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
QOpenGLShaderProgram* pageIdDownsampleProgramPtr = nullptr;
QOpenGLShaderProgram* depthInitProgramPtr = nullptr;
QOpenGLShaderProgram* depthMipmapProgramPtr = nullptr;
QOpenGLShaderProgram* shadowMappingProgramPtr = nullptr;
@ -77,5 +79,8 @@ namespace Renderer
QOpenGLVertexArrayObject quadVAO;
Model* model = nullptr;
PaintingHelper* paintingHelper;
std::unique_ptr<VirtualTextureManager> vtManager;
GLuint timeQuery;
};
}

View File

@ -1,7 +1,229 @@
#include "VirtualTextureManager.h"
#include <glad/gl.h>
#include "VirtualTextureManager.h"
#include <QOffscreenSurface>
#include <array>
#include <QDebug>
#include <glm/gtc/integer.hpp>
#define GLM_ENABLE_EXPERIMENTAL
#include <glm/gtx/component_wise.hpp>
Renderer::VirtualTextureManager::VirtualTextureManager(GladGLContext* gl)
:gl(gl)
std::mutex pageIdBufferMutex;
Renderer::VirtualTextureManager::VirtualTextureManager(GladGLContext* glMain)
:glMain(glMain)
{
auto mainContext = QOpenGLContext::currentContext();
auto mainSurface = mainContext->surface();
surface.setFormat(mainContext->format());
surface.create();
mainContext->doneCurrent();
thread = std::jthread([&] {
QOpenGLContext context;
context.setFormat(mainContext->format());
context.setShareContext(mainContext);
context.create();
context.makeCurrent(&surface);
gl = std::make_unique<GladGLContext>();
if (!gladLoadGLContext(gl.get(), [](const char* name) { return (GLADapiproc)QOpenGLContext::currentContext()->getProcAddress(name); }))
qCritical() << "Failed to initialize GLAD";
GLint numPageSizes;
// Figure out how many page sizes are available for a 2D texture
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_NUM_VIRTUAL_PAGE_SIZES_ARB, sizeof(GLint), &numPageSizes);
std::vector<GLint> pageSizesX(numPageSizes);
std::vector<GLint> pageSizesY(numPageSizes);
std::vector<GLint> pageSizesZ(numPageSizes);
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_X_ARB, numPageSizes * sizeof(GLint), pageSizesX.data());
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_Y_ARB, numPageSizes * sizeof(GLint), pageSizesY.data());
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_Z_ARB, numPageSizes * sizeof(GLint), pageSizesZ.data());
qDebug() << "RGBA8" << numPageSizes;
for (int i = 0; i < numPageSizes; i++)
qDebug() << pageSizesX[i] << pageSizesY[i] << pageSizesZ[i];
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RG8, GL_NUM_VIRTUAL_PAGE_SIZES_ARB, sizeof(GLint), &numPageSizes);
std::vector<GLint> pageSizesRG8X(numPageSizes);
std::vector<GLint> pageSizesRG8Y(numPageSizes);
std::vector<GLint> pageSizesRG8Z(numPageSizes);
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RG8, GL_VIRTUAL_PAGE_SIZE_X_ARB, numPageSizes * sizeof(GLint), pageSizesRG8X.data());
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RG8, GL_VIRTUAL_PAGE_SIZE_Y_ARB, numPageSizes * sizeof(GLint), pageSizesRG8Y.data());
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RG8, GL_VIRTUAL_PAGE_SIZE_Z_ARB, numPageSizes * sizeof(GLint), pageSizesRG8Z.data());
qDebug() << "RG8" << numPageSizes;
for (int i = 0; i < numPageSizes; i++)
qDebug() << pageSizesRG8X[i] << pageSizesRG8Y[i] << pageSizesRG8Z[i];
pageSize = std::max(pageSizesRG8X[0], pageSizesRG8Y[0]);
qDebug() << "pageSize:" << pageSize;
if (!program.addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/painting.comp"))
qDebug() << "ERROR:" << program.log();
if (!program.link())
qDebug() << "ERROR:" << program.log();
initialized = true;
GLuint pageLoadTimeQuery;
gl->GenQueries(1, &pageLoadTimeQuery);
while (true)
{
if (needUpdate)
{
needUpdate = false;
auto& pageIds = pageIdsBuffer[currentBuffer];
pageIdBufferMutex.lock();
currentBuffer = 1 - currentBuffer;
pageIdBufferMutex.unlock();
gl->BeginQuery(GL_TIME_ELAPSED, pageLoadTimeQuery);
updatePages(pageIds);
gl->EndQuery(GL_TIME_ELAPSED);
GLuint duration;
gl->GetQueryObjectuiv(pageLoadTimeQuery, GL_QUERY_RESULT, &duration);
//qDebug() << duration;
pageLoadDuration += duration;
}
}
});
while (!initialized)
std::this_thread::yield();
mainContext->makeCurrent(mainSurface);
}
std::uint16_t Renderer::VirtualTextureManager::createVirtualTexture(Painting painting)
{
const GLsizei levels = glm::log2(textureSize / pageSize) + 1;
qDebug() << "levels:" << levels;
GLuint textures[2];
glMain->CreateTextures(GL_TEXTURE_2D, 2, textures);
GLuint& baseColor = textures[0];
GLuint& metallicRoughness = textures[1];
glMain->TextureParameteri(baseColor, GL_TEXTURE_SPARSE_ARB, GL_TRUE);
glMain->TextureParameteri(baseColor, GL_TEXTURE_BASE_LEVEL, 0);
glMain->TextureParameteri(baseColor, GL_TEXTURE_MAX_LEVEL, levels - 1);
