dev-VirtualTexture
白封羽 2022-11-17 23:29:09 +08:00
commit 3a3374a886
48 changed files with 1256 additions and 946 deletions

View File

@ -99,25 +99,26 @@
<ItemGroup>
<ClCompile Include="src\CaptionButton.cpp" />
<ClCompile Include="src\Editor\EditorWidget.cpp" />
<ClCompile Include="src\Editor\GraphicElement.cpp" />
<ClCompile Include="src\IconWidget.cpp" />
<ClCompile Include="src\main.cpp" />
<ClCompile Include="src\MainWindow.cpp" />
<ClCompile Include="src\NavigationBarWidget.cpp" />
<ClCompile Include="src\Renderer\BvhTree.cpp" />
<ClCompile Include="src\Renderer\Painting\BvhTree.cpp" />
<ClCompile Include="src\Renderer\Camera.cpp" />
<ClCompile Include="src\Renderer\CubicBezier.cpp" />
<ClCompile Include="src\Renderer\CubicMonotonization.cpp" />
<ClCompile Include="src\Renderer\Painting\CubicBezier.cpp" />
<ClCompile Include="src\Renderer\Painting\CubicMonotonization.cpp" />
<ClCompile Include="src\Renderer\Light.cpp" />
<ClCompile Include="src\Renderer\Line.cpp" />
<ClCompile Include="src\Renderer\Painting\Element.cpp" />
<ClCompile Include="src\Renderer\Painting\Line.cpp" />
<ClCompile Include="src\Renderer\Mesh.cpp" />
<ClCompile Include="src\Renderer\Model.cpp" />
<ClCompile Include="src\Renderer\PaintingHelper.cpp" />
<ClCompile Include="src\Renderer\Painting\Painting.cpp" />
<ClCompile Include="src\Renderer\Painting\PaintingHelper.cpp" />
<ClCompile Include="src\Renderer\PaintingMesh.cpp" />
<ClCompile Include="src\Renderer\RendererGLWidget.cpp" />
<ClCompile Include="src\Renderer\RendererWidget.cpp" />
<ClCompile Include="src\Renderer\ShortCutTree.cpp" />
<ClCompile Include="src\Renderer\StraightLine.cpp" />
<ClCompile Include="src\Renderer\Painting\ShortCutTree.cpp" />
<ClCompile Include="src\Renderer\Painting\StraightLine.cpp" />
<ClCompile Include="src\SvgParser.cpp" />
<ClCompile Include="src\TitleWidget.cpp" />
<QtRcc Include="MainWindow.qrc" />
@ -146,11 +147,11 @@
<None Include="Shaders\shader.vert" />
<None Include="Shaders\shadow_mapping.comp" />
<None Include="Shaders\ssgi.comp" />
<None Include="src\Editor\data.json" />
</ItemGroup>
<ItemGroup>
<QtMoc Include="src\MainWindow.h" />
<ClInclude Include="src\Editor\GraphicElement.h" />
<ClInclude Include="src\Renderer\Painting\Element.h" />
<ClInclude Include="src\Renderer\Painting\Painting.h" />
<ClInclude Include="src\SvgParser.h" />
<QtMoc Include="src\TitleWidget.h" />
<QtMoc Include="src\IconWidget.h" />
@ -158,19 +159,19 @@
<QtMoc Include="src\NavigationBarWidget.h" />
<QtMoc Include="src\Renderer\RendererWidget.h" />
<QtMoc Include="src\Editor\EditorWidget.h" />
<ClInclude Include="src\Renderer\BvhTree.h" />
<ClInclude Include="src\Renderer\Painting\BvhTree.h" />
<ClInclude Include="src\Renderer\Camera.h" />
<ClInclude Include="src\Renderer\CubicBezier.h" />
<ClInclude Include="src\Renderer\CubicMonotonization.h" />
<ClInclude Include="src\Renderer\Painting\CubicBezier.h" />
<ClInclude Include="src\Renderer\Painting\CubicMonotonization.h" />
<ClInclude Include="src\Renderer\Drawable.h" />
<ClInclude Include="src\Renderer\Light.h" />
<ClInclude Include="src\Renderer\Line.h" />
<ClInclude Include="src\Renderer\Painting\Line.h" />
<ClInclude Include="src\Renderer\Mesh.h" />
<ClInclude Include="src\Renderer\Model.h" />
<ClInclude Include="src\Renderer\PaintingHelper.h" />
<ClInclude Include="src\Renderer\Painting\PaintingHelper.h" />
<ClInclude Include="src\Renderer\PaintingMesh.h" />
<ClInclude Include="src\Renderer\ShortCutTree.h" />
<ClInclude Include="src\Renderer\StraightLine.h" />
<ClInclude Include="src\Renderer\Painting\ShortCutTree.h" />
<ClInclude Include="src\Renderer\Painting\StraightLine.h" />
<QtMoc Include="src\Renderer\RendererGLWidget.h" />
</ItemGroup>
<ItemGroup>

View File

@ -35,6 +35,12 @@
<Filter Include="Resource Files\Shaders">
<UniqueIdentifier>{60515177-3da7-420f-8f5b-27c16bb2b77b}</UniqueIdentifier>
</Filter>
<Filter Include="Source Files\Renderer\Painting">
<UniqueIdentifier>{653d1291-0de8-4e0a-855d-7cfc755f7632}</UniqueIdentifier>
</Filter>
<Filter Include="Header Files\Renderer\Painting">
<UniqueIdentifier>{22909273-2b23-49fa-84ab-444cefb09656}</UniqueIdentifier>
</Filter>
</ItemGroup>
<ItemGroup>
<QtUic Include="MainWindow.ui">
@ -51,45 +57,24 @@
<ClCompile Include="src\Editor\EditorWidget.cpp">
<Filter>Source Files\Editor</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\BvhTree.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Camera.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\CubicBezier.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\CubicMonotonization.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Light.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Line.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Mesh.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Model.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\PaintingHelper.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\PaintingMesh.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\RendererGLWidget.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\ShortCutTree.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\StraightLine.cpp">
<Filter>Source Files\Renderer</Filter>
</ClCompile>
<ClCompile Include="src\main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
@ -114,6 +99,33 @@
<ClCompile Include="src\TitleWidget.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\BvhTree.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\CubicBezier.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\CubicMonotonization.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\PaintingHelper.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\ShortCutTree.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\StraightLine.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\Painting.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\Line.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Renderer\Painting\Element.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<QtMoc Include="src\Renderer\RendererGLWidget.h">
@ -206,48 +218,54 @@
</QtUic>
</ItemGroup>
<ItemGroup>
<ClInclude Include="src\Renderer\BvhTree.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Camera.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\CubicBezier.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\CubicMonotonization.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Drawable.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Light.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Line.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Mesh.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Model.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\PaintingHelper.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\PaintingMesh.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\ShortCutTree.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\StraightLine.h">
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\SvgParser.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\BvhTree.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\CubicBezier.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\CubicMonotonization.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\Line.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\PaintingHelper.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\ShortCutTree.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\StraightLine.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\Painting.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Renderer\Painting\Element.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<QtRcc Include="MainWindow.qrc">

View File

@ -94,7 +94,7 @@ QTabWidget::pane {
<string>纹理编辑</string>
</attribute>
</widget>
<widget class="RendererWidget" name="rendererWidget">
<widget class="Renderer::RendererWidget" name="rendererWidget">
<attribute name="title">
<string>场景渲染</string>
</attribute>
@ -109,7 +109,7 @@ QTabWidget::pane {
<layoutdefault spacing="6" margin="11"/>
<customwidgets>
<customwidget>
<class>RendererWidget</class>
<class>Renderer::RendererWidget</class>
<extends>QWidget</extends>
<header>Renderer/RendererWidget.h</header>
</customwidget>

View File

@ -48,7 +48,7 @@
<enum>QLayout::SetDefaultConstraint</enum>
</property>
<item>
<widget class="RendererGLWidget" name="openGLWidget">
<widget class="Renderer::RendererGLWidget" name="openGLWidget">
<property name="sizePolicy">
<sizepolicy hsizetype="Preferred" vsizetype="Expanding">
<horstretch>0</horstretch>
@ -94,7 +94,7 @@
<layoutdefault spacing="6" margin="11"/>
<customwidgets>
<customwidget>
<class>RendererGLWidget</class>
<class>Renderer::RendererGLWidget</class>
<extends>QOpenGLWidget</extends>
<header>RendererGLWidget.h</header>
</customwidget>

