修改painitng.comp以适应编码修改
parent
28c30a6172
commit
a4a1b2984e
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@ -1010,8 +1010,8 @@ 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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for ( uint contourIterator = contourIndex + 1;contourIterator < contourIndex + 1 + lineCount; contourIterator++)
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{
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{
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uint lineIndex = elementIndexs[contourIterator];
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uint lineIndex = elementIndexs[contourIterator];
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uint pLocation = linesOffset + 4 * lineIndex;
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uint pLocation = linesOffset + 2 * 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 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation]>>16, elementIndexs[pLocation]&0xFFFF, elementIndexs[pLocation+1]>>16, elementIndexs[pLocation+1]&0xFFFF);
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uvec4 pyIndex = uvec4(1)+pxIndex;
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uvec4 pyIndex = uvec4(1)+pxIndex;
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mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
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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[1]], elementData[pyIndex[1]],
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@ -1069,8 +1069,8 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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if(contourIterator_==contourIndex + 1 + lineCount)
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if(contourIterator_==contourIndex + 1 + lineCount)
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contourIterator = contourIndex + 1;
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contourIterator = contourIndex + 1;
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uint lineIndex = elementIndexs[contourIterator];
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uint lineIndex = elementIndexs[contourIterator];
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uint pLocation = linesOffset + 4 * lineIndex;
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uint pLocation = linesOffset + 3 * 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 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation]>>16, elementIndexs[pLocation]&0xFFFF, elementIndexs[pLocation+1]>>16, elementIndexs[pLocation+1]&0xFFFF);
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uvec4 pyIndex = uvec4(1)+pxIndex;
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uvec4 pyIndex = uvec4(1)+pxIndex;
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mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
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mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
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@ -319,12 +319,12 @@ GLuint Renderer::Model::loadPainting(std::string path)
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float w = 0.05 + y;//(float)rand() / RAND_MAX * (0.1) + y;
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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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//rootBvhTreeData.push_back(BvhTreeData(QVector4D(x, y, z, w), 0, encodeZIndexAngle(1, (float)rand() / RAND_MAX * 360)));
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//painting.addElement(element[i%3], QVector4D(x, y, z, w), (float)rand() / RAND_MAX * 360, 1);
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//painting.addElement(element[i%3], QVector4D(x, y, z, w), (float)rand() / RAND_MAX * 360, 1);
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painting.addElement(*element[i%3], ElementTransform{ glm::vec2(x,y), glm::vec2(0.05), (float)rand() / RAND_MAX * 360, glm::bvec2(false), 0 });
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//painting.addElement(*element[i%3], ElementTransform{ glm::vec2(x,y), glm::vec2(0.05), (float)rand() / RAND_MAX * 360, glm::bvec2(false), 0 });
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}
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}
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//painting.addElement(*element[0], ElementTransform{ glm::vec2(-0.5,-0.45), glm::vec2(0.6,0.7), 45, glm::bvec2(true, false), 0 });
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painting.addElement(*element[0], ElementTransform{ glm::vec2(-0.5,-0.45), glm::vec2(0.6,0.7), 45, glm::bvec2(true, false), 0 });
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//painting.addElement(*element[1], ElementTransform{ glm::vec2(-0.45,0.45), glm::vec2(0.5,0.5), 0, glm::bvec2(false), 0 });
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painting.addElement(*element[1], ElementTransform{ glm::vec2(-0.45,0.45), glm::vec2(0.5,0.5), 0, glm::bvec2(false), 0 });
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//painting.addElement(*element[2], ElementTransform{ glm::vec2(0.5,-0.45), glm::vec2(0.6,0.7), 0, glm::bvec2(false), 0 });
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painting.addElement(*element[2], ElementTransform{ glm::vec2(0.5,-0.45), glm::vec2(0.6,0.7), 0, glm::bvec2(false), 0 });
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//painting.addElement(element[0], QVector4D(-0.8, -0.8, -0.2, -0.1), 0, 0);
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//painting.addElement(element[0], QVector4D(-0.8, -0.8, -0.2, -0.1), 0, 0);
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