优化了着色器

dev-VirtualTexture
wuyize 2022-10-28 15:41:51 +08:00
parent 341a03be81
commit 4446ef73dd
6 changed files with 172 additions and 153 deletions

View File

@ -147,13 +147,13 @@
<None Include="Shaders\ssgi.comp" />
</ItemGroup>
<ItemGroup>
<QtMoc Include="src\MainWindow.h" />
<ClInclude Include="src\SvgParser.h" />
<QtMoc Include="src\TitleWidget.h" />
<QtMoc Include="src\IconWidget.h" />
<QtMoc Include="src\CaptionButton.h" />
<QtMoc Include="src\NavigationBarWidget.h" />
<QtMoc Include="src\Renderer\RendererWidget.h" />
<ClInclude Include="src\SvgParser.h" />
<QtMoc Include="src\MainWindow.h" />
<QtMoc Include="src\Editor\EditorWidget.h" />
<ClInclude Include="src\Renderer\BvhTree.h" />
<ClInclude Include="src\Renderer\Camera.h" />

View File

@ -122,9 +122,6 @@
<QtMoc Include="src\Editor\EditorWidget.h">
<Filter>Header Files\Editor</Filter>
</QtMoc>
<QtMoc Include="src\MainWindow.h">
<Filter>Source Files</Filter>
</QtMoc>
<QtMoc Include="src\Renderer\RendererWidget.h">
<Filter>Header Files\Renderer</Filter>
</QtMoc>
@ -140,6 +137,9 @@
<QtMoc Include="src\TitleWidget.h">
<Filter>Header Files</Filter>
</QtMoc>
<QtMoc Include="src\MainWindow.h">
<Filter>Header Files</Filter>
</QtMoc>
</ItemGroup>
<ItemGroup>
<None Include="Shaders\shader.frag">
@ -246,7 +246,7 @@
<Filter>Header Files\Renderer</Filter>
</ClInclude>
<ClInclude Include="src\SvgParser.h">
<Filter>Source Files</Filter>
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>

View File

@ -32,7 +32,7 @@ layout(std430, binding = 4) buffer elementOffsetBuffer
** @[2] pointsOffset
** @[3] linesOffset
**********************/
uint elementOffset[][4];
uvec4 elementOffset[];
};
layout(std430, binding = 5) buffer elementIndexBuffer
{
@ -45,7 +45,7 @@ layout(std430, binding = 6) buffer elementDataBuffer
const float PI = 3.14159265358979;
const uint STACK_SIZE = 16;
const uint STACK_SIZE = 10;
struct Stack
{
@ -716,7 +716,7 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
bool hitElement = false;
vec4 elementColor = vec4(-1);
uint currentOffset[4] = elementOffset[elementIndex];
uvec4 currentOffset = elementOffset[elementIndex];
uint elementBvhRoot = currentOffset[0];
uint elementBvhLength = currentOffset[1];
uint pointsOffset = currentOffset[2];
@ -752,32 +752,38 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
for ( uint contourIterator = contourIndex + 1;contourIterator < contourIndex + 1 + lineCount; contourIterator++)
{
uint lineIndex = elementIndexs[contourIterator];
uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
elementData[pointsOffset + 2 * p0Index + 1]);
vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
elementData[pointsOffset + 2 * p1Index + 1]);
vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index],
elementData[pointsOffset + 2 * p2Index + 1]);
vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index],
elementData[pointsOffset + 2 * p3Index + 1]);
if( bound.z==p0.x && distance(localUV, p3)<0.01)
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;
// vec2 p0 = vec2(elementData[pxIndex[0]],
// elementData[pyIndex[0]]);
// vec2 p1 = vec2(elementData[pxIndex[1]],
// elementData[pyIndex[1]]);
// vec2 p2 = vec2(elementData[pxIndex[2]],
// elementData[pyIndex[2]]);
// vec2 p3 = vec2(elementData[pxIndex[3]],
// elementData[pyIndex[3]]);
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]]);
// vec2 p[4] = {vec2(elementData[pxIndex[0]], elementData[pyIndex[0]]),
// vec2(elementData[pxIndex[1]], elementData[pyIndex[1]]),
// vec2(elementData[pxIndex[2]],elementData[pyIndex[2]]),
// vec2(elementData[pxIndex[3]], elementData[pyIndex[3]])};
if( bound.z==p[0].x && distance(localUV, p[3])<0.01)
{
debugBVH = vec3(0,0,1);
}
else if(distance(localUV, p0)<0.01)
else if(distance(localUV, p[0])<0.01)
debugBVH = vec3(1,1,1);
if (p0 == p1 && p2 == p3)
{
num_its += segment_int_test(localUV, p0, p3);
}
else
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
// if (p0 == p1 && p2 == p3)
// {
// num_its += segment_int_test(localUV, p0, p3);
// }
//
// else
num_its += cubic_bezier_int_test(localUV, p[0], p[1], p[2], p[3]);
}
if (num_its % 2 == 1 && elementColor.a<1)

