将Renderer部分放入Renderer命名空间
parent
4446ef73dd
commit
aee5003475
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@ -103,20 +103,21 @@
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\MainWindow.cpp" />
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<ClCompile Include="src\NavigationBarWidget.cpp" />
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<ClCompile Include="src\Renderer\BvhTree.cpp" />
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<ClCompile Include="src\Renderer\Painting\BvhTree.cpp" />
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<ClCompile Include="src\Renderer\Camera.cpp" />
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<ClCompile Include="src\Renderer\CubicBezier.cpp" />
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<ClCompile Include="src\Renderer\CubicMonotonization.cpp" />
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<ClCompile Include="src\Renderer\Painting\CubicBezier.cpp" />
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<ClCompile Include="src\Renderer\Painting\CubicMonotonization.cpp" />
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<ClCompile Include="src\Renderer\Light.cpp" />
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<ClCompile Include="src\Renderer\Line.cpp" />
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<ClCompile Include="src\Renderer\Painting\Line.cpp" />
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<ClCompile Include="src\Renderer\Mesh.cpp" />
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<ClCompile Include="src\Renderer\Model.cpp" />
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<ClCompile Include="src\Renderer\PaintingHelper.cpp" />
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<ClCompile Include="src\Renderer\Painting\Painting.cpp" />
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<ClCompile Include="src\Renderer\Painting\PaintingHelper.cpp" />
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<ClCompile Include="src\Renderer\PaintingMesh.cpp" />
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<ClCompile Include="src\Renderer\RendererGLWidget.cpp" />
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<ClCompile Include="src\Renderer\RendererWidget.cpp" />
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<ClCompile Include="src\Renderer\ShortCutTree.cpp" />
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<ClCompile Include="src\Renderer\StraightLine.cpp" />
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<ClCompile Include="src\Renderer\Painting\ShortCutTree.cpp" />
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<ClCompile Include="src\Renderer\Painting\StraightLine.cpp" />
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<ClCompile Include="src\SvgParser.cpp" />
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<ClCompile Include="src\TitleWidget.cpp" />
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<QtRcc Include="MainWindow.qrc" />
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@ -148,6 +149,7 @@
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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\Renderer\Painting\Painting.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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@ -155,19 +157,19 @@
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<QtMoc Include="src\NavigationBarWidget.h" />
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<QtMoc Include="src\Renderer\RendererWidget.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\Painting\BvhTree.h" />
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<ClInclude Include="src\Renderer\Camera.h" />
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<ClInclude Include="src\Renderer\CubicBezier.h" />
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<ClInclude Include="src\Renderer\CubicMonotonization.h" />
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<ClInclude Include="src\Renderer\Painting\CubicBezier.h" />
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<ClInclude Include="src\Renderer\Painting\CubicMonotonization.h" />
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<ClInclude Include="src\Renderer\Drawable.h" />
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<ClInclude Include="src\Renderer\Light.h" />
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<ClInclude Include="src\Renderer\Line.h" />
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<ClInclude Include="src\Renderer\Painting\Line.h" />
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<ClInclude Include="src\Renderer\Mesh.h" />
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<ClInclude Include="src\Renderer\Model.h" />
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<ClInclude Include="src\Renderer\PaintingHelper.h" />
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<ClInclude Include="src\Renderer\Painting\PaintingHelper.h" />
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<ClInclude Include="src\Renderer\PaintingMesh.h" />
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<ClInclude Include="src\Renderer\ShortCutTree.h" />
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<ClInclude Include="src\Renderer\StraightLine.h" />
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<ClInclude Include="src\Renderer\Painting\ShortCutTree.h" />
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<ClInclude Include="src\Renderer\Painting\StraightLine.h" />
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<QtMoc Include="src\Renderer\RendererGLWidget.h" />
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</ItemGroup>
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<ItemGroup>
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|
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@ -35,6 +35,12 @@
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<Filter Include="Resource Files\Shaders">
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<UniqueIdentifier>{60515177-3da7-420f-8f5b-27c16bb2b77b}</UniqueIdentifier>
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</Filter>
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<Filter Include="Source Files\Renderer\Painting">
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<UniqueIdentifier>{653d1291-0de8-4e0a-855d-7cfc755f7632}</UniqueIdentifier>
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</Filter>
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<Filter Include="Header Files\Renderer\Painting">
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<UniqueIdentifier>{22909273-2b23-49fa-84ab-444cefb09656}</UniqueIdentifier>
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</Filter>
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</ItemGroup>