View File

@ -251,6 +251,42 @@ int cubic_bezier_int_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
return n_ints;
}
bool cubic_bezier_sign_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 = solve_cubic(vec3(co/cu,li/cu,qu/cu),roots);
int n_ints = 0;
for(int i=0;i<3;i++){
if(i < n_roots){
//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%2==0;
// if(n_ints==0 || n_ints==2 || n_ints==4){
// return 1;
// }
// else{
// return 0;
// }
}
const float eps = .000005;
const int halley_iterations = 8;
//lagrange positive real root upper bound
@ -743,7 +779,7 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
// for(int i = 0; i<200;i++)
if (elementData[styleIndex] == 0.) //Ãæ
{
uint contourIndex = leftChild - 0x80000000;
uint contourIndex = linesOffset + leftChild - 0x80000000;
uint num_its = 0;
@ -802,29 +838,69 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
else if (elementData[styleIndex] == 1) //Ïß
{
float strokeWidth = elementData[styleIndex+1];
uint lineIndex = leftChild - 0x80000000;
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];
uint contourIndex = linesOffset + leftChild - 0x80000000;
float d = 1e38;
uint signTmp=0;
uint lineCountTmp=0;
uint lastPIndex = -1;
uint lineCount = elementIndexs[contourIndex];
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]);
for ( uint contourIterator = contourIndex + 1;contourIterator < contourIndex + 1 + lineCount; contourIterator++)
{
uint lineIndex = elementIndexs[contourIterator];
bool reverse = false;
if(lineIndex>=0x80000000)
{
reverse = true;
lineIndex -= 0x80000000;
}
uint pLocation = linesOffset + 4 * lineIndex;
uvec4 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation], elementIndexs[pLocation+1], elementIndexs[pLocation+2], elementIndexs[pLocation+3]);
uvec4 pyIndex = uvec4(1)+pxIndex;
mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
elementData[pxIndex[1]], elementData[pyIndex[1]],
elementData[pxIndex[2]],elementData[pyIndex[2]],
elementData[pxIndex[3]], elementData[pyIndex[3]]);
if(lastPIndex!=pxIndex[0])
{
float lineType = elementData[styleIndex+4];
if(d<=0.001)
{
hitElement = true;
elementColor = vec4(0,0,0,1);
}
else if(d<=strokeWidth && signTmp==lineCountTmp)
{
hitElement = true;
elementColor = vec4(1);
if(elementData[styleIndex+3]==0)
{
elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
}
}
d = 1e38;
signTmp=0;
lineCountTmp = 0;
}
lastPIndex = pxIndex[3];
lineCountTmp++;
float lineType = elementData[styleIndex+4];
d = min(d, cubic_bezier_dis(localUV, p[0], p[1], p[2], p[3], elementData[styleIndex+2]==0));
if(lineType==2 || cubic_bezier_sign_test(localUV, p[0], p[1], p[2], p[3])==(reverse? lineType==0: lineType==1))
++signTmp;
}
float lineType = elementData[styleIndex+4];
/*if(cubic_bezier_dis(localUV, p0, p1, p2, p3, true)<=0.001)
if(d<=0.001)
{
hitElement = true;
elementColor = vec4(1);
elementColor = vec4(0,0,0,1);
}
else */if(cubic_bezier_dis(localUV, p0, p1, p2, p3, elementData[styleIndex+2]==0)<=strokeWidth
&&(lineType==2 ||cubic_bezier_int_test(localUV, p0, p1, p2, p3)==lineType))
else if(d<=strokeWidth && signTmp==lineCountTmp)
{
hitElement = true;
elementColor = vec4(1);
@ -834,6 +910,45 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
}
}
// float strokeWidth = elementData[styleIndex+1];
// uint lineIndex = leftChild - 0x80000000;
// 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.y==p3.y)
// // {
// // p2.y-=0.0000001;
// // p3.y-=0.0000001;
// // }
// float lineType = elementData[styleIndex+4];
// if(cubic_bezier_dis(localUV, p0, p1, p2, p3, true)<=0.001)
// {
// hitElement = true;
// elementColor = vec4(0,0,0,1);
// }
// else if(cubic_bezier_dis(localUV, p0, p1, p2, p3, elementData[styleIndex+2]==0)<=strokeWidth
// &&(lineType==2 || cubic_bezier_sign_test(localUV, p0, p1, p2, p3)==(lineType==1)))
// {
// hitElement = true;
// elementColor = vec4(1);
// if(elementData[styleIndex+3]==0)
// {
// elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
// metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
// }
// }
}
elementBvhIndex = elementBvhLength;

View File

@ -110,7 +110,7 @@ CentralWidget::CentralWidget(QWidget* parent) : QMainWindow(parent)
QObject::connect(navigationBarWidget->buttonGroup, &QButtonGroup::idClicked,
ui.tabWidget, &QTabWidget::setCurrentIndex);
QObject::connect(ui.tabWidget, &QTabWidget::currentChanged,
ui.rendererWidget, &RendererWidget::currentTabChanged);
ui.rendererWidget, &Renderer::RendererWidget::currentTabChanged);
}
CentralWidget::~CentralWidget()

View File

@ -1,88 +0,0 @@
#pragma once
#include <QOpenGLTexture>
#include <QOpenGLContext>
#include <QTextCodec>
#include <algorithm>
#include <QVector4D>
#include <iostream>
#include <memory>
#include <vector>
#include <cmath>
using std::shared_ptr;
struct BvhTreeData {
QVector4D bound;
GLuint leftSon, rightSon;
void show() {
printf("Bvh: (%lf, %lf) (%lf, %lf): %d %d\n",
bound.x(), bound.y(), bound.z(), bound.w(),
leftSon, rightSon);
}
BvhTreeData(QVector4D bound, GLuint leftSon, GLuint rightSon)
: bound(bound), leftSon(leftSon), rightSon(rightSon) {}
BvhTreeData()
: leftSon(0), rightSon(0) {}
~BvhTreeData() {}
};
// BvhTree 节点
struct BvhNode {
GLuint lab;
bool isLeaf;
QVector4D bound;
shared_ptr<BvhNode> child[2];
static bool x_compare(BvhTreeData a, BvhTreeData b) {
return a.bound.x() < b.bound.x();
}
static bool y_compare(BvhTreeData a, BvhTreeData b) {
return a.bound.y() < b.bound.y();
}
GLuint getLeftSon(int k) {
if (isLeaf) {
return 0x80000000+child[0]->lab;
}
return child[0]->lab;
}
GLuint getRightSon(int k) {
if (isLeaf) {
return child[1]->lab;
}
return child[1]->lab;
}
BvhNode() {
child[0] = child[1] = NULL;
isLeaf = false;
lab = 0;
}
int maximumBound() {
return (std::fabs(bound.x() - bound.w()) < std::fabs(bound.y() - bound.z()));
}
~BvhNode() {}
};
typedef std::shared_ptr<BvhNode> BvhPtr;
class BvhTree
{
private:
GLuint tot;
BvhPtr root;
static QVector4D calcBound(BvhTreeData initBound[], int l, int r);
static QVector4D Union(QVector4D a, QVector4D b);
BvhPtr subBvhTree(BvhTreeData initBound[], int l, int r);
void traverseBvhTree(BvhPtr now, std::vector<GLuint>& children, std::vector<QVector4D>& bounds);
public:
BvhTree() {
tot = 0;
root = NULL;
}
// 根据底层包围盒生成bvh树
void buildBvhTree(BvhTreeData initBound[], int len);
// 获得 Bvh rootBvh部分的 children 数组,包围盒数组 vector 传输
void getBvhArray(std::vector<GLuint>& children, std::vector<QVector4D>& bounds);
// 获得 BvhTree 中节点总数
GLuint getBvhNodeNum();
};

View File

@ -1,5 +1,5 @@
#include "Camera.h"
using namespace Renderer;
// constructor with vectors

View File

@ -5,66 +5,69 @@
#include <QtMath>
#include <QOpenGLFunctions_4_5_Compatibility>
// Default camera values
const float YAW = -90.0f;
const float PITCH = 0.0f;
const float SPEED = 200.f;
const float SENSITIVITY = 0.1f;
const float ZOOM = 45.0f;
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT,
UP,
DOWN
};
class Camera
namespace Renderer
{
public:
// camera Attributes
QVector3D Position;
QVector3D Front;
QVector3D Up;
QVector3D Right;
QVector3D WorldUp;
QVector3D PositionFront;
QVector3D PositionRight;
// euler Angles, ½Ç¶ÈÖÆ
float Yaw;
float Pitch;
// camera options
float MovementSpeed;
float MouseSensitivity;
float Zoom;
float Ratio;
float NearPlane = 10.f;
float FarPlane = 5000.f;
// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
enum Camera_Movement {
FORWARD,
BACKWARD,
LEFT,
RIGHT,
UP,
DOWN
};
// constructor with vectors
Camera(QVector3D position = QVector3D(0.0f, 0.0f, 0.0f), QVector3D up = QVector3D(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH);
class Camera
{
// constructor with scalar values
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch);
public:
// Default camera values
static constexpr float YAW = -90.0f;
static constexpr float PITCH = 0.0f;
static constexpr float SPEED = 200.f;
static constexpr float SENSITIVITY = 0.1f;
static constexpr float ZOOM = 45.0f;
// camera Attributes
QVector3D Position;
QVector3D Front;
QVector3D Up;
QVector3D Right;
QVector3D WorldUp;
QVector3D PositionFront;
QVector3D PositionRight;
// euler Angles, ½Ç¶ÈÖÆ
float Yaw;
float Pitch;
// camera options
float MovementSpeed;
float MouseSensitivity;
float Zoom;
float Ratio;
float NearPlane = 10.f;
float FarPlane = 5000.f;
// returns the view matrix calculated using Euler Angles and the LookAt Matrix
QMatrix4x4 GetViewMatrix();
// constructor with vectors
Camera(QVector3D position = QVector3D(0.0f, 0.0f, 0.0f), QVector3D up = QVector3D(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH);
// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
void ProcessKeyboard(Camera_Movement direction, float deltaTime);
// constructor with scalar values
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch);
// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true);
// returns the view matrix calculated using Euler Angles and the LookAt Matrix
QMatrix4x4 GetViewMatrix();
// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void ProcessMouseScroll(float yoffset);
// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
void ProcessKeyboard(Camera_Movement direction, float deltaTime);
private:
// calculates the front vector from the Camera's (updated) Euler Angles
void updateCameraVectors();
};
// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true);
// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
void ProcessMouseScroll(float yoffset);
private:
// calculates the front vector from the Camera's (updated) Euler Angles
void updateCameraVectors();
};
}