glMain->TextureParameteri(baseColor, GL_TEXTURE_WRAP_S, GL_REPEAT);
glMain->TextureParameteri(baseColor, GL_TEXTURE_WRAP_T, GL_REPEAT);
glMain->TextureParameteri(baseColor, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glMain->TextureParameteri(baseColor, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glMain->TextureStorage2D(baseColor, levels, GL_RGBA8, GLsizei(textureSize), GLsizei(textureSize));
glMain->TextureParameteri(metallicRoughness, GL_TEXTURE_SPARSE_ARB, GL_TRUE);
glMain->TextureParameteri(metallicRoughness, GL_TEXTURE_BASE_LEVEL, 0);
glMain->TextureParameteri(metallicRoughness, GL_TEXTURE_MAX_LEVEL, levels - 1);
glMain->TextureParameteri(metallicRoughness, GL_TEXTURE_WRAP_S, GL_REPEAT);
glMain->TextureParameteri(metallicRoughness, GL_TEXTURE_WRAP_T, GL_REPEAT);
glMain->TextureParameteri(metallicRoughness, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glMain->TextureParameteri(metallicRoughness, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glMain->TextureStorage2D(metallicRoughness, levels, GL_RG8, GLsizei(textureSize), GLsizei(textureSize));
for (int i = 0; i < 5; i++)
glMain->BindBufferBase(GL_SHADER_STORAGE_BUFFER, i, painting.buffers[i]);
for (auto level = levels - 1; level < levels; ++level)
{
GLsizei levelSize = (textureSize >> level);
for (GLsizei j = 0; j < levelSize / pageSize; ++j)
for (GLsizei i = 0; i < levelSize / pageSize; ++i)
{
glMain->TexturePageCommitmentEXT(baseColor, static_cast<GLint>(level),
static_cast<GLsizei>(pageSize) * i, static_cast<GLsizei>(pageSize) * j, 0,
static_cast<GLsizei>(pageSize), static_cast<GLsizei>(pageSize), 1,
GL_TRUE);
glMain->TexturePageCommitmentEXT(metallicRoughness, static_cast<GLint>(level),
static_cast<GLsizei>(pageSize) * i, static_cast<GLsizei>(pageSize) * j, 0,
static_cast<GLsizei>(pageSize), static_cast<GLsizei>(pageSize), 1,
GL_TRUE);
program.bind();
glMain->Uniform2i(gl->GetUniformLocation(program.programId(), "pixelOffset"), static_cast<GLsizei>(pageSize) * i, static_cast<GLsizei>(pageSize) * j);
glMain->BindImageTexture(0, baseColor, level, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
glMain->BindImageTexture(1, metallicRoughness, level, GL_FALSE, 0, GL_READ_WRITE, GL_RG8);
glMain->DispatchCompute(pageSize / 8, pageSize / 8, 1);
program.release();
}
}
paintings.emplace_back(baseColor, metallicRoughness, painting.buffers);
return paintings.size();
}
Renderer::PaintingHandle& Renderer::VirtualTextureManager::getPaintingHandle(std::uint16_t id)
{
return paintings[id - 1];
}
void Renderer::VirtualTextureManager::tryUpdatePages(const std::vector<glm::u16vec2>& pageIds)
{
pageIdBufferMutex.lock();
pageIdsBuffer[currentBuffer] = pageIds;
pageIdBufferMutex.unlock();
needUpdate = true;
}
void Renderer::VirtualTextureManager::pageCommitmentById(const glm::u16vec2& pageId, GLboolean commit)
{
auto& painting = getPaintingHandle(pageId.x >> 4);
GLint level = pageId.x & 0b1111;
glm::ivec2 page(pageId.y & 0b11111111, pageId.y >> 8);
//qDebug() << commit << level << page.x << page.y;
commitMutex.lock();
gl->TexturePageCommitmentEXT(painting.baseColor, level,
static_cast<GLsizei>(pageSize) * page.x, static_cast<GLsizei>(pageSize) * page.y, 0,
static_cast<GLsizei>(pageSize), static_cast<GLsizei>(pageSize), 1,
commit);
gl->TexturePageCommitmentEXT(painting.metallicRoughness, level,
static_cast<GLsizei>(pageSize) * page.x, static_cast<GLsizei>(pageSize) * page.y, 0,
static_cast<GLsizei>(pageSize), static_cast<GLsizei>(pageSize), 1,
commit);
if (commit)
{
program.bind();
for (int i = 0; i < 5; i++)
gl->BindBufferBase(GL_SHADER_STORAGE_BUFFER, i, painting.buffers[i]);
gl->Uniform2i(gl->GetUniformLocation(program.programId(), "pixelOffset"), static_cast<GLsizei>(pageSize) * page.x, static_cast<GLsizei>(pageSize) * page.y);
gl->BindImageTexture(0, painting.baseColor, level, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
gl->BindImageTexture(1, painting.metallicRoughness, level, GL_FALSE, 0, GL_READ_WRITE, GL_RG8);
gl->DispatchCompute(pageSize / 8, pageSize / 8, 1);
program.release();
}
gl->Finish();
commitMutex.unlock();
}
void Renderer::VirtualTextureManager::updatePages(const std::vector<glm::u16vec2>& pageIds)
{
for (auto iter = loadedPages.begin(); iter != loadedPages.end();)
{
iter->second--;
if (iter->second == 0)
{
pageCommitmentById(iter->first, GL_FALSE);
iter = loadedPages.erase(iter);
}
else
iter++;
}
for (auto& pageId : pageIds)
{
if (pageId.x)
{
auto [iter, success] = loadedPages.emplace(pageId, lifeTime);
if (success)
{
pageCommitmentById(pageId, GL_TRUE);
}
else
iter->second = lifeTime;
}
}
}