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<ItemGroup>
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<QtUic Include="MainWindow.ui">
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@ -51,45 +57,24 @@
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<ClCompile Include="src\Editor\EditorWidget.cpp">
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<Filter>Source Files\Editor</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\BvhTree.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Camera.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\CubicBezier.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\CubicMonotonization.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Light.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Line.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Mesh.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Model.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\PaintingHelper.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\PaintingMesh.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\RendererGLWidget.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\ShortCutTree.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\StraightLine.cpp">
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<Filter>Source Files\Renderer</Filter>
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</ClCompile>
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<ClCompile Include="src\main.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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@ -114,6 +99,30 @@
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<ClCompile Include="src\TitleWidget.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Painting\BvhTree.cpp">
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<Filter>Source Files\Renderer\Painting</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Painting\CubicBezier.cpp">
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<Filter>Source Files\Renderer\Painting</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Painting\CubicMonotonization.cpp">
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<Filter>Source Files\Renderer\Painting</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Painting\PaintingHelper.cpp">
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<Filter>Source Files\Renderer\Painting</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Painting\ShortCutTree.cpp">
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<Filter>Source Files\Renderer\Painting</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Painting\StraightLine.cpp">
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<Filter>Source Files\Renderer\Painting</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Painting\Painting.cpp">
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<Filter>Source Files\Renderer\Painting</Filter>
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</ClCompile>
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<ClCompile Include="src\Renderer\Painting\Line.cpp">
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<Filter>Source Files\Renderer\Painting</Filter>
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</ClCompile>
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</ItemGroup>
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<ItemGroup>
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<QtMoc Include="src\Renderer\RendererGLWidget.h">
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@ -206,48 +215,51 @@
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</QtUic>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="src\Renderer\BvhTree.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Camera.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\CubicBezier.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\CubicMonotonization.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Drawable.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Light.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Line.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Mesh.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Model.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\PaintingHelper.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\PaintingMesh.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\ShortCutTree.h">
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<Filter>Header Files\Renderer</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\StraightLine.h">
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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>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Painting\BvhTree.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Painting\CubicBezier.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Painting\CubicMonotonization.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Painting\Line.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Painting\PaintingHelper.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Painting\ShortCutTree.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Painting\StraightLine.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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<ClInclude Include="src\Renderer\Painting\Painting.h">
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<Filter>Header Files\Renderer\Painting</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<QtRcc Include="MainWindow.qrc">
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@ -94,7 +94,7 @@ QTabWidget::pane {
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<string>纹理编辑</string>
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</attribute>
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</widget>
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<widget class="RendererWidget" name="rendererWidget">
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<widget class="Renderer::RendererWidget" name="rendererWidget">
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<attribute name="title">
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<string>场景渲染</string>
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</attribute>
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@ -109,7 +109,7 @@ QTabWidget::pane {
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<layoutdefault spacing="6" margin="11"/>
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<customwidgets>
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<customwidget>
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<class>RendererWidget</class>
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<class>Renderer::RendererWidget</class>
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<extends>QWidget</extends>
