实现任意曲线围成封闭图形的渲染
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781ec614bc
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38bd57c4c9
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@ -140,13 +140,31 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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}
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GLuint bvhChildren[] = {7/*数组长度*/,0/*与显存对齐*/,
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GLuint bvhChildren[] = {7/*rootBVH长度*/,0/*与显存对齐*/,
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//root
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1,2,
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3,4, 5,6,
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7,0, 7,30./360* 4294967296 , 8,0, 7,0};
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QVector4D bvhBound[] = { QVector4D(-1,-1,1,1) ,
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7,0, 7,30./360* 4294967296 /*右儿子用来表示旋转角度*/, 8,0, 7,0,
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//elememt0
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1,2,
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5+28/*contour索引,由于contour不定长,这里需要给到contour在elementIndex中位置*/,5+12/*style索引,在elementData中位置*/, 3,4,
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5+36,5+12, 5+32,5+12,
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//elememt1
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1+0/*line索引,element中第几条*/,1 + 25
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};
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QVector4D bvhBound[] = {
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//root
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QVector4D(-1,-1,1,1),
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QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
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QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8) };
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QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
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//elememt0
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QVector4D(-1,-1,1,1),
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QVector4D(-1,-0.5,1,1), QVector4D(-1,-1,1,0.5),
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QVector4D(-1,-1,1,-0.5), QVector4D(-1,-0.5,1,0.5),
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//elememt1
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QVector4D(-1,0,1,1),
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};
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glFunc->glGenBuffers(1, &m_mesh->bvhSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->bvhSSBO);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER,sizeof(bvhChildren), bvhChildren, GL_DYNAMIC_DRAW);
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@ -157,9 +175,41 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(bvhBound), bvhBound, GL_DYNAMIC_DRAW);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLuint elementIndex[] = { 1/*数组长度*/,
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0,0,14,14,14,14,
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14,14,21,21,21,21
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GLuint elementOffset[] = {
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//element0
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7, //elementBvhRoot
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5, //elementBvhLength
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0, //pointsOffset
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0, //linesOffset
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//element1
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12, //elementBvhRoot
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1, //elementBvhLength
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19, //pointsOffset
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40, //linesOffset
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};
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glFunc->glGenBuffers(1, &m_mesh->elementOffsetSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->elementOffsetSSBO);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(elementOffset), elementOffset, GL_DYNAMIC_DRAW);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLuint elementIndex[] = {
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//element0
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//lines, 全部当作三阶贝塞尔, 每条线四个点索引
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4,2,2,0,
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0,0,1,1,
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1,1,4,4,
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1,1,5,5,
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4,4,5,5,
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1,1,3,3,
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3,3,5,5,
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//contours, 第一个元素指明轮廓段数,后面为lines索引
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3, 0,1,2,
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3, 2,3,4,
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3, 3,5,6,
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//element2
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//lines
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0,1,2
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};
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glFunc->glGenBuffers(1, &m_mesh->elementIndexSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->elementIndexSSBO);
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@ -168,12 +218,34 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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GLfloat elementData[] = {
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1,0, 0,1, -1,0, 1,
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-1,0, 0,-1, 1,0, 0,
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1,0, 0,1, -1,0, 2,
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//element0
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//points
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-1,0.5, -1,-0.5, 0,1, 0,-1, 1,0.5, 1,-0.5,
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//fillStyle
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//fill
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0,
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//fillType
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0, //单色
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//fillColorMetallicRoughness
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1,1,0, 0,0.8,
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//element1
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//points
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-1,0.5, 0,1, 1,0.5,
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//strokeStyle
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//stroke
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1,
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//strokeWidth
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0.02,
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//strokeEndType
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0, //圆角
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//strokeFillType
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0, //单色
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//strokeFillColorMetallicRoughness
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0,1,0, 0,0.8
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};
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glFunc->glGenBuffers(1, &m_mesh->elementSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->elementSSBO);
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glFunc->glGenBuffers(1, &m_mesh->elementDataSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->elementDataSSBO);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(elementData), elementData, GL_DYNAMIC_DRAW);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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@ -17,8 +17,9 @@ void PaintingMesh::draw()
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glFunc->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, bvhSSBO);
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glFunc->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 2, bvhBoundSSBO);
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glFunc->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, elementIndexSSBO);
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glFunc->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, elementSSBO);
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glFunc->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, elementOffsetSSBO);
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glFunc->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 4, elementIndexSSBO);
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glFunc->glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 5, elementDataSSBO);
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glFunc->glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_INT, 0);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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@ -42,7 +42,7 @@ public:
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QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
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QOpenGLShaderProgram* shaderProgram; //着色器程序
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GLuint bvhSSBO, bvhBoundSSBO, elementIndexSSBO, elementSSBO;
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GLuint bvhSSBO, bvhBoundSSBO, elementOffsetSSBO, elementIndexSSBO, elementDataSSBO;
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/* 函数 */
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PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, aiMatrix4x4 model);
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@ -3,11 +3,13 @@
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#include <string>
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#include <fstream>
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#include <sstream>
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#include <QScreen>
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#include <QGuiApplication>
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RendererWidget::RendererWidget(QWidget* parent)
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: QOpenGLWidget(parent), camera(QVector3D(0.0f, 100.0f, 0.0f))
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{
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startTimer(1000 / 120);
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startTimer(1000 / QGuiApplication::primaryScreen()->refreshRate());
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lastFrame = std::clock();
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setFocusPolicy(Qt::StrongFocus);
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}
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@ -177,7 +179,7 @@ void RendererWidget::resizeGL(int width, int height)
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void RendererWidget::timerEvent(QTimerEvent* event)
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{
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clock_t currentFrame = std::clock();
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deltaTime = (float)(std::clock() - lastFrame) / CLOCKS_PER_SEC;
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deltaTime = (float)(currentFrame - lastFrame) / CLOCKS_PER_SEC;
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lastFrame = currentFrame;
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