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@ -1,20 +0,0 @@
#pragma once
#include "Line.h"
#include <memory>
class CubicBezier : public Line
{
using Line::Line;
private:
static Point getPointByT(Point a, Point b, double t);
static Point calculateControlPoint(Point a, Point b);
static void findPointsOfDivison(vector<double> &p, vector<double>& res);
void splitBezierCubic(double t, vector<LinePtr>& res);
public:
virtual double findTByValue(double value, bool isY);
virtual void monotonization(vector <LinePtr>& res);
virtual double getLineValueByT(double t, bool isY);
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY);
void transformToCubic();
};

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@ -1,24 +0,0 @@
#include <utility>
#include <vector>
#include <algorithm>
#pragma once
using std::pair;
using std::vector;
using std::min;
using std::max;
using std::sort;
class CubicMonotonization
{
typedef pair<double, double> point;
typedef vector<point> Line;
private:
static const double eps;
point getPointByT(point a, point b, double t) const;
void findPointsOfDivison(vector<double> p, vector<double> &res);
double getBezierPoint(vector<double> &p, double t) const;
void splitBezierCubic(Line& p, point mid, double t, vector <Line> &res);
public:
// p 为端点、控制点、控制点、端点, res 为所有导数为0的点
void getPointsOfDivision(Line p, vector <Line> &res);
};

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@ -1,8 +1,10 @@
#pragma once
class Drawable
namespace Renderer
{
public:
virtual void draw() = 0;
virtual void drawShadow() = 0;
};
class Drawable
{
public:
virtual void draw() = 0;
virtual void drawShadow() = 0;
};
}

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@ -1,6 +1,6 @@
#include "Light.h"
#include <qDebug>
using namespace Renderer;
Light::Light(Camera* camera)
: camera(camera)
//, shadowCascadeLevels{ camera->FarPlane / 25.0f, camera->FarPlane / 12.0f, camera->FarPlane / 6.0f, camera->FarPlane / 3.0f }

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@ -9,21 +9,24 @@
#include "Camera.h"
#include "Model.h"
class Light
namespace Renderer
{
public:
QVector3D lightDirection = QVector3D(0.2, 4, 1).normalized();
std::vector<float> shadowCascadeLevels;
float blendRatio = 0.3;
std::vector<float> frustumSizes;
Model* model;
Light(Camera* camera);
std::vector<QVector4D> getFrustumCornersWorldSpace(const QMatrix4x4& projview);
std::vector<QVector4D> getFrustumCornersWorldSpace(const QMatrix4x4& proj, const QMatrix4x4& view);
QMatrix4x4 getLightSpaceMatrix(const float nearPlane, const float farPlane);
std::vector<QMatrix4x4> getLightSpaceMatrices();
private:
Camera* camera;
class Light
{
public:
QVector3D lightDirection = QVector3D(0.2, 4, 1).normalized();
std::vector<float> shadowCascadeLevels;
float blendRatio = 0.3;
std::vector<float> frustumSizes;
Model* model;
Light(Camera* camera);
std::vector<QVector4D> getFrustumCornersWorldSpace(const QMatrix4x4& projview);
std::vector<QVector4D> getFrustumCornersWorldSpace(const QMatrix4x4& proj, const QMatrix4x4& view);
QMatrix4x4 getLightSpaceMatrix(const float nearPlane, const float farPlane);
std::vector<QMatrix4x4> getLightSpaceMatrices();
private:
Camera* camera;
};
};
}

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@ -1,65 +0,0 @@
#pragma once
#include <vector>
#include <utility>
#include <vector>
#include <QVector4D>
#include <algorithm>
#include <memory>
#include <iostream>
using std::vector;
using std::pair;
using std::min;
using std::max;
using std::sort;
using std::shared_ptr;
using std::make_shared;
using std::swap;
const double eps = 1e-5;
struct Point {
double x, y;
Point operator + (const Point a) { return { x + a.x, y + a.y }; }
Point operator - (const Point a) { return { x - a.x, y - a.y }; }
Point operator * (const double a) { return { x * a, y * a }; }
double operator * (const Point a) { return x * a.y - y * a.x; }
bool operator== (const Point& a) const {
return fabs(x - a.x) <= eps && fabs(y - a.y) <= eps;
}
bool operator< (const Point& a) const {
return fabs(x - a.x) <= eps ? y < a.y : x < a.x;
}
void show() {
std::cout << '(' << x << ',' << y << ')' << ' ';
}
};
class Line
{
protected:
vector<double> vX, vY;
int siz;
public:
typedef shared_ptr<Line> LinePtr;
Line() :siz(0) {}
Line(vector<Point> Vp);
int size();
void clear();
Point getBegin();
Point getEnd();
int direction(bool isY);
virtual double getLineValueByT(double t, bool isY) = 0;
virtual void monotonization(vector <LinePtr>& res) = 0;
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY) = 0;
virtual bool judgeIntersection(QVector4D bound);
bool isLineContained(QVector4D bound);
Point operator[](int index) const;
Point getPointByIndex(int index) const;
vector<Point> toPointVector() const;
void setPointByIndex(int index, Point now);
void push_back(Point now);
virtual ~Line() {}
};
typedef shared_ptr<Line> LinePtr;

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@ -1,5 +1,5 @@
#include "Mesh.h"
using namespace Renderer;
Mesh::Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model)
: glFunc(glFunc)
, shaderProgram(shaderProgram)

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@ -13,49 +13,51 @@
#include <assimp/scene.h>
#include <assimp/postprocess.h>
#include "Drawable.h"
struct Vertex
namespace Renderer
{
QVector3D Position;
QVector3D Normal;
QVector2D TexCoords;
QVector3D Tangent;
QVector3D Bitangent;
};
struct Vertex
{
QVector3D Position;
QVector3D Normal;
QVector2D TexCoords;
QVector3D Tangent;
QVector3D Bitangent;
};
struct Texture
{
QOpenGLTexture texture;
QString type;
QString path;
Texture() :texture(QOpenGLTexture::Target2D) {
texture.create();
texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
texture.setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
texture.setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
}
};
struct Texture
{
QOpenGLTexture texture;
QString type;
QString path;
Texture() :texture(QOpenGLTexture::Target2D) {
texture.create();
texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
texture.setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
texture.setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
}
};
class Mesh : public Drawable
{
public:
/* 网格数据 */
QVector<Vertex> vertices; //顶点数据
QVector<unsigned int> indices; //索引数组
QVector<Texture*> textures; //纹理数据
QMatrix4x4 model; //模型矩阵
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
class Mesh : public Drawable
{
public:
/* 网格数据 */
QVector<Vertex> vertices; //顶点数据
QVector<unsigned int> indices; //索引数组
QVector<Texture*> textures; //纹理数据
QMatrix4x4 model; //模型矩阵
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
/* 函数 */
Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
void draw() override;
void drawShadow() override;
void setupMesh();
/* 函数 */
Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
void draw() override;
void drawShadow() override;
void setupMesh();
private:
/* 渲染数据 */
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer VBO, EBO;
private:
/* 渲染数据 */
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer VBO, EBO;
};
};
}