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<header>Renderer/RendererWidget.h</header>
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</customwidget>
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@ -48,7 +48,7 @@
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<enum>QLayout::SetDefaultConstraint</enum>
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</property>
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<item>
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<widget class="RendererGLWidget" name="openGLWidget">
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<widget class="Renderer::RendererGLWidget" name="openGLWidget">
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<property name="sizePolicy">
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<sizepolicy hsizetype="Preferred" vsizetype="Expanding">
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<horstretch>0</horstretch>
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<layoutdefault spacing="6" margin="11"/>
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<customwidgets>
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<customwidget>
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<class>RendererGLWidget</class>
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<class>Renderer::RendererGLWidget</class>
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<extends>QOpenGLWidget</extends>
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<header>RendererGLWidget.h</header>
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</customwidget>
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@ -110,7 +110,7 @@ CentralWidget::CentralWidget(QWidget* parent) : QMainWindow(parent)
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QObject::connect(navigationBarWidget->buttonGroup, &QButtonGroup::idClicked,
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ui.tabWidget, &QTabWidget::setCurrentIndex);
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QObject::connect(ui.tabWidget, &QTabWidget::currentChanged,
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ui.rendererWidget, &RendererWidget::currentTabChanged);
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ui.rendererWidget, &Renderer::RendererWidget::currentTabChanged);
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}
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CentralWidget::~CentralWidget()
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@ -1,88 +0,0 @@
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#pragma once
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#include <QOpenGLTexture>
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#include <QOpenGLContext>
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#include <QTextCodec>
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#include <algorithm>
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#include <QVector4D>
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#include <iostream>
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#include <memory>
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#include <vector>
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#include <cmath>
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using std::shared_ptr;
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struct BvhTreeData {
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QVector4D bound;
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GLuint leftSon, rightSon;
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void show() {
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printf("Bvh: (%lf, %lf) (%lf, %lf): %d %d\n",
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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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};
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// BvhTree 节点
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struct BvhNode {
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GLuint lab;
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bool isLeaf;
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QVector4D bound;
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shared_ptr<BvhNode> child[2];
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static bool x_compare(BvhTreeData a, BvhTreeData b) {
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return a.bound.x() < b.bound.x();
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}
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static bool y_compare(BvhTreeData a, BvhTreeData b) {
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return a.bound.y() < b.bound.y();
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}
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GLuint getLeftSon(int k) {
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if (isLeaf) {
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return 0x80000000+child[0]->lab;
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}
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return child[0]->lab;
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}
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GLuint getRightSon(int k) {
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if (isLeaf) {
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return child[1]->lab;
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}
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return child[1]->lab;
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}
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BvhNode() {
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child[0] = child[1] = NULL;
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isLeaf = false;
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lab = 0;
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}
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int maximumBound() {
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return (std::fabs(bound.x() - bound.w()) < std::fabs(bound.y() - bound.z()));
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}
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~BvhNode() {}
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};
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typedef std::shared_ptr<BvhNode> BvhPtr;
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class BvhTree
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{
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private:
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GLuint tot;
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BvhPtr root;
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static QVector4D calcBound(BvhTreeData initBound[], int l, int r);
