优化了着色器
parent
341a03be81
commit
4446ef73dd
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@ -147,13 +147,13 @@
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<None Include="Shaders\ssgi.comp" />
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</ItemGroup>
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<ItemGroup>
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<QtMoc Include="src\MainWindow.h" />
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<ClInclude Include="src\SvgParser.h" />
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<QtMoc Include="src\TitleWidget.h" />
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<QtMoc Include="src\IconWidget.h" />
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<QtMoc Include="src\CaptionButton.h" />
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<QtMoc Include="src\NavigationBarWidget.h" />
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<QtMoc Include="src\Renderer\RendererWidget.h" />
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<ClInclude Include="src\SvgParser.h" />
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<QtMoc Include="src\MainWindow.h" />
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<QtMoc Include="src\Editor\EditorWidget.h" />
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<ClInclude Include="src\Renderer\BvhTree.h" />
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<ClInclude Include="src\Renderer\Camera.h" />
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@ -122,9 +122,6 @@
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<QtMoc Include="src\Editor\EditorWidget.h">
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<Filter>Header Files\Editor</Filter>
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</QtMoc>
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<QtMoc Include="src\MainWindow.h">
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<Filter>Source Files</Filter>
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</QtMoc>
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<QtMoc Include="src\Renderer\RendererWidget.h">
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<Filter>Header Files\Renderer</Filter>
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</QtMoc>
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@ -140,6 +137,9 @@
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<QtMoc Include="src\TitleWidget.h">
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<Filter>Header Files</Filter>
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</QtMoc>
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<QtMoc Include="src\MainWindow.h">
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<Filter>Header Files</Filter>
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</QtMoc>
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</ItemGroup>
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<ItemGroup>
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<None Include="Shaders\shader.frag">
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@ -246,7 +246,7 @@
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\SvgParser.h">
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<Filter>Source Files</Filter>
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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@ -32,7 +32,7 @@ layout(std430, binding = 4) buffer elementOffsetBuffer
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** @[2] pointsOffset
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** @[3] linesOffset
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**********************/
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uint elementOffset[][4];
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uvec4 elementOffset[];
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};
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layout(std430, binding = 5) buffer elementIndexBuffer
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{
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@ -45,7 +45,7 @@ layout(std430, binding = 6) buffer elementDataBuffer
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const float PI = 3.14159265358979;
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const uint STACK_SIZE = 16;
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const uint STACK_SIZE = 10;
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struct Stack
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{
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@ -716,7 +716,7 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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bool hitElement = false;
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vec4 elementColor = vec4(-1);
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uint currentOffset[4] = elementOffset[elementIndex];
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uvec4 currentOffset = elementOffset[elementIndex];
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uint elementBvhRoot = currentOffset[0];
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uint elementBvhLength = currentOffset[1];
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uint pointsOffset = currentOffset[2];
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@ -752,32 +752,38 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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for ( uint contourIterator = contourIndex + 1;contourIterator < contourIndex + 1 + lineCount; contourIterator++)
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{
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uint lineIndex = elementIndexs[contourIterator];
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uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
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uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
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uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
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uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
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vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
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elementData[pointsOffset + 2 * p0Index + 1]);
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vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
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elementData[pointsOffset + 2 * p1Index + 1]);
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vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index],
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elementData[pointsOffset + 2 * p2Index + 1]);
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vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index],
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elementData[pointsOffset + 2 * p3Index + 1]);
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if( bound.z==p0.x && distance(localUV, p3)<0.01)
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uint pLocation = linesOffset + 4 * lineIndex;
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uvec4 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation], elementIndexs[pLocation+1], elementIndexs[pLocation+2], elementIndexs[pLocation+3]);
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uvec4 pyIndex = uvec4(1)+pxIndex;
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// vec2 p0 = vec2(elementData[pxIndex[0]],
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// elementData[pyIndex[0]]);
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// vec2 p1 = vec2(elementData[pxIndex[1]],
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// elementData[pyIndex[1]]);
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// vec2 p2 = vec2(elementData[pxIndex[2]],
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// elementData[pyIndex[2]]);
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// vec2 p3 = vec2(elementData[pxIndex[3]],
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// elementData[pyIndex[3]]);
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mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
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elementData[pxIndex[1]], elementData[pyIndex[1]],
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elementData[pxIndex[2]],elementData[pyIndex[2]],
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elementData[pxIndex[3]], elementData[pyIndex[3]]);
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// vec2 p[4] = {vec2(elementData[pxIndex[0]], elementData[pyIndex[0]]),
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// vec2(elementData[pxIndex[1]], elementData[pyIndex[1]]),
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// vec2(elementData[pxIndex[2]],elementData[pyIndex[2]]),
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// vec2(elementData[pxIndex[3]], elementData[pyIndex[3]])};
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if( bound.z==p[0].x && distance(localUV, p[3])<0.01)
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{
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debugBVH = vec3(0,0,1);
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}
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else if(distance(localUV, p0)<0.01)
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else if(distance(localUV, p[0])<0.01)
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debugBVH = vec3(1,1,1);
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if (p0 == p1 && p2 == p3)
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{
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num_its += segment_int_test(localUV, p0, p3);