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@ -6,10 +6,11 @@
#include <iostream>
#include "PaintingMesh.h"
#include <QtMath>
#include "BvhTree.h"
#include "ShortCutTree.h"
#include "Painting/BvhTree.h"
#include "Painting/ShortCutTree.h"
#include "../SvgParser.h"
using namespace Renderer;
using std::vector;
Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
: context(context)
, glFunc(context->versionFunctions<QOpenGLFunctions_4_5_Compatibility>())
@ -205,172 +206,178 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
// {{-0.5,0.3}, {-0.420466,0.379534}, {-0.736743,0.6}, {-0.624264,0.6}},
// {{-0.624264,0.6}, {-0.511785,0.6}, {-0.579534,0.979534}, {-0.5,0.9}}
//};
vector<vector<Point>> lineSet = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse();
/*vector<vector<Point>> lineSet = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse();
qDebug() << lineSet.size();
for (vector<Point>& line : lineSet)
{
for (Point& p : line)
p.show();
std::cout << std::endl;
}
//vector<vector<Point>> lineSet = { {Point{-1,-1}, Point{1,-1}},{Point{1,-1}, Point{1,1}}, {Point{1,1}, Point{-1,1}},{Point{-1,1}, Point{-1,-1}} };
//vector<vector<Point>> lineSet = { {Point{-1,-1}, Point{1,-1}},{Point{1,-1}, Point{1,1}}, {Point{1,1}, Point{-1,1}},{Point{-1,1}, Point{-1,-1}} };
ShortCutTree shortCutTree(20);
shortCutTree.buildShortCutTree(lineSet);
vector<float> pointVector;
vector<GLuint> lineVector;
vector<BvhTreeData> bvhTreeData = shortCutTree.getPointLineAndBvhTree(pointVector, lineVector);
qDebug() << "----------------------------------------------";
qDebug() << "element0CellNum: " << bvhTreeData.size();
//qDebug() << pointVector;
//qDebug() << lineVector;
/*for (BvhTreeData data : bvhTreeData)
{
data.show();
}*/
BvhTree element0Bvh;
element0Bvh.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
std::vector<GLuint> element0Children;
std::vector<QVector4D> element0Bounds;
element0Bvh.getBvhArray(element0Children, element0Bounds);
//qDebug() << element0Children;
//qDebug() << element0Bounds;
//std::vector<GLuint> bvhChildren = {
// //root
// 1,2,
// 3,4, 5,6,
// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(0),0, encodeChild(0),0
//};
//std::vector<QVector4D> bvhBounds = {
// //root
// QVector4D(-1,-1,1,1),
// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
// 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),
//};
std::vector<GLuint> bvhChildren;
std::vector<QVector4D> bvhBounds;
rootBvhTree.getBvhArray(bvhChildren, bvhBounds);
//qDebug() << bvhChildren;
bvhChildren.insert(bvhChildren.end(), element0Children.begin(), element0Children.end());
bvhBounds.insert(bvhBounds.end(), element0Bounds.begin(), element0Bounds.end());
std::vector<GLuint> elementOffset = {
//element0
rootBvhTree.getBvhNodeNum(), //elementBvhRoot
(GLuint)element0Bounds.size(), //elementBvhLength
0, //pointsOffset
0, //linesOffset
};
std::vector<GLuint> elementIndex = lineVector;
std::vector<GLfloat> elementData = {
//fillStyle
//fill
0,
//fillType
0, //单色
//fillColorMetallicRoughness
240/255.,220/255.,160/255., 0.996,0.18,
};
elementData.insert(elementData.begin(), pointVector.begin(), pointVector.end());
//qDebug() << elementIndex;
//qDebug() << elementData;
//std::vector<GLuint> bvhChildren0 = {
// //root
// 1,2,
// 3,4, 5,6,
// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(1),0, encodeChild(0),0,
// //elememt0
// 1,2,
// encodeChild(20)/*contour索引由于contour不定长这里需要给到contour在elementIndex中位置*/,14/*style索引在elementData中位置*/, encodeChild(24), 14,
// //elememt1
// encodeChild(0)/*line索引element中第几条*/, 27
//ShortCutTree shortCutTree(20);
//shortCutTree.buildShortCutTree(lineSet);
//vector<GLfloat> pointVector;
//vector<GLuint> lineVector;
//vector<BvhTreeData> bvhTreeData = shortCutTree.getPointLineAndBvhTree(pointVector, lineVector);
//for (auto& data : bvhTreeData)
// data.rightSon = 0;
//qDebug() << "----------------------------------------------";
//qDebug() << "element0CellNum: " << bvhTreeData.size();
////qDebug() << pointVector;
////qDebug() << lineVector;
///*for (BvhTreeData data : bvhTreeData)
//{
// data.show();
//}*/
//BvhTree element0Bvh;
//element0Bvh.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
//std::vector<GLuint> element0Children;
//std::vector<QVector4D> element0Bounds;
//element0Bvh.getBvhArray(element0Children, element0Bounds);
////qDebug() << element0Children;
////qDebug() << element0Bounds;
//};
//std::vector<QVector4D> bvhBounds0 = {
// //root
// QVector4D(-1,-1,1,1),
// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
// 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),
// //elememt0
// QVector4D(-1,-1,1,1),
// QVector4D(-1,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
// //elememt1
// QVector4D(-1,-1,1,1)
//};
//std::vector<GLuint> elementOffset0 = {
// //element0
// 7, //elementBvhRoot
// 3, //elementBvhLength
// 0, //pointsOffset
// 0, //linesOffset
// //element1
// 10, //elementBvhRoot
// 1, //elementBvhLength
// 21, //pointsOffset
// 28, //linesOffset
//};
////std::vector<GLuint> bvhChildren = {
//// //root
//// 1,2,
//// 3,4, 5,6,
//// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(0),0, encodeChild(0),0
////};
////std::vector<QVector4D> bvhBounds = {
//// //root
//// QVector4D(-1,-1,1,1),
//// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
//// 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),
////};
//std::vector<GLuint> bvhChildren;
//std::vector<QVector4D> bvhBounds;
//rootBvhTree.getBvhArray(bvhChildren, bvhBounds);
//
////qDebug() << bvhChildren;
//bvhChildren.insert(bvhChildren.end(), element0Children.begin(), element0Children.end());
//bvhBounds.insert(bvhBounds.end(), element0Bounds.begin(), element0Bounds.end());
//std::vector<GLuint> elementIndex0 = {
// //element0
// //lines, 全部当作三阶贝塞尔, 每条线四个点索引
// 0,1,1,2,
// 0,0,3,3,
// 3,4,4,5,
// 2,2,5,5,
// 5,5,6,6,
// //contours, 第一个元素为线数,后面为轮廓线索引
// 3, 1,2,4,
// 3, 0,2,3,
// //element1
// //lines
// 0,1,1,2
//};
//std::vector<GLfloat> elementData0 = {
// //element0
// //points
// -0.2,1, -0.2,-0.2, 1,-0.2, -1,1, -1,-1, 1,-1, 1,1,
//std::vector<GLuint> elementIndex = lineVector;
//std::vector<GLfloat> elementData = {
// //fillStyle
// //fill
// 0,
// //fillType
// 0, //µ¥É«
// //fillColorMetallicRoughness
// 1,1,0, 0,0.8,
// //element1
// //points
// 0,0.8, 1,0, 0,-0.8,
// //strokeStyle
// //stroke
// 1,
// //strokeWidth
// 0.02,
// //strokeEndType
// 0, //圆角
// //strokeFillType
// 0, //单色
// //线类型
// 1, //左侧
// //线外描边宽度
// 0,
// //线外描边方式
// 0, //单色
// //strokeFillColorMetallicRoughness
// 1,0,1, 0,0.8
// 240/255.,220/255.,160/255., 0.996,0.18,
//};
//std::vector<GLuint> elementOffset = {
// //element0
// rootBvhTree.getBvhNodeNum(), //elementBvhRoot
// (GLuint)element0Bounds.size(), //elementBvhLength
// (GLuint)elementData.size(), //pointsOffset
// 0, //linesOffset
//};
//elementData.insert(elementData.end(), pointVector.begin(), pointVector.end());
////qDebug() << elementIndex;
////qDebug() << elementData;
std::vector<GLuint> bvhChildren0 = {
//root
1,2,
3,4, 5,6,
encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(1),0, encodeChild(0),0,
//elememt0
1,2,
encodeChild(20)/*contour索引由于contour不定长这里需要给到contour在elementIndex中位置*/,14/*style索引在elementData中位置*/, encodeChild(24), 14,
//elememt1
encodeChild(12)/*contour索引*/, 35
};
std::vector<QVector4D> bvhBounds0 = {
//root
QVector4D(-1,-1,1,1),
QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
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),
//elememt0
QVector4D(-1,-1,1,1),
QVector4D(-1,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
//elememt1
QVector4D(-1,-1,1,1)
};
std::vector<GLuint> elementOffset0 = {
//element0
7, //elementBvhRoot
3, //elementBvhLength
0, //pointsOffset
0, //linesOffset
//element1
10, //elementBvhRoot
1, //elementBvhLength
21, //pointsOffset
28, //linesOffset
};
std::vector<GLuint> elementIndex0 = {
//element0
//lines, 全部当作三阶贝塞尔, 每条线四个点索引
0,1,1,2,
0,0,3,3,
3,4,4,5,
2,2,5,5,
5,5,6,6,
//contours, 第一个元素为线数,后面为轮廓线索引
3, 1,2,4,
3, 0,2,3,
//element1
//lines
0,0,1,1,
1,2,3,4,
5,5,6,6,
//contours
3, 0+ 0x80000000 ,1,2
};
std::vector<GLfloat> elementData0 = {
//element0
//points
-0.2,1, -0.2,-0.2, 1,-0.2, -1,1, -1,-1, 1,-1, 1,1,
//fillStyle
//fill
0,
//fillType
0, //单色
//fillColorMetallicRoughness
1,1,0, 0,0.8,
//element1
//points
-0.5,-0.5, -0.5,0.5, 0.2,0.5, 0.5,0.2, 0.5,-0.5, -0.8,-0.5, -0.8,0.5,
//strokeStyle
//stroke
1,
//strokeWidth
0.02,
//strokeEndType
0, //圆角
//strokeFillType
0, //单色
//线类型
1, //左侧
//线外描边宽度
0,
//线外描边方式
0, //单色
//strokeFillColorMetallicRoughness
1,0,1, 0,0.8
};
//m_mesh->paintingIndex = paintingHelper->addPainting(bounds.size(), std::vector<GLuint>(children.begin()+2, children.end()), bounds,
// elementOffset, elementIndex, elementData);
m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds,
elementOffset, elementIndex, elementData);
//m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds,
// elementOffset, elementIndex, elementData);
m_mesh->paintingIndex = paintingHelper->addPainting(7, bvhChildren0, bvhBounds0,
elementOffset0, elementIndex0, elementData0);
m_mesh->setupMesh();
return m_mesh;
}

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@ -2,49 +2,52 @@
#include "Mesh.h"
#include "Drawable.h"
#include "PaintingHelper.h"
#include "Painting/PaintingHelper.h"
#include <QDir>
class Model
namespace Renderer
{
public:
std::vector<QVector3D> AABB;
class Model
{
public:
std::vector<QVector3D> AABB;
void draw();
void drawShadow();
void destroy();
static Model* createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper);
private:
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
void draw();
void drawShadow();
void destroy();
static Model* createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper);
private:
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
~Model();
QOpenGLContext* context; //opengl函数入口
QOpenGLFunctions_4_5_Compatibility* glFunc;
QOpenGLShaderProgram* shaderProgram = nullptr;
QOpenGLShaderProgram* paintingProgram = nullptr; //彩绘着色器程序
QOpenGLShaderProgram* shadowProgram = nullptr;
PaintingHelper* paintingHelper = nullptr;
~Model();
QOpenGLContext* context; //opengl函数入口
QOpenGLFunctions_4_5_Compatibility* glFunc;
QOpenGLShaderProgram* shaderProgram = nullptr;
QOpenGLShaderProgram* paintingProgram = nullptr; //彩绘着色器程序
QOpenGLShaderProgram* shadowProgram = nullptr;
PaintingHelper* paintingHelper = nullptr;
/* 模型数据 */
QVector<Texture*> textures_loaded; //纹理
QVector<Drawable*> meshes; //网格
QDir directory; //模型所在路径
/* 模型数据 */
QVector<Texture*> textures_loaded; //纹理
QVector<Drawable*> meshes; //网格
QDir directory; //模型所在路径
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();
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();
//递归遍历结点
void processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4 = aiMatrix4x4());
//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);
//加载网格
Drawable* processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
//加载材质纹理
QVector<Texture*> loadMaterialTextures(aiMaterial* mat, aiTextureType type, QString typeName);
//加载材质纹理
QVector<Texture*> loadMaterialTextures(aiMaterial* mat, aiTextureType type, QString typeName);
};
};
}