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static QVector4D Union(QVector4D a, QVector4D b);
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BvhPtr subBvhTree(BvhTreeData initBound[], int l, int r);
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void traverseBvhTree(BvhPtr now, std::vector<GLuint>& children, std::vector<QVector4D>& bounds);
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public:
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BvhTree() {
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tot = 0;
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root = NULL;
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}
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// 根据底层包围盒生成bvh树
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void buildBvhTree(BvhTreeData initBound[], int len);
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// 获得 Bvh (rootBvh部分)的 children 数组,包围盒数组 vector 传输
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void getBvhArray(std::vector<GLuint>& children, std::vector<QVector4D>& bounds);
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// 获得 BvhTree 中节点总数
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GLuint getBvhNodeNum();
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};
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#include "Camera.h"
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using namespace Renderer;
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// constructor with vectors
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#include <QtMath>
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#include <QOpenGLFunctions_4_5_Compatibility>
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// Default camera values
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const float YAW = -90.0f;
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const float PITCH = 0.0f;
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const float SPEED = 200.f;
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const float SENSITIVITY = 0.1f;
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const float ZOOM = 45.0f;
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// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
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enum Camera_Movement {
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FORWARD,
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BACKWARD,
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LEFT,
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RIGHT,
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UP,
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DOWN
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};
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class Camera
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namespace Renderer
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{
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public:
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// camera Attributes
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QVector3D Position;
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QVector3D Front;
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QVector3D Up;
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QVector3D Right;
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QVector3D WorldUp;
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QVector3D PositionFront;
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QVector3D PositionRight;
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// euler Angles, ½Ç¶ÈÖÆ
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float Yaw;
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float Pitch;
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// camera options
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float MovementSpeed;
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float MouseSensitivity;
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float Zoom;
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float Ratio;
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float NearPlane = 10.f;
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float FarPlane = 5000.f;
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// Defines several possible options for camera movement. Used as abstraction to stay away from window-system specific input methods
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enum Camera_Movement {
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FORWARD,
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BACKWARD,
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LEFT,
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RIGHT,
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UP,
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DOWN
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};
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// constructor with vectors
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Camera(QVector3D position = QVector3D(0.0f, 0.0f, 0.0f), QVector3D up = QVector3D(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH);
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class Camera
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{
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// constructor with scalar values
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Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch);
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public:
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// Default camera values
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static constexpr float YAW = -90.0f;
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static constexpr float PITCH = 0.0f;
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static constexpr float SPEED = 200.f;
|
||||
static constexpr float SENSITIVITY = 0.1f;
|
||||
static constexpr float ZOOM = 45.0f;
|
||||
// camera Attributes
|
||||
QVector3D Position;
|
||||
QVector3D Front;
|
||||
QVector3D Up;
|
||||
QVector3D Right;
|
||||
QVector3D WorldUp;
|
||||
QVector3D PositionFront;
|
||||
QVector3D PositionRight;
|
||||
// euler Angles, ½Ç¶ÈÖÆ
|
||||
float Yaw;
|
||||
float Pitch;
|
||||
// camera options
|
||||
float MovementSpeed;
|
||||
float MouseSensitivity;
|
||||
float Zoom;
|
||||
float Ratio;
|
||||
float NearPlane = 10.f;
|
||||
float FarPlane = 5000.f;
|
||||
|
||||
// returns the view matrix calculated using Euler Angles and the LookAt Matrix
|
||||
QMatrix4x4 GetViewMatrix();
|
||||
|
||||
// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
|
