格式支持图元zIndex

dev-VirtualTexture
wuyize 2022-08-07 21:29:18 +08:00
parent 38bd57c4c9
commit 4aa40addd1
3 changed files with 546 additions and 537 deletions

View File

@ -105,7 +105,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
if (paintingProgram != nullptr && std::strcmp(str.C_Str(), "17876391417123941155.jpg") == 0) if (paintingProgram != nullptr && std::strcmp(str.C_Str(), "17876391417123941155.jpg") == 0)
{ {
qDebug() << str.C_Str(); qDebug() << str.C_Str() << "Replaced";
// 初始化网格 // 初始化网格
PaintingMesh* m_mesh = new PaintingMesh(glFunc, paintingProgram, model); PaintingMesh* m_mesh = new PaintingMesh(glFunc, paintingProgram, model);
// 遍历网格的每个顶点 // 遍历网格的每个顶点
@ -144,7 +144,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
//root //root
1,2, 1,2,
3,4, 5,6, 3,4, 5,6,
7,0, 7,30./360* 4294967296 /*右儿子用来表示旋转角度*/, 8,0, 7,0, 7,0, 7,30./360* 65536 + 1*65536 /*右儿子用来表示旋转角度和层数*/, 8,0, 7,0,
//elememt0 //elememt0
1,2, 1,2,
5+28/*contour索引由于contour不定长这里需要给到contour在elementIndex中位置*/,5+12/*style索引在elementData中位置*/, 3,4, 5+28/*contour索引由于contour不定长这里需要给到contour在elementIndex中位置*/,5+12/*style索引在elementData中位置*/, 3,4,