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@ -1,5 +1,5 @@
#include "BvhTree.h"
using namespace Renderer;
GLuint BvhTree::getBvhNodeNum() {
return tot;
}

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#pragma once
#include <QOpenGLTexture>
#include <QOpenGLContext>
#include <QTextCodec>
#include <algorithm>
#include <QVector4D>
#include <iostream>
#include <memory>
#include <vector>
#include <cmath>
namespace Renderer
{
struct BvhTreeData {
QVector4D bound;
GLuint leftSon, rightSon;
void show() {
printf("Bvh: (%lf, %lf) (%lf, %lf): %d %d\n",
bound.x(), bound.y(), bound.z(), bound.w(),
leftSon, rightSon);
}
BvhTreeData(QVector4D bound, GLuint leftSon, GLuint rightSon)
: bound(bound), leftSon(leftSon), rightSon(rightSon) {}
BvhTreeData()
: leftSon(0), rightSon(0) {}
~BvhTreeData() {}
};
// BvhTree 节点
struct BvhNode {
GLuint lab;
bool isLeaf;
QVector4D bound;
std::shared_ptr<BvhNode> child[2];
static bool x_compare(BvhTreeData a, BvhTreeData b) {
return a.bound.x() < b.bound.x();
}
static bool y_compare(BvhTreeData a, BvhTreeData b) {
return a.bound.y() < b.bound.y();
}
GLuint getLeftSon(int k) {
if (isLeaf) {
return 0x80000000 + child[0]->lab;
}
return child[0]->lab;
}
GLuint getRightSon(int k) {
if (isLeaf) {
return child[1]->lab;
}
return child[1]->lab;
}
BvhNode() {
child[0] = child[1] = NULL;
isLeaf = false;
lab = 0;
}
int maximumBound() {
return (std::fabs(bound.x() - bound.w()) < std::fabs(bound.y() - bound.z()));
}
~BvhNode() {}
};
typedef std::shared_ptr<BvhNode> BvhPtr;
class BvhTree
{
private:
GLuint tot;
BvhPtr root;
static QVector4D calcBound(BvhTreeData initBound[], int l, int r);
static QVector4D Union(QVector4D a, QVector4D b);
BvhPtr subBvhTree(BvhTreeData initBound[], int l, int r);
void traverseBvhTree(BvhPtr now, std::vector<GLuint>& children, std::vector<QVector4D>& bounds);
public:
BvhTree() {
tot = 0;
root = NULL;
}
// 根据底层包围盒生成bvh树
void buildBvhTree(BvhTreeData initBound[], int len);
// 获得 Bvh rootBvh部分的 children 数组,包围盒数组 vector 传输
void getBvhArray(std::vector<GLuint>& children, std::vector<QVector4D>& bounds);
// 获得 BvhTree 中节点总数
GLuint getBvhNodeNum();
};
}

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#include "CubicBezier.h"
using namespace Renderer;
using std::vector;
double CubicBezier::getLineValueByT(double t, bool isY) {
vector<double> p;
if (isY) p = vY;

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#pragma once
#include "Line.h"
#include <memory>
namespace Renderer
{
class CubicBezier : public Line
{
using Line::Line;
private:
static Point getPointByT(Point a, Point b, double t);
static Point calculateControlPoint(Point a, Point b);
static void findPointsOfDivison(std::vector<double>& p, std::vector<double>& res);
void splitBezierCubic(double t, std::vector<LinePtr>& res);
public:
virtual double findTByValue(double value, bool isY);
virtual void monotonization(std::vector <LinePtr>& res);
virtual double getLineValueByT(double t, bool isY);
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY);
void transformToCubic();
};
}

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#include "CubicMonotonization.h"
using namespace Renderer;
using std::vector;
using std::min;
using std::max;
using std::sort;
const double CubicMonotonization::eps = 1e-6;

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#pragma once
#include <utility>
#include <vector>
#include <algorithm>
namespace Renderer
{
class CubicMonotonization
{
typedef std::pair<double, double> point;
typedef std::vector<point> Line;
private:
static const double eps;
point getPointByT(point a, point b, double t) const;
void findPointsOfDivison(std::vector<double> p, std::vector<double>& res);
double getBezierPoint(std::vector<double>& p, double t) const;
void splitBezierCubic(Line& p, point mid, double t, std::vector <Line>& res);
public:
// p 为端点、控制点、控制点、端点, res 为所有导数为0的点
void getPointsOfDivision(Line p, std::vector <Line>& res);
};
}

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#include "Element.h"

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#pragma once
#include <vector>
#include <QOpenGLFunctions_4_5_Compatibility>
#include "Line.h"
namespace Renderer
{
class Element
{
public:
std::vector<GLuint> bvhChildren;
std::vector<QVector4D> bvhBound;
std::vector<GLuint> elementIndex;
std::vector<GLfloat> points;
Element(std::vector<std::vector<Point>> lines);
};
}

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#include "Line.h"
using namespace Renderer;
using std::vector;
using std::pair;
using std::min;
using std::max;
using std::sort;
using std::shared_ptr;
using std::make_shared;
using std::swap;
Line::Line(vector<Point> Vp) {
siz = Vp.size();
for (Point now : Vp) {

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#pragma once
#include <vector>
#include <utility>
#include <vector>
#include <QVector4D>
#include <algorithm>
#include <memory>
#include <iostream>
namespace Renderer
{
const double eps = 1e-5;
struct Point {
double x, y;
Point operator + (const Point a) { return { x + a.x, y + a.y }; }
Point operator - (const Point a) { return { x - a.x, y - a.y }; }
Point operator * (const double a) { return { x * a, y * a }; }
double operator * (const Point a) { return x * a.y - y * a.x; }
bool operator== (const Point& a) const {
return fabs(x - a.x) <= eps && fabs(y - a.y) <= eps;
}
bool operator< (const Point& a) const {
return fabs(x - a.x) <= eps ? y < a.y : x < a.x;
}
void show() {
std::cout << '(' << x << ',' << y << ')' << ' ';
}
};
class Line
{
protected:
std::vector<double> vX, vY;
int siz;
public:
typedef std::shared_ptr<Line> LinePtr;
Line() :siz(0) {}
Line(std::vector<Point> Vp);
int size();
void clear();
Point getBegin();
Point getEnd();
int direction(bool isY);
virtual double getLineValueByT(double t, bool isY) = 0;
virtual void monotonization(std::vector <LinePtr>& res) = 0;
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY) = 0;
virtual bool judgeIntersection(QVector4D bound);
bool isLineContained(QVector4D bound);
Point operator[](int index) const;
Point getPointByIndex(int index) const;
std::vector<Point> toPointVector() const;
void setPointByIndex(int index, Point now);
void push_back(Point now);
virtual ~Line() {}
};
}

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#include "Painting.h"
#include "../../SvgParser.h"
#include "ShortCutTree.h"
using namespace Renderer;
Painting::Painting()
{
Contour contour = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse();
std::shared_ptr<Contour> contourPtr = std::make_shared<Contour>(contour);
contourPool.insert({ contourPtr, {nullptr, nullptr} });
std::vector<GLfloat> style = {
//fillStyle
//fill
0,
//fillType
0, //µ¥É«
//fillColorMetallicRoughness
240 / 255.,220 / 255.,160 / 255., 0.996,0.18,
};
Element element{ contourPtr, style, QVector4D(-0.8,-0.8,-0.2,-0.1), 0, 0 };
elements.push_back(element);
if (style[0] == 0 && contourPool[contourPtr].first == nullptr)
{
ShortCutTree shortCutTree(20);
shortCutTree.buildShortCutTree(*contourPtr);
ElementBuffer elementBuffer;
elementBuffer.bvhLeaves = shortCutTree.getPointLineAndBvhTree(elementBuffer.pointBuffer, elementBuffer.lineBuffer);
contourPool[contourPtr].first = std::make_shared<ElementBuffer>(elementBuffer);
}
}
GLuint encodeZIndexRotation(GLuint zIndex, float rotation)
{
return GLuint(rotation / 360 * 0x10000 + zIndex * 0x10000);
}
//void Painting::addElement(Contour contour, std::vector<GLfloat> style, QVector4D bound, float rotation, int zIndex)
//{
// BvhTreeData(bound, 0, encodeZIndexRotation(zIndex, rotation));
//
// std::shared_ptr<Element> element = nullptr;
// auto iterator = elementMap.find(lines);
// if (iterator != elementMap.end())
// element = iterator->second;
// else
// {
// element = std::make_shared<Element>(lines);
// elementMap.insert({ lines, element });
// }
//
//}
void Painting::generateBuffers()
{
//std::unordered_map < std::shared_ptr<Contour>, int>
for (auto& iter : contourPool)
{
elementData.insert(elementData.end(), iter.second.first->pointBuffer.begin(), iter.second.first->pointBuffer.end());
}
}