View File

@ -22,7 +22,7 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#include "captionbutton.h"
#include "CaptionButton.h"
CaptionButton::CaptionButton(QWidget *parent) : QWidget(parent)
{

View File

@ -20,6 +20,8 @@ struct BvhTreeData {
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() {}

View File

@ -121,7 +121,10 @@ GLuint encodeChild(GLuint index)
{
return 0x80000000 + index;
}
GLuint encodeZIndexAngle(GLuint zIndex, float angle)
{
return GLuint(angle / 360 * 65536 + zIndex * 65536);
}
Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model)
{
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
@ -173,21 +176,23 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
}
}
BvhTree bvhTree;
std::vector<QVector4D> initBound;
for (int i = 0; i < 30000; i++)
BvhTree rootBvhTree;
vector<BvhTreeData> rootBvhTreeData;
for (int i = 0; i < 1000; i++)
{
float x = (float)rand() / RAND_MAX * 2 - 1;
float y = (float)rand() / RAND_MAX * 2 - 1;
float z = 0.01 + x;//(float)rand() / RAND_MAX * (0.1) + x;
float w = 0.01 + y;//(float)rand() / RAND_MAX * (0.1) + y;
initBound.push_back(QVector4D(x, y, z, w));
float z = 0.05 + x;//(float)rand() / RAND_MAX * (0.1) + x;
float w = 0.05 + y;//(float)rand() / RAND_MAX * (0.1) + y;
rootBvhTreeData.push_back(BvhTreeData( QVector4D(x, y, z, w), 0, encodeZIndexAngle(1, (float)rand() / RAND_MAX * 360)));
}
//rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.8, -0.8, -0.2, -0.1), 0, 0));
//rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.7, -0.8, -0.2, -0.1), 0, 0));
/* initBound.push_back(QVector4D(-0.8, -0.8, -0.7, -0.7));
initBound.push_back(QVector4D(-0.8, 0.7, -0.7, 0.8));
initBound.push_back(QVector4D(0.7, -0.8, 0.8, -0.7));
initBound.push_back(QVector4D(0.7, 0.7, 0.8, 0.8));*/
//bvhTree.buildBvhTree(initBound.data(), initBound.size());
rootBvhTree.buildBvhTree(rootBvhTreeData.data(), rootBvhTreeData.size());
@ -212,45 +217,51 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
//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(100);
ShortCutTree shortCutTree(20);
shortCutTree.buildShortCutTree(lineSet);
vector<float> pointVector;
vector<GLuint> lineVector;
vector<BvhTreeData> bvhTreeData = shortCutTree.getPointLineAndBvhTree(pointVector, lineVector);
qDebug() << pointVector;
qDebug() << lineVector;
for (BvhTreeData data : bvhTreeData)
qDebug() << "----------------------------------------------";
qDebug() << "element0CellNum: " << bvhTreeData.size();
//qDebug() << pointVector;
//qDebug() << lineVector;
/*for (BvhTreeData data : bvhTreeData)
{
data.show();
}
bvhTree.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
std::vector<GLuint> children;
std::vector<QVector4D> bounds;
bvhTree.getBvhArray(children, bounds);
qDebug() << children;
qDebug() << bounds;
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),
};
bvhChildren.insert(bvhChildren.end(), children.begin(), children.end());
bvhBounds.insert(bvhBounds.end(), bounds.begin(), bounds.end());
}*/
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
7, //elementBvhRoot
(GLuint)bounds.size(), //elementBvhLength
rootBvhTree.getBvhNodeNum(), //elementBvhRoot
(GLuint)element0Bounds.size(), //elementBvhLength
0, //pointsOffset
0, //linesOffset
};
@ -265,99 +276,99 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
240/255.,220/255.,160/255., 0.996,0.18,
};
elementData.insert(elementData.begin(), pointVector.begin(), pointVector.end());
qDebug() << elementIndex;
qDebug() << elementData;
//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
//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
};
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<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
0,1,1,2
};
//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();