View File

@ -532,36 +532,9 @@ struct Stack
} }
} stack, elementStack; } stack, elementStack;
void main() vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
{ {
// gBaseColor = vec4(TexCoords,1,1); vec4 elementColor = vec4(0);
// gBaseColor = vec4(240./255, 220./255,157./255,1);
// gBaseColor = vec4(bvh[0].bound==vec4(0,0,1,1));
vec2 uv = vec2(1., 1.) - TexCoords * 2;
vec3 debugBVH = vec3(0);
bool debugHit = false;
stack.top = 0;
uint index = 0;
while (index < bvhLength || !stack.empty())
{
while (index < bvhLength)
{
vec4 bound = bvhBound[index];
uint leftChild = bvhChildren[index].x;
if (leftChild >= bvhLength)
{
float angle = float(bvhChildren[index].y) / 4294967296. * 2 * PI;
mat2 rotation = {{cos(angle), -sin(angle)}, {sin(angle), cos(angle)}};
vec2 localUV = uv - (bound.xy + bound.zw) / 2;
localUV = rotation * localUV;
localUV /= (bound.zw - bound.xy) / 2;
if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))))
{
uint elementIndex = leftChild - bvhLength;
//debugBVH.bg += 0.5 * (localUV + vec2(1));
debugBVH = vec3(0);
////////////////////////////ͼԪÄÚBVH/////////////////////////////////
uvec4 currentOffset = elementOffset[elementIndex]; uvec4 currentOffset = elementOffset[elementIndex];
uint elementBvhRoot = currentOffset.x; uint elementBvhRoot = currentOffset.x;
@ -581,34 +554,37 @@ void main()
if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw))) if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw)))
{ {
if (leftChild >= elementBvhLength ) if (leftChild >= elementBvhLength)
{ {
debugBVH.g += 0.5; debugBVH.g += 0.5;
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y - elementBvhLength;
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y-elementBvhLength; // for(int i = 0; i<200;i++)
if (elementData[styleIndex] == 0.) //Ãæ
if(elementData[styleIndex]==0. )//Ãæ
{ {
uint lineCount = elementIndexs[leftChild-elementBvhLength]; uint lineCount = elementIndexs[leftChild - elementBvhLength];
uint num_its = 0; uint num_its = 0;
for(uint contourIterator = leftChild-elementBvhLength+1; contourIterator<=leftChild-elementBvhLength+lineCount; contourIterator++ )
for (uint contourIterator = leftChild - elementBvhLength + 1;
contourIterator <= leftChild - elementBvhLength + lineCount; contourIterator++)
{ {
uint lineIndex = elementIndexs[contourIterator]; uint lineIndex = elementIndexs[contourIterator];
uint p0Index = elementIndexs[linesOffset+4*lineIndex]; uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
uint p1Index = elementIndexs[linesOffset+4*lineIndex+1]; uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
uint p2Index = elementIndexs[linesOffset+4*lineIndex+2]; uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
uint p3Index = elementIndexs[linesOffset+4*lineIndex+3]; uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
vec2 p0 = vec2(elementData[pointsOffset+2*p0Index], elementData[pointsOffset+2*p0Index+1]); vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
vec2 p1 = vec2(elementData[pointsOffset+2*p1Index], elementData[pointsOffset+2*p1Index+1]); elementData[pointsOffset + 2 * p0Index + 1]);
vec2 p2 = vec2(elementData[pointsOffset+2*p2Index], elementData[pointsOffset+2*p2Index+1]); vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
vec2 p3 = vec2(elementData[pointsOffset+2*p3Index], elementData[pointsOffset+2*p3Index+1]); 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 == p1 && p2 == p3)
if(p0==p1 && p2==p3)
{ {
num_its += segment_int_test(localUV, p0, p3); num_its += segment_int_test(localUV, p0, p3);
} }
@ -617,31 +593,24 @@ void main()
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3); num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
} }
if (num_its % 2 == 1) if (num_its % 2 == 1)
{ {
debugHit = true; elementColor = vec4(1);
//debugHit = true;
} }
} }
else if(elementData[styleIndex]==1)//Ïß else if (elementData[styleIndex] == 1) //Ïß
{ {
} }
elementBvhIndex = elementBvhLength; elementBvhIndex = elementBvhLength;
} }
else else
{ {
//debugBVH.b += 0.2; // debugBVH.b += 0.2;
elementStack.push(elementBvhIndex); elementStack.push(elementBvhIndex);
elementBvhIndex = leftChild; elementBvhIndex = leftChild;
} }
} }
else else
elementBvhIndex = elementBvhLength; elementBvhIndex = elementBvhLength;
@ -653,7 +622,46 @@ void main()
elementBvhIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y; elementBvhIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
} }
} }
////////////////////////////////////////////// return elementColor.xyz;
}
void main()
{
// gBaseColor = vec4(TexCoords,1,1);
// gBaseColor = vec4(240./255, 220./255,157./255,1);
// gBaseColor = vec4(bvh[0].bound==vec4(0,0,1,1));
vec2 uv = vec2(1., 1.) - TexCoords * 2;
vec3 debugBVH = vec3(0);
bool debugHit = false;
stack.top = 0;
uint index = 0;
while (index < bvhLength || !stack.empty())
{
while (index < bvhLength)
{
vec4 bound = bvhBound[index];
uint leftChild = bvhChildren[index].x;
if (leftChild >= bvhLength)
{
uint zIndex = bvhChildren[index].y / 65535;
float angle = (bvhChildren[index].y / 65535. - zIndex) * 2 * PI;
mat2 rotation = {{cos(angle), -sin(angle)}, {sin(angle), cos(angle)}};
vec2 localUV = uv - (bound.xy + bound.zw) / 2;
localUV = rotation * localUV;
localUV /= (bound.zw - bound.xy) / 2;
if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))))
{
if (zIndex == 1)
debugBVH = vec3(1, 0, 1);
uint elementIndex = leftChild - bvhLength;
// debugBVH.bg += 0.5 * (localUV + vec2(1));
// debugBVH = vec3(0);
debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
// mainImage(debugBVH,localUV); // mainImage(debugBVH,localUV);
@ -661,7 +669,7 @@ void main()
// for(uint i=elementOffset[elementIndex][1];i<elementOffset[elementIndex][2];i+=7) // for(uint i=elementOffset[elementIndex][1];i<elementOffset[elementIndex][2];i+=7)
// { // {
// if(tri_test(localUV, vec2(elementData[i],elementData[i+1]), // if(tri_test(localUV, vec2(elementData[i],elementData[i+1]),
//vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]), true)) // vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]), true))
// { // {
// if(elementData[i+6]==0) // if(elementData[i+6]==0)
// { // {
@ -670,13 +678,13 @@ void main()
// else if(elementData[i+6]==1) // else if(elementData[i+6]==1)
// { // {
// if(-bezier_sd(localUV, vec2(elementData[i],elementData[i+1]), // if(-bezier_sd(localUV, vec2(elementData[i],elementData[i+1]),
//vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]))>0) // vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]))>0)
// debugHit=true; // debugHit=true;
// } // }
// else // else
// { // {
// if(bezier_sd(localUV, vec2(elementData[i],elementData[i+1]), // if(bezier_sd(localUV, vec2(elementData[i],elementData[i+1]),
//vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]))>0) // vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]))>0)
// debugHit=true; // debugHit=true;
// } // }
// //

View File

@ -1,5 +1,6 @@
#include "MainWindow.h" #include "MainWindow.h"
#include <QtWidgets/QApplication> #include <QtWidgets/QApplication>
#include <QGuiApplication>
extern "C" { extern "C" {
_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001; _declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;