View File

@ -1,17 +1,65 @@
#pragma once
#include "Painting/Painting.h"
#include <QOpenGLShaderProgram>
#include <unordered_map>
#include <thread>
#include <atomic>
#include <mutex>
#include <QOffscreenSurface>
struct GladGLContext;
namespace Renderer
{
struct PaintingHandle
{
GLuint baseColor;
GLuint metallicRoughness;
std::array<GLuint, 5> buffers;
};
class VirtualTextureManager
{
public:
VirtualTextureManager(GladGLContext* gl);
VirtualTextureManager(GladGLContext* glMain);
/**
* @brief
* @param painting
* @return ÐéÄâÎÆÀíid
*/
std::uint16_t createVirtualTexture(Painting painting);
PaintingHandle& getPaintingHandle(std::uint16_t id);
void tryUpdatePages(const std::vector<glm::u16vec2>& pageIds);
std::atomic<bool> initialized = false;
std::atomic<bool> needUpdate = false;
std::atomic<GLuint> pageLoadDuration = 0;
std::mutex commitMutex;
private:
GladGLContext* gl;
std::jthread thread;
QOffscreenSurface surface;
std::unique_ptr<GladGLContext> gl;
GladGLContext* glMain;
static constexpr GLsizei textureSize = 16384;
static constexpr int lifeTime = 64;
GLint pageSize;
QOpenGLShaderProgram program;
std::vector<PaintingHandle> paintings;
struct u16vec2Hash
{
std::size_t operator()(glm::u16vec2 const& v) const
{
return ((std::size_t)v.y << 16) + v.x;
}
};
std::unordered_map<glm::u16vec2, int, u16vec2Hash> loadedPages;
std::vector<glm::u16vec2> pageIdsBuffer[2];
int currentBuffer = 0;
void updatePages(const std::vector<glm::u16vec2>& pageIds);
void pageCommitmentById(const glm::u16vec2& pageId, GLboolean commit);
};
}

View File

@ -27,12 +27,11 @@ void messageHandler(QtMsgType type, const QMessageLogContext& context, const QSt
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN);
break;
case QtCriticalMsg:
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE);
break;
case QtFatalMsg:
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
break;
case QtFatalMsg:
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE | BACKGROUND_RED);
break;
}
std::cout << std::format("{}({},{}) {}\n",
QString(context.file).splitRef("\\").back().toLocal8Bit().data(),

View File

@ -3,7 +3,7 @@
#include <QtWidgets/QApplication>
#include "ElementRendererTest.h"
#include "Renderer/Painting/ElementStyle.h"
#include <util/SvgFileLoader.h>
using namespace Microsoft::VisualStudio::CppUnitTestFramework;
using namespace Renderer;
@ -15,8 +15,6 @@ namespace UnitTest
public:
TEST_METHOD(TestBothSidesRound)
{
Logger::WriteMessage("In Class1");
Assert::AreEqual(1 ,2);
QGuiApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
QCoreApplication::setAttribute(Qt::AA_UseHighDpiPixmaps);
QApplication::setHighDpiScaleFactorRoundingPolicy(Qt::HighDpiScaleFactorRoundingPolicy::PassThrough);