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@ -0,0 +1,51 @@
#pragma once
#include <vector>
#include <QOpenGLFunctions_4_5_Compatibility>
#include "Line.h"
#include "BvhTree.h"
//#include "Element.h"
namespace Renderer
{
using Contour = std::vector<std::vector<Point>>;
struct Element
{
std::shared_ptr<Contour> contour;
std::vector<GLfloat> style;
QVector4D bound;
float rotation;
int zIndex;
};
struct ElementBuffer
{
std::vector<GLfloat> pointBuffer;
std::vector<GLuint> lineBuffer;
std::vector<BvhTreeData> bvhLeaves;
};
class Painting
{
public:
std::vector<GLuint> bvhChildren;
std::vector<QVector4D> bvhBound;
std::vector<GLuint> elementOffset;
std::vector<GLuint> elementIndex;
std::vector<GLfloat> elementData;
int paintingId = 0;
Painting();
//void addElement(Contour contour, std::vector<GLfloat> style, QVector4D bound, float rotation, int zIndex);
void generateBuffers();
private:
std::vector<BvhTreeData> bvhLeaves;
std::unordered_map< std::shared_ptr<Contour>, std::pair<std::shared_ptr<ElementBuffer>, std::shared_ptr<ElementBuffer>>> contourPool;
//std::vector<std::shared_ptr<Contour>> contourPool;
std::vector<Element> elements;
//std::unordered_map<std::vector<std::vector<Point>>, std::shared_ptr<Element>> elementMap;
};
}

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@ -1,5 +1,5 @@
#include "PaintingHelper.h"
using namespace Renderer;
PaintingHelper::PaintingHelper(QOpenGLFunctions_4_5_Compatibility* glFunc) :glFunc(glFunc)
{
@ -24,34 +24,34 @@ void PaintingHelper::allocateBuffers()
{
glFunc->glGenBuffers(1, &paintingOffsetsSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, paintingOffsetsSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, paintingOffsets.size() * sizeof(GLuint), paintingOffsets.data(), GL_DYNAMIC_DRAW);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, paintingOffsets.size() * sizeof(GLuint), paintingOffsets.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &bvhSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhChildren.size() * sizeof(GLuint), bvhChildren.data(), GL_DYNAMIC_DRAW);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhChildren.size() * sizeof(GLuint), bvhChildren.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &bvhBoundSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhBoundSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhBound.size() * sizeof(QVector4D), bvhBound.data(), GL_DYNAMIC_DRAW);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhBound.size() * sizeof(QVector4D), bvhBound.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &elementOffsetSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementOffsetSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementOffset.size() * sizeof(GLuint), elementOffset.data(), GL_DYNAMIC_DRAW);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementOffset.size() * sizeof(GLuint), elementOffset.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &elementIndexSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementIndexSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementIndex.size() * sizeof(GLuint), elementIndex.data(), GL_DYNAMIC_DRAW);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementIndex.size() * sizeof(GLuint), elementIndex.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
glFunc->glGenBuffers(1, &elementDataSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementDataSSBO);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementData.size() * sizeof(GLfloat), elementData.data(), GL_DYNAMIC_DRAW);
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementData.size() * sizeof(GLfloat), elementData.data(), GL_STATIC_READ);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}

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@ -0,0 +1,31 @@
#pragma once
#include <vector>
#include <QDebug>
#include <QVector4D>
#include <QOpenGLFunctions_4_5_Compatibility>
#include "BvhTree.h"
namespace Renderer
{
class PaintingHelper
{
private:
QOpenGLFunctions_4_5_Compatibility* glFunc;
GLuint paintingOffsetsSSBO, bvhSSBO, bvhBoundSSBO, elementOffsetSSBO, elementIndexSSBO, elementDataSSBO;
std::vector<GLuint> paintingOffsets;
std::vector<GLuint> bvhChildren;
std::vector<QVector4D> bvhBound;
std::vector<GLuint> elementOffset;
std::vector<GLuint> elementIndex;
std::vector<GLfloat> elementData;
int paintingCount = 0;
public:
PaintingHelper(QOpenGLFunctions_4_5_Compatibility* glFunc);
int addPainting(GLuint paintingBvhLength, std::vector<GLuint> bvhChildren, std::vector<QVector4D> bvhBound,
std::vector<GLuint> elementOffset, std::vector<GLuint> elementIndex, std::vector<GLfloat> elementData);
void allocateBuffers();
void bindPaintingBuffers();
};
}

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@ -1,6 +1,12 @@
#include "ShortCutTree.h"
#include <qDebug>
using namespace Renderer;
using std::queue;
using std::map;
using std::for_each;
using std::set;
using std::pair;
using std::vector;
void ShortCutTree::init() {
restOfTreeNodes.clear();
allLine.clear();
@ -57,9 +63,9 @@ bool ShortCutTree::isLineEqual(PointIndexVector& a, PointIndexVector& b) const {
return true;
}
void ShortCutTree::monotonization(vector<PointVector>& inLines, vector<LinePtr>& outLines) {
void ShortCutTree::monotonization(vector<PointVector>& inLines, vector<std::shared_ptr<Line>>& outLines) {
for (PointVector&l: inLines) {
LinePtr nowLine;
std::shared_ptr<Line> nowLine;
switch(l.size()) {
case 2: nowLine.reset(new StraightLine(l)); break;
case 3: case 4: nowLine.reset(new CubicBezier(l)); break;
@ -288,7 +294,7 @@ vector<BvhTreeData> ShortCutTree::getPointLineAndBvhTree(vector<float>& resPoint
for (auto& nowTreeNode : restOfTreeNodes) {
BvhTreeData oneData;
oneData.leftSon = resLines.size();
oneData.rightSon = resPoints.size();
//oneData.rightSon = rightSon;
oneData.bound = nowTreeNode.bound;
std::cout << nowTreeNode.lineSet.size() << ' ';
resLines.push_back(nowTreeNode.lineSet.size());

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@ -0,0 +1,62 @@
#pragma once
#include "CubicBezier.h"
#include "StraightLine.h"
#include "BvhTree.h"
#include <queue>
#include <set>
namespace Renderer
{
struct ShortCutNode {
typedef std::vector<Point> vectorPoint;
int windingIncrement, eastGroup;
bool divided;
/* type 代表进入广度优先搜索队列的节点种类:
0
1*/
QVector4D bound;
std::vector<int> lineSet;
ShortCutNode() {
divided = true;
windingIncrement = 0;
eastGroup = 0;
lineSet.clear();
bound = { 0, 0, 0, 0 };
}
~ShortCutNode() {}
};
class ShortCutTree
{
typedef std::vector<Point> PointVector;
typedef std::vector<int> PointIndexVector;
private:
std::vector<ShortCutNode> restOfTreeNodes;
std::vector<std::shared_ptr<Line>> allLine;
int RequiredLineMin, numPoint, numLine;
std::map<Point, int> pointMap;
std::vector<int> lineIndexs;
int getPointIndex(Point nowPoint);
void generateShortCutsegmentement(ShortCutNode& nowTreeNode);
bool handleShortCutNode(ShortCutNode& fa, ShortCutNode& nowTreeNode, double yValue, std::vector<ShortCutNode>& v, int& sumIncrement);
void spliteToShortCutTree();
static void monotonization(std::vector<PointVector>& inL, std::vector<std::shared_ptr<Line>>& outL);
bool isLineEqual(PointIndexVector& a, PointIndexVector& b) const;
void simplifyLineVector();
// 需要测试,随机获得合理的边界
static bool IsBorderValueResonable(double value, std::set <double>& valueSet);
static double findBorderValueNotOnLine(double value, std::set <double>& valueSet);
public:
void init();
//lineMin最小线数目即划分终止条件
ShortCutTree(int lineMin = 3)
:RequiredLineMin(lineMin), numPoint(0), numLine(0) {}
// 传入一个vector<vector<Point> > 作为所有输入的线
void buildShortCutTree(std::vector<PointVector>& lineSet);
// 获得点集合和线集合 返回输入BvhTree的数据集合
std::vector<BvhTreeData> getPointLineAndBvhTree(std::vector<float>& pointSet, std::vector<GLuint>& lineSet);
~ShortCutTree() {}
};
}

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@ -1,5 +1,6 @@
#include "StraightLine.h"
using namespace Renderer;
using std::swap;
double StraightLine::getLineValueByT(double t, bool isY) {
double valueBegin, valueEnd;
if (isY) {

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@ -0,0 +1,12 @@
#include "Line.h"
namespace Renderer
{
class StraightLine : public Line
{
using Line::Line;
virtual double getLineValueByT(double t, bool isY);
virtual void monotonization(std::vector <LinePtr>& res) {};
virtual double findTByValue(double value, bool isY);
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY);
};
}