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}
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else
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num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
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// if (p0 == p1 && p2 == p3)
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// {
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// num_its += segment_int_test(localUV, p0, p3);
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// }
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//
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// else
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num_its += cubic_bezier_int_test(localUV, p[0], p[1], p[2], p[3]);
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}
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if (num_its % 2 == 1 && elementColor.a<1)
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@ -22,7 +22,7 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "captionbutton.h"
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#include "CaptionButton.h"
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CaptionButton::CaptionButton(QWidget *parent) : QWidget(parent)
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{
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@ -20,6 +20,8 @@ struct BvhTreeData {
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bound.x(), bound.y(), bound.z(), bound.w(),
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leftSon, rightSon);
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}
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BvhTreeData(QVector4D bound, GLuint leftSon, GLuint rightSon)
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: bound(bound), leftSon(leftSon), rightSon(rightSon) {}
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BvhTreeData()
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: leftSon(0), rightSon(0) {}
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~BvhTreeData() {}
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@ -121,7 +121,10 @@ GLuint encodeChild(GLuint index)
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{
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return 0x80000000 + index;
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}
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GLuint encodeZIndexAngle(GLuint zIndex, float angle)
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{
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return GLuint(angle / 360 * 65536 + zIndex * 65536);
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}
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Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model)
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{
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aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
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@ -173,21 +176,23 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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}
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}
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BvhTree bvhTree;
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std::vector<QVector4D> initBound;
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for (int i = 0; i < 30000; i++)
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BvhTree rootBvhTree;
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vector<BvhTreeData> rootBvhTreeData;
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for (int i = 0; i < 1000; i++)
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{
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float x = (float)rand() / RAND_MAX * 2 - 1;
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float y = (float)rand() / RAND_MAX * 2 - 1;
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float z = 0.01 + x;//(float)rand() / RAND_MAX * (0.1) + x;
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float w = 0.01 + y;//(float)rand() / RAND_MAX * (0.1) + y;
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initBound.push_back(QVector4D(x, y, z, w));
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float z = 0.05 + x;//(float)rand() / RAND_MAX * (0.1) + x;
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float w = 0.05 + y;//(float)rand() / RAND_MAX * (0.1) + y;
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rootBvhTreeData.push_back(BvhTreeData( QVector4D(x, y, z, w), 0, encodeZIndexAngle(1, (float)rand() / RAND_MAX * 360)));
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}
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//rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.8, -0.8, -0.2, -0.1), 0, 0));
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//rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.7, -0.8, -0.2, -0.1), 0, 0));
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/* initBound.push_back(QVector4D(-0.8, -0.8, -0.7, -0.7));
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initBound.push_back(QVector4D(-0.8, 0.7, -0.7, 0.8));
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initBound.push_back(QVector4D(0.7, -0.8, 0.8, -0.7));
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initBound.push_back(QVector4D(0.7, 0.7, 0.8, 0.8));*/
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//bvhTree.buildBvhTree(initBound.data(), initBound.size());
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rootBvhTree.buildBvhTree(rootBvhTreeData.data(), rootBvhTreeData.size());
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@ -212,45 +217,51 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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//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}} };
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//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}} };
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ShortCutTree shortCutTree(100);
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ShortCutTree shortCutTree(20);
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shortCutTree.buildShortCutTree(lineSet);
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vector<float> pointVector;
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vector<GLuint> lineVector;
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vector<BvhTreeData> bvhTreeData = shortCutTree.getPointLineAndBvhTree(pointVector, lineVector);
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qDebug() << pointVector;
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qDebug() << lineVector;
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for (BvhTreeData data : bvhTreeData)
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qDebug() << "----------------------------------------------";
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qDebug() << "element0CellNum: " << bvhTreeData.size();
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//qDebug() << pointVector;
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//qDebug() << lineVector;
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/*for (BvhTreeData data : bvhTreeData)
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{
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data.show();
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}
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bvhTree.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
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std::vector<GLuint> children;
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std::vector<QVector4D> bounds;
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bvhTree.getBvhArray(children, bounds);
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qDebug() << children;
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qDebug() << bounds;
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std::vector<GLuint> bvhChildren = {
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//root
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1,2,
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3,4, 5,6,
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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
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};
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std::vector<QVector4D> bvhBounds = {
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//root
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QVector4D(-1,-1,1,1),
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QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
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QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
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};
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bvhChildren.insert(bvhChildren.end(), children.begin(), children.end());
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bvhBounds.insert(bvhBounds.end(), bounds.begin(), bounds.end());
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}*/
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BvhTree element0Bvh;
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element0Bvh.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
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std::vector<GLuint> element0Children;
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std::vector<QVector4D> element0Bounds;
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element0Bvh.getBvhArray(element0Children, element0Bounds);
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//qDebug() << element0Children;
