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)
{
qDebug() << str.C_Str();
qDebug() << str.C_Str() << "Replaced";
// 初始化网格
PaintingMesh* m_mesh = new PaintingMesh(glFunc, paintingProgram, model);
// 遍历网格的每个顶点
@ -144,7 +144,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
//root
1,2,
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
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,

View File

@ -532,36 +532,9 @@ struct Stack
}
} stack, elementStack;
void main()
vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
{
// 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)
{
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/////////////////////////////////
vec4 elementColor = vec4(0);
uvec4 currentOffset = elementOffset[elementIndex];
uint elementBvhRoot = currentOffset.x;
@ -585,15 +558,16 @@ void main()
{
debugBVH.g += 0.5;
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y - elementBvhLength;
// for(int i = 0; i<200;i++)
if (elementData[styleIndex] == 0.) //Ãæ
{
uint lineCount = elementIndexs[leftChild - elementBvhLength];
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 p0Index = elementIndexs[linesOffset + 4 * lineIndex];
@ -601,12 +575,14 @@ void main()
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]);
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 == p1 && p2 == p3)
{
@ -617,20 +593,14 @@ void main()
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
}
if (num_its % 2 == 1)
{
debugHit = true;
elementColor = vec4(1);
//debugHit = true;
}
}
else if (elementData[styleIndex] == 1) //Ïß
{
}
elementBvhIndex = elementBvhLength;
@ -641,7 +611,6 @@ void main()
elementStack.push(elementBvhIndex);
elementBvhIndex = leftChild;
}
}
else
elementBvhIndex = elementBvhLength;
@ -653,7 +622,46 @@ void main()
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);

View File

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