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@ -1,29 +0,0 @@
#pragma once
#include <vector>
#include <QDebug>
#include <QVector4D>
#include <QOpenGLFunctions_4_5_Compatibility>
#include "BvhTree.h"
class PaintingHelper
{
private:
QOpenGLFunctions_4_5_Compatibility* glFunc;
GLuint paintingOffsetsSSBO, bvhSSBO, bvhBoundSSBO, elementOffsetSSBO, elementIndexSSBO, elementDataSSBO;
std::vector<GLuint> paintingOffsets;
std::vector<GLuint> bvhChildren;
std::vector<QVector4D> bvhBound;
std::vector<GLuint> elementOffset;
std::vector<GLuint> elementIndex;
std::vector<GLfloat> elementData;
int paintingCount = 0;
public:
PaintingHelper(QOpenGLFunctions_4_5_Compatibility* glFunc);
int addPainting(GLuint paintingBvhLength, std::vector<GLuint> bvhChildren, std::vector<QVector4D> bvhBound,
std::vector<GLuint> elementOffset, std::vector<GLuint> elementIndex, std::vector<GLfloat> elementData);
void allocateBuffers();
void bindPaintingBuffers();
};

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@ -1,5 +1,5 @@
#include "PaintingMesh.h"
using namespace Renderer;
PaintingMesh::PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model)
: glFunc(glFunc)
, shaderProgram(shaderProgram)

View File

@ -15,34 +15,37 @@
#include <assimp/postprocess.h>
#include "Drawable.h"
struct PaintingVertex
namespace Renderer
{
QVector3D Position;
QVector3D Normal;
QVector2D TexCoords;
QVector3D Tangent;
QVector3D Bitangent;
};
struct PaintingVertex
{
QVector3D Position;
QVector3D Normal;
QVector2D TexCoords;
QVector3D Tangent;
QVector3D Bitangent;
};
class PaintingMesh : public Drawable
{
public:
/* 网格数据 */
QVector<PaintingVertex> vertices; //顶点数据
QVector<unsigned int> indices; //索引数组
QMatrix4x4 model; //模型矩阵
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
GLuint paintingIndex;
/* 函数 */
PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
void draw() override;
void drawShadow() override;
void setupMesh();
class PaintingMesh : public Drawable
{
public:
/* 网格数据 */
QVector<PaintingVertex> vertices; //顶点数据
QVector<unsigned int> indices; //索引数组
QMatrix4x4 model; //模型矩阵
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
GLuint paintingIndex;
/* 函数 */
PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
void draw() override;
void drawShadow() override;
void setupMesh();
private:
/* 渲染数据 */
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer VBO, EBO;
private:
/* 渲染数据 */
QOpenGLVertexArrayObject VAO;
QOpenGLBuffer VBO, EBO;
};
};
}

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@ -6,7 +6,7 @@
#include <QScreen>
#include <QGuiApplication>
#include <random>
using namespace Renderer;
//QVector3D lightPositions[] = { 2000 * QVector3D(0.2, 4, 1).normalized(), QVector3D(100,100,100) ,QVector3D(-100,100,100) ,QVector3D(100,100,-100) };
QVector3D lightColors[] = { 20 * QVector3D(0.7529,0.7450,0.6784).normalized(), QVector3D(0,0,0) ,QVector3D(0,0,0) ,QVector3D(0,0,0) };
static float sunPitch = 105, sunYaw = 80;

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@ -10,59 +10,60 @@
#include "Camera.h"
#include "Light.h"
#include "Model.h"
#include "PaintingHelper.h"
class RendererGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_4_5_Compatibility
#include "Painting/PaintingHelper.h"
namespace Renderer
{
Q_OBJECT
public:
RendererGLWidget(QWidget* parent = nullptr);
~RendererGLWidget();
class RendererGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_4_5_Compatibility
{
Q_OBJECT
public:
RendererGLWidget(QWidget* parent = nullptr);
~RendererGLWidget();
void startTimer();
void stopTimer();
public slots:
void setMainLightPitch(float pitch);
void setMainLightYaw(float yaw);
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int width, int height) override;
void timerEvent(QTimerEvent* event) override;
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
void wheelEvent(QWheelEvent* event) override;
void focusInEvent(QFocusEvent* event) override;
void focusOutEvent(QFocusEvent* event) override;
void startTimer();
void stopTimer();
public slots:
void setMainLightPitch(float pitch);
void setMainLightYaw(float yaw);
protected:
void initializeGL() override;
void paintGL() override;
void resizeGL(int width, int height) override;
void timerEvent(QTimerEvent* event) override;
void keyPressEvent(QKeyEvent* event) override;
void keyReleaseEvent(QKeyEvent* event) override;
void wheelEvent(QWheelEvent* event) override;
void focusInEvent(QFocusEvent* event) override;
void focusOutEvent(QFocusEvent* event) override;
private:
int timerId = -1;
int frameWidth, frameHeight;
int depthWidth, depthHeight;
QSet<int> pressedKeys;
Camera camera;
Light light;
clock_t lastFrame;
float deltaTime;
int shadowMapResolution;
QOpenGLShaderProgram* shadowProgramPtr = nullptr;
QOpenGLShaderProgram* modelProgramPtr = nullptr;
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
QOpenGLShaderProgram* depthInitProgramPtr = nullptr;
QOpenGLShaderProgram* depthMipmapProgramPtr = nullptr;
QOpenGLShaderProgram* shadowMappingProgramPtr = nullptr;
QOpenGLShaderProgram* ssgiProgramPtr = nullptr;
QOpenGLShaderProgram* finalProgramPtr = nullptr;
QOpenGLFramebufferObject* fboPtr = nullptr;
GLuint gbuffers[10];
GLuint shadowFboHandle = 0;
GLuint shadowGbuffer;
GLuint lightSpaceMatricesUBO;
QOpenGLBuffer quadVBO;
QOpenGLVertexArrayObject quadVAO;
Model* model;
PaintingHelper* paintingHelper;
};
private:
int timerId = -1;
int frameWidth, frameHeight;
int depthWidth, depthHeight;
QSet<int> pressedKeys;
Camera camera;
Light light;
clock_t lastFrame;
float deltaTime;
int shadowMapResolution;
QOpenGLShaderProgram* shadowProgramPtr = nullptr;
QOpenGLShaderProgram* modelProgramPtr = nullptr;
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
QOpenGLShaderProgram* depthInitProgramPtr = nullptr;
QOpenGLShaderProgram* depthMipmapProgramPtr = nullptr;
QOpenGLShaderProgram* shadowMappingProgramPtr = nullptr;
QOpenGLShaderProgram* ssgiProgramPtr = nullptr;
QOpenGLShaderProgram* finalProgramPtr = nullptr;
QOpenGLFramebufferObject* fboPtr = nullptr;
GLuint gbuffers[10];
GLuint shadowFboHandle = 0;
GLuint shadowGbuffer;
GLuint lightSpaceMatricesUBO;
QOpenGLBuffer quadVBO;
QOpenGLVertexArrayObject quadVAO;
Model* model;
PaintingHelper* paintingHelper;
};
}

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@ -1,6 +1,6 @@
#include "RendererWidget.h"
#include "RendererGLWidget.h"
using namespace Renderer;
RendererWidget::RendererWidget(QWidget *parent)
: QWidget(parent)
{

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@ -2,17 +2,19 @@
#include <QWidget>
#include "ui_RendererWidget.h"
class RendererWidget : public QWidget
namespace Renderer
{
Q_OBJECT
class RendererWidget : public QWidget
{
Q_OBJECT
public:
public:
RendererWidget(QWidget *parent = nullptr);
~RendererWidget();
public slots:
void currentTabChanged(int index);
private:
Ui::RendererWidgetClass ui;
};
RendererWidget(QWidget* parent = nullptr);
~RendererWidget();
public slots:
void currentTabChanged(int index);
private:
Ui::RendererWidgetClass ui;
};
}

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@ -1,63 +0,0 @@
#pragma once
#include "CubicBezier.h"
#include "StraightLine.h"
#include "BvhTree.h"
#include <queue>
#include <set>
using std::queue;
using std::map;
using std::for_each;
using std::set;
struct ShortCutNode {
typedef vector<Point> vectorPoint;
int windingIncrement, eastGroup;
bool divided;
/* type 代表进入广度优先搜索队列的节点种类:
0
1*/
QVector4D bound;
vector<int> lineSet;
ShortCutNode() {
divided = true;
windingIncrement = 0;
eastGroup = 0;
lineSet.clear();
bound = { 0, 0, 0, 0 };
}
~ShortCutNode() {}
};
class ShortCutTree
{
typedef vector<Point> PointVector;
typedef vector<int> PointIndexVector;
private:
vector<ShortCutNode> restOfTreeNodes;
vector<LinePtr> allLine;
int RequiredLineMin, numPoint, numLine;
map<Point, int> pointMap;
vector<int> lineIndexs;
int getPointIndex(Point nowPoint);
void generateShortCutsegmentement(ShortCutNode& nowTreeNode);
bool handleShortCutNode(ShortCutNode& fa, ShortCutNode& nowTreeNode, double yValue, vector<ShortCutNode>& v, int& sumIncrement);
void spliteToShortCutTree();
static void monotonization(vector<PointVector>& inL, vector<LinePtr> &outL);
bool isLineEqual(PointIndexVector& a, PointIndexVector& b) const;
void simplifyLineVector();
// 需要测试,随机获得合理的边界
static bool IsBorderValueResonable(double value, set <double>& valueSet);
static double findBorderValueNotOnLine(double value, set <double>& valueSet);
public:
void init();
//lineMin最小线数目即划分终止条件
ShortCutTree(int lineMin = 3)
:RequiredLineMin(lineMin), numPoint(0), numLine(0) {}
// 传入一个vector<vector<Point> > 作为所有输入的线
void buildShortCutTree(vector<PointVector>& lineSet);
// 获得点集合和线集合 返回输入BvhTree的数据集合
vector<BvhTreeData> getPointLineAndBvhTree(vector<float> &pointSet, vector<GLuint> &lineSet);
~ShortCutTree() {}
};

