初步完成json到Painting的转换

dev-LayerStyle
wuyize 2023-03-15 19:24:33 +08:00
parent 5d88ddf0ca
commit 3abc0d9bcd
3 changed files with 11 additions and 9 deletions

View File

@ -1352,8 +1352,8 @@ void main()
vec3 debugBVH = vec3(0); vec3 debugBVH = vec3(0);
// bool debugHit = false; // bool debugHit = false;
vec4 color = vec4(0.76, 0.33, 0.15, -1); //vec4 color = vec4(0.76, 0.33, 0.15, -1);
// vec4 color = vec4(1,1,1, -1); vec4 color = vec4(1,1,1, -1);
vec2 metallicRoughness = vec2(0, 0.8); vec2 metallicRoughness = vec2(0, 0.8);
stack.top = 0; stack.top = 0;
uint index = 0, visitTime = 0; uint index = 0, visitTime = 0;
@ -1423,7 +1423,7 @@ void main()
imageStore(gBaseColor, pixelLocation, vec4(color.rgb, 1)); imageStore(gBaseColor, pixelLocation, vec4(color.rgb, 1));
imageStore(gMetallicRoughness, pixelLocation, vec4(metallicRoughness, 0, 1)); imageStore(gMetallicRoughness, pixelLocation, vec4(metallicRoughness, 0, 1));
//return; return;
if (/*color.a!=-1&&*/ debugBVH == vec3(0)) if (/*color.a!=-1&&*/ debugBVH == vec3(0))
{ {
// imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1)); // imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1));

View File

@ -14,6 +14,7 @@ uniform mat4 projection;
void main() void main()
{ {
TexCoords = aTexCoords; TexCoords = aTexCoords;
TexCoords.y = -TexCoords.y;
WorldPos = vec3(model * vec4(aPos, 1.0)); WorldPos = vec3(model * vec4(aPos, 1.0));
Normal = mat3(model) * aNormal; Normal = mat3(model) * aNormal;

View File

@ -34,7 +34,6 @@ QJsonObject PaintingUtil::readJsonFile(QString jsonFilePath) {
Painting PaintingUtil::transfromToPainting(QString jsonFilePath) { Painting PaintingUtil::transfromToPainting(QString jsonFilePath) {
Painting painting; Painting painting;
QTransform transform;
glm::bvec2 flip(0, 0); glm::bvec2 flip(0, 0);
QJsonObject jsonObj = readJsonFile(jsonFilePath); QJsonObject jsonObj = readJsonFile(jsonFilePath);
qDebug() << jsonObj; qDebug() << jsonObj;
@ -47,7 +46,7 @@ Painting PaintingUtil::transfromToPainting(QString jsonFilePath) {
queue<LayerNode> layerQueue; queue<LayerNode> layerQueue;
LayerWrapper* root = layerManager->getRoot(); LayerWrapper* root = layerManager->getRoot();
root->getCache(); root->getCache();
layerQueue.push({ root, transform, flip }); layerQueue.push({ root, root->property.transform, flip });
while (!layerQueue.empty()) { while (!layerQueue.empty()) {
auto layerNode = layerQueue.front(); auto layerNode = layerQueue.front();
layerQueue.pop(); layerQueue.pop();
@ -71,8 +70,10 @@ FolderLayerWrapper* PaintingUtil::handleLayerWrapper(LayerWrapper* nowLayer, QTr
if (leafLayer != nullptr) { if (leafLayer != nullptr) {
GroupElement* wrapperElement = dynamic_cast<GroupElement*>(leafLayer->wrappedElement); GroupElement* wrapperElement = dynamic_cast<GroupElement*>(leafLayer->wrappedElement);
if (wrapperElement != nullptr) if (wrapperElement != nullptr) {
transform = wrapperElement->sourceLayer->property.transform * transform;
return wrapperElement->sourceLayer; return wrapperElement->sourceLayer;
}
PixelPath pixelPath = nowLayer->getCache(); PixelPath pixelPath = nowLayer->getCache();
QPainterPath painterPath = pixelPath.getPainterPath(); QPainterPath painterPath = pixelPath.getPainterPath();
@ -90,7 +91,7 @@ FolderLayerWrapper* PaintingUtil::handleLayerWrapper(LayerWrapper* nowLayer, QTr
qDebug() << trans.map(painterPath); qDebug() << trans.map(painterPath);
element.contour = std::make_shared<vector<vector<Renderer::Point> >>(PainterPathUtil::transformToLines(trans.map(painterPath))); element.contour = std::make_shared<vector<vector<Renderer::Point> >>(PainterPathUtil::transformToLines(trans.map(painterPath)));
QSize screenSize = pixelPath.getPixmap().size(); QSize screenSize = QSize(1024, 1024);
element.style = std::make_shared<Renderer::ElementStyleStrokeDemo>(0.06); element.style = std::make_shared<Renderer::ElementStyleStrokeDemo>(0.06);
@ -105,8 +106,8 @@ FolderLayerWrapper* PaintingUtil::handleLayerWrapper(LayerWrapper* nowLayer, QTr
qDebug() << elementTrans.center.x << elementTrans.center.y; qDebug() << elementTrans.center.x << elementTrans.center.y;
decomposeTransform(transform, elementTrans.rotation, elementTrans.scale); decomposeTransform(transform, elementTrans.rotation, elementTrans.scale);
elementTrans.scale = glm::vec2( elementTrans.scale = glm::vec2(
bound.width() / screenSize.width(), bound.width() * 2 / screenSize.width(),
bound.height() / screenSize.height() bound.height() * 2 / screenSize.height()
); );
elementTrans.flip = glm::bvec2( elementTrans.flip = glm::bvec2(
nowLayer->property.flipHorizontally, nowLayer->property.flipHorizontally,