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//qDebug() << element0Bounds;
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//std::vector<GLuint> bvhChildren = {
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// //root
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// 1,2,
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// 3,4, 5,6,
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// 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
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//};
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//std::vector<QVector4D> bvhBounds = {
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// //root
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// QVector4D(-1,-1,1,1),
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// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
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// QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
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//};
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std::vector<GLuint> bvhChildren;
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std::vector<QVector4D> bvhBounds;
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rootBvhTree.getBvhArray(bvhChildren, bvhBounds);
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//qDebug() << bvhChildren;
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bvhChildren.insert(bvhChildren.end(), element0Children.begin(), element0Children.end());
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bvhBounds.insert(bvhBounds.end(), element0Bounds.begin(), element0Bounds.end());
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std::vector<GLuint> elementOffset = {
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//element0
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7, //elementBvhRoot
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(GLuint)bounds.size(), //elementBvhLength
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rootBvhTree.getBvhNodeNum(), //elementBvhRoot
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(GLuint)element0Bounds.size(), //elementBvhLength
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0, //pointsOffset
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0, //linesOffset
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};
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@ -265,99 +276,99 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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240/255.,220/255.,160/255., 0.996,0.18,
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};
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elementData.insert(elementData.begin(), pointVector.begin(), pointVector.end());
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qDebug() << elementIndex;
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qDebug() << elementData;
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//qDebug() << elementIndex;
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//qDebug() << elementData;
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std::vector<GLuint> bvhChildren0 = {
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//root
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1,2,
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3,4, 5,6,
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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,
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//elememt0
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1,2,
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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,
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//elememt1
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encodeChild(0)/*line索引,element中第几条*/, 27
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//std::vector<GLuint> bvhChildren0 = {
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// //root
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// 1,2,
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// 3,4, 5,6,
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// 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,
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// //elememt0
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// 1,2,
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// 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,
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// //elememt1
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// encodeChild(0)/*line索引,element中第几条*/, 27
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};
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std::vector<QVector4D> bvhBounds0 = {
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//root
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QVector4D(-1,-1,1,1),
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QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
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QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
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//elememt0
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QVector4D(-1,-1,1,1),
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QVector4D(-1,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
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//elememt1
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QVector4D(-1,-1,1,1)
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};
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std::vector<GLuint> elementOffset0 = {
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//element0
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7, //elementBvhRoot
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3, //elementBvhLength
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0, //pointsOffset
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0, //linesOffset
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//element1
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10, //elementBvhRoot
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1, //elementBvhLength
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21, //pointsOffset
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28, //linesOffset
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};
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//};
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//std::vector<QVector4D> bvhBounds0 = {
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// //root
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// QVector4D(-1,-1,1,1),
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// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
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// QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
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// //elememt0
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// QVector4D(-1,-1,1,1),
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// QVector4D(-1,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
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// //elememt1
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// QVector4D(-1,-1,1,1)
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//};
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//std::vector<GLuint> elementOffset0 = {
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// //element0
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// 7, //elementBvhRoot
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// 3, //elementBvhLength
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// 0, //pointsOffset
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// 0, //linesOffset
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// //element1
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// 10, //elementBvhRoot
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// 1, //elementBvhLength
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// 21, //pointsOffset
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// 28, //linesOffset
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//};
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std::vector<GLuint> elementIndex0 = {
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//element0
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//lines, 全部当作三阶贝塞尔, 每条线四个点索引
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0,1,1,2,
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0,0,3,3,
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3,4,4,5,
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2,2,5,5,
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5,5,6,6,
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//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<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,
|
||||
//fillStyle
|
||||
//fill
|
||||
0,
|
||||
//fillType
|
||||
0, //单色
|
||||
//fillColorMetallicRoughness
|
||||
1,1,0, 0,0.8,
|
||||
//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
|
||||
0,0.8, 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
|
||||
};
|
||||
// //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
|
||||
//};
|
||||
|
||||
//m_mesh->paintingIndex = paintingHelper->addPainting(bounds.size(), std::vector<GLuint>(children.begin()+2, children.end()), bounds,
|
||||
// elementOffset, elementIndex, elementData);
|
||||
m_mesh->paintingIndex = paintingHelper->addPainting(7, bvhChildren, bvhBounds,
|
||||
m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds,
|
||||
elementOffset, elementIndex, elementData);
|
||||
|
||||
m_mesh->setupMesh();
|
||||
|
|
Loading…
Reference in New Issue