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@ -1,10 +0,0 @@
#include "Line.h"
class StraightLine : public Line
{
using Line::Line;
virtual double getLineValueByT(double t, bool isY);
virtual void monotonization(vector <LinePtr>& res) {};
virtual double findTByValue(double value, bool isY);
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY);
};

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@ -484,7 +484,7 @@ namespace SVGParser
}
}; // namespace SVGParser
using Renderer::Point;
SvgParser::SvgParser(const std::string path, double width, double height) : path(path), width(width), height(height)
{
}

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@ -1,173 +1,173 @@
#pragma once
#include "Renderer/Line.h"
#include "Renderer/Painting/Line.h"
#include <cmath>
#include <string>
using namespace std;
namespace SVGParser
{
enum SVGCommandType
{
SVG_INVALID = -1,
// SVG_MOVE_TO_REL, SVG_LINE_TO_REL, SVG_QUADRATIC_CURVE_TO_REL, SVG_CUBIC_CURVE_TO_REL,
// SVG_MOVE_TO_ABS, SVG_LINE_TO_ABS, SVG_QUADRATIC_CURVE_TO_ABS, SVG_CUBIC_CURVE_TO_ABS,
SVG_MOVE_TO_REL,
SVG_MOVE_TO_ABS,
SVG_LINE_TO_REL,
SVG_LINE_TO_ABS,
SVG_HORIZONTAL_LINE_TO_REL,
SVG_HORIZONTAL_LINE_TO_ABS,
SVG_VERTICAL_LINE_TO_REL,
SVG_VERTICAL_LINE_TO_ABS,
SVG_QUADRATIC_CURVE_TO_REL,
SVG_QUADRATIC_CURVE_TO_ABS,
SVG_CUBIC_CURVE_TO_REL,
SVG_CUBIC_CURVE_TO_ABS,
SVG_SMOOTH_CUBIC_CURVE_TO_REL,
SVG_SMOOTH_CUBIC_CURVE_TO_ABS,
SVG_SMOOTH_QUADRATIC_CURVE_TO_REL,
SVG_SMOOTH_QUADRATIC_CURVE_TO_ABS,
SVG_ARC_TO_REL,
SVG_ARC_TO_ABS,
enum SVGCommandType
{
SVG_INVALID = -1,
// SVG_MOVE_TO_REL, SVG_LINE_TO_REL, SVG_QUADRATIC_CURVE_TO_REL, SVG_CUBIC_CURVE_TO_REL,
// SVG_MOVE_TO_ABS, SVG_LINE_TO_ABS, SVG_QUADRATIC_CURVE_TO_ABS, SVG_CUBIC_CURVE_TO_ABS,
SVG_MOVE_TO_REL,
SVG_MOVE_TO_ABS,
SVG_LINE_TO_REL,
SVG_LINE_TO_ABS,
SVG_HORIZONTAL_LINE_TO_REL,
SVG_HORIZONTAL_LINE_TO_ABS,
SVG_VERTICAL_LINE_TO_REL,
SVG_VERTICAL_LINE_TO_ABS,
SVG_QUADRATIC_CURVE_TO_REL,
SVG_QUADRATIC_CURVE_TO_ABS,
SVG_CUBIC_CURVE_TO_REL,
SVG_CUBIC_CURVE_TO_ABS,
SVG_SMOOTH_CUBIC_CURVE_TO_REL,
SVG_SMOOTH_CUBIC_CURVE_TO_ABS,
SVG_SMOOTH_QUADRATIC_CURVE_TO_REL,
SVG_SMOOTH_QUADRATIC_CURVE_TO_ABS,
SVG_ARC_TO_REL,
SVG_ARC_TO_ABS,
SVG_CLOSE_PATH
};
SVG_CLOSE_PATH
};
bool isAbsolute(SVGCommandType);
class SVGCommand
{
public:
SVGCommand(double, double, bool = false);
static const int length;
double x, y;
bool absolute;
virtual const std::string toString() const = 0;
virtual SVGCommandType getType() = 0;
virtual std::string toString2() = 0;
};
class SVGMoveTo : public SVGCommand
{
public:
static const int length = 2;
SVGMoveTo(double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
bool isAbsolute(SVGCommandType);
class SVGCommand
{
public:
SVGCommand(double, double, bool = false);
static const int length;
double x, y;
bool absolute;
virtual const std::string toString() const = 0;
virtual SVGCommandType getType() = 0;
virtual std::string toString2() = 0;
};
class SVGMoveTo : public SVGCommand
{
public:
static const int length = 2;
SVGMoveTo(double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGLineTo : public SVGCommand
{
public:
static const int length = 2;
SVGLineTo(double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGHLineTo : public SVGCommand
{
public:
static const int length = 1;
SVGHLineTo(double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGVLineTo : public SVGCommand
{
public:
static const int length = 1;
SVGVLineTo(double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGLineTo : public SVGCommand
{
public:
static const int length = 2;
SVGLineTo(double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGHLineTo : public SVGCommand
{
public:
static const int length = 1;
SVGHLineTo(double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGVLineTo : public SVGCommand
{
public:
static const int length = 1;
SVGVLineTo(double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGQuadraticCurveTo : public SVGCommand
{
public:
SVGQuadraticCurveTo(double, double, double, double, bool = false);
double x0, y0;
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGQuadraticCurveTo : public SVGCommand
{
public:
SVGQuadraticCurveTo(double, double, double, double, bool = false);
double x0, y0;
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGCubicCurveTo : public SVGCommand
{
public:
double x0, y0, x1, y1;
SVGCubicCurveTo(double, double, double, double, double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGSmoothQuadraticCurveTo : public SVGCommand
{
public:
SVGSmoothQuadraticCurveTo(double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGCubicCurveTo : public SVGCommand
{
public:
double x0, y0, x1, y1;
SVGCubicCurveTo(double, double, double, double, double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGSmoothQuadraticCurveTo : public SVGCommand
{
public:
SVGSmoothQuadraticCurveTo(double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGSmoothCubicCurveTo : public SVGCommand
{
public:
double x1, y1;
SVGSmoothCubicCurveTo(double, double, double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGSmoothCubicCurveTo : public SVGCommand
{
public:
double x1, y1;
SVGSmoothCubicCurveTo(double, double, double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGArcTo : public SVGCommand
{
public:
double rx, ry, rot;
bool large, sweep;
SVGArcTo(double, double, double, bool, bool, double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGArcTo : public SVGCommand
{
public:
double rx, ry, rot;
bool large, sweep;
SVGArcTo(double, double, double, bool, bool, double, double, bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
class SVGClosePath : public SVGCommand
{
public:
SVGClosePath(bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
typedef vector<std::shared_ptr<SVGCommand>> SVGPath;
SVGPath parsePath(std::istream &);
class SVGClosePath : public SVGCommand
{
public:
SVGClosePath(bool = false);
virtual const std::string toString() const;
virtual SVGCommandType getType();
virtual std::string toString2();
};
typedef std::vector<std::shared_ptr<SVGCommand>> SVGPath;
SVGPath parsePath(std::istream&);
std::ostream &operator<<(std::ostream &, const SVGParser::SVGPath &);
std::ostream &operator<<(std::ostream &, const SVGParser::SVGCommand *);
std::ostream& operator<<(std::ostream&, const SVGParser::SVGPath&);
std::ostream& operator<<(std::ostream&, const SVGParser::SVGCommand*);
}; // namespace SVGParser
class SvgParser
{
public:
SvgParser(const std::string path, const double width, const double height);
vector<vector<Point>> parse();
public:
SvgParser(const std::string path, const double width, const double height);
std::vector<std::vector<Renderer::Point>> parse();
private:
static constexpr const double eps = 1e-6;
static constexpr const double PI = 3.14159265358979323846;
const std::string path;
const double width;
const double height;
private:
static constexpr const double eps = 1e-6;
static constexpr const double PI = 3.14159265358979323846;
const std::string path;
const double width;
const double height;
Point convertPoint(double x, double y);
Point clampPoint(Point p);
Point convertAbsPoint(double x, double y);
Point convertRelPoint(Point pointBegin, double x, double y);
void ellipticalArcConverter(Point beginPoint, double radiusX, double radiusY, double phi, bool flagA,
bool flagS, Point endPoint,vector<vector<Point>>& lines);
vector<double> centerConverter(Point beginPoint, double radiusX, double radiusY, double phi, bool flagA, bool flagS,
Point endPoint);
double angleConverter(Point u, Point v);
Point eConverter(Point c, Point r, double cosPhi, double sinPhi, double t);
Point e2Converter(Point c, Point r, double cosPhi, double sinPhi, double t);
Renderer::Point convertPoint(double x, double y);
Renderer::Point clampPoint(Renderer::Point p);
Renderer::Point convertAbsPoint(double x, double y);
Renderer::Point convertRelPoint(Renderer::Point pointBegin, double x, double y);
void ellipticalArcConverter(Renderer::Point beginPoint, double radiusX, double radiusY, double phi, bool flagA,
bool flagS, Renderer::Point endPoint, std::vector<std::vector<Renderer::Point>>& lines);
std::vector<double> centerConverter(Renderer::Point beginPoint, double radiusX, double radiusY, double phi, bool flagA, bool flagS,
Renderer::Point endPoint);
double angleConverter(Renderer::Point u, Renderer::Point v);
Renderer::Point eConverter(Renderer::Point c, Renderer::Point r, double cosPhi, double sinPhi, double t);
Renderer::Point e2Converter(Renderer::Point c, Renderer::Point r, double cosPhi, double sinPhi, double t);
};