||||
void ProcessKeyboard(Camera_Movement direction, float deltaTime);
|
||||
// constructor with vectors
|
||||
Camera(QVector3D position = QVector3D(0.0f, 0.0f, 0.0f), QVector3D up = QVector3D(0.0f, 1.0f, 0.0f), float yaw = YAW, float pitch = PITCH);
|
||||
|
||||
// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
|
||||
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true);
|
||||
// constructor with scalar values
|
||||
Camera(float posX, float posY, float posZ, float upX, float upY, float upZ, float yaw, float pitch);
|
||||
|
||||
// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
|
||||
void ProcessMouseScroll(float yoffset);
|
||||
// returns the view matrix calculated using Euler Angles and the LookAt Matrix
|
||||
QMatrix4x4 GetViewMatrix();
|
||||
|
||||
private:
|
||||
// calculates the front vector from the Camera's (updated) Euler Angles
|
||||
void updateCameraVectors();
|
||||
};
|
||||
// processes input received from any keyboard-like input system. Accepts input parameter in the form of camera defined ENUM (to abstract it from windowing systems)
|
||||
void ProcessKeyboard(Camera_Movement direction, float deltaTime);
|
||||
|
||||
// processes input received from a mouse input system. Expects the offset value in both the x and y direction.
|
||||
void ProcessMouseMovement(float xoffset, float yoffset, GLboolean constrainPitch = true);
|
||||
|
||||
// processes input received from a mouse scroll-wheel event. Only requires input on the vertical wheel-axis
|
||||
void ProcessMouseScroll(float yoffset);
|
||||
|
||||
private:
|
||||
// calculates the front vector from the Camera's (updated) Euler Angles
|
||||
void updateCameraVectors();
|
||||
};
|
||||
|
||||
}
|
|
@ -1,20 +0,0 @@
|
|||
#pragma once
|
||||
#include "Line.h"
|
||||
#include <memory>
|
||||
|
||||
class CubicBezier : public Line
|
||||
{
|
||||
using Line::Line;
|
||||
private:
|
||||
static Point getPointByT(Point a, Point b, double t);
|
||||
static Point calculateControlPoint(Point a, Point b);
|
||||
static void findPointsOfDivison(vector<double> &p, vector<double>& res);
|
||||
void splitBezierCubic(double t, vector<LinePtr>& res);
|
||||
public:
|
||||
virtual double findTByValue(double value, bool isY);
|
||||
virtual void monotonization(vector <LinePtr>& res);
|
||||
virtual double getLineValueByT(double t, bool isY);
|
||||
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY);
|
||||
void transformToCubic();
|
||||
};
|
||||
|
|
@ -1,24 +0,0 @@
|
|||
#include <utility>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
#pragma once
|
||||
using std::pair;
|
||||
using std::vector;
|
||||
using std::min;
|
||||
using std::max;
|
||||
using std::sort;
|
||||
class CubicMonotonization
|
||||
{
|
||||
typedef pair<double, double> point;
|
||||
typedef vector<point> Line;
|
||||
private:
|
||||
static const double eps;
|
||||
point getPointByT(point a, point b, double t) const;
|
||||
void findPointsOfDivison(vector<double> p, vector<double> &res);
|
||||
double getBezierPoint(vector<double> &p, double t) const;
|
||||
void splitBezierCubic(Line& p, point mid, double t, vector <Line> &res);
|
||||
public:
|
||||
// p 为端点、控制点、控制点、端点, res 为所有导数为0的点
|
||||
void getPointsOfDivision(Line p, vector <Line> &res);
|
||||
};
|
||||
|
|
@ -1,8 +1,10 @@
|
|||
#pragma once
|
||||
class Drawable
|
||||
namespace Renderer
|
||||
{
|
||||
public:
|
||||
virtual void draw() = 0;
|
||||
virtual void drawShadow() = 0;
|
||||
};
|
||||
|
||||
class Drawable
|
||||
{
|
||||
public:
|
||||
virtual void draw() = 0;
|
||||
virtual void drawShadow() = 0;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#include "Light.h"
|
||||
#include <qDebug>
|
||||
|
||||
using namespace Renderer;
|
||||
Light::Light(Camera* camera)
|
||||
: camera(camera)
|
||||
//, shadowCascadeLevels{ camera->FarPlane / 25.0f, camera->FarPlane / 12.0f, camera->FarPlane / 6.0f, camera->FarPlane / 3.0f }
|
||||
|
|
|
@ -9,21 +9,24 @@
|
|||
#include "Camera.h"
|
||||
#include "Model.h"
|
||||
|
||||
class Light
|
||||
namespace Renderer
|
||||
{
|
||||
public:
|
||||
QVector3D lightDirection = QVector3D(0.2, 4, 1).normalized();
|
||||
std::vector<float> shadowCascadeLevels;
|
||||
float blendRatio = 0.3;
|
||||
std::vector<float> frustumSizes;
|
||||
Model* model;
|
||||
Light(Camera* camera);
|
||||
std::vector<QVector4D> getFrustumCornersWorldSpace(const QMatrix4x4& projview);
|
||||
std::vector<QVector4D> getFrustumCornersWorldSpace(const QMatrix4x4& proj, const QMatrix4x4& view);
|
||||
QMatrix4x4 getLightSpaceMatrix(const float nearPlane, const float farPlane);
|
||||
std::vector<QMatrix4x4> getLightSpaceMatrices();
|
||||
private:
|
||||
Camera* camera;
|
||||
|
||||
};
|
||||
class Light
|
||||
{
|
||||
public:
|
||||
QVector3D lightDirection = QVector3D(0.2, 4, 1).normalized();
|
||||
std::vector<float> shadowCascadeLevels;
|
||||
float blendRatio = 0.3;
|
||||
std::vector<float> frustumSizes;
|
||||
Model* model;
|
||||
Light(Camera* camera);
|
||||
std::vector<QVector4D> getFrustumCornersWorldSpace(const QMatrix4x4& projview);
|
||||
std::vector<QVector4D> getFrustumCornersWorldSpace(const QMatrix4x4& proj, const QMatrix4x4& view);
|
||||
QMatrix4x4 getLightSpaceMatrix(const float nearPlane, const float farPlane);
|
||||
std::vector<QMatrix4x4> getLightSpaceMatrices();
|
||||
private:
|
||||
Camera* camera;
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -1,65 +0,0 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
#include <QVector4D>
|
||||
#include <algorithm>
|
||||
#include <memory>
|
||||
#include <iostream>
|
||||
|
||||
using std::vector;
|
||||
using std::pair;
|
||||
using std::min;
|
||||
using std::max;
|
||||
using std::sort;
|
||||
using std::shared_ptr;
|
||||
using std::make_shared;
|
||||
using std::swap;
|
||||
|
||||
const double eps = 1e-5;
|
||||
|
||||
struct Point {
|
||||
double x, y;
|
||||
Point operator + (const Point a) { return { x + a.x, y + a.y }; }
|
||||
Point operator - (const Point a) { return { x - a.x, y - a.y }; }
|
||||
Point operator * (const double a) { return { x * a, y * a }; }
|
||||
double operator * (const Point a) { return x * a.y - y * a.x; }
|
||||
bool operator== (const Point& a) const {
|
||||
return fabs(x - a.x) <= eps && fabs(y - a.y) <= eps;
|
||||
}
|
||||
bool operator< (const Point& a) const {
|
||||
return fabs(x - a.x) <= eps ? y < a.y : x < a.x;
|
||||
}
|
||||
void show() {
|
||||
std::cout << '(' << x << ',' << y << ')' << ' ';
|
||||
}
|
||||
};
|
||||
|
||||
class Line
|
||||
{
|
||||
protected:
|
||||
vector<double> vX, vY;
|
||||
int siz;
|
||||
public:
|
||||
typedef shared_ptr<Line> LinePtr;
|
||||
Line() :siz(0) {}
|
||||
Line(vector<Point> Vp);
|
||||
int size();
|
||||
void clear();
|
||||
Point getBegin();
|
||||
Point getEnd();
|
||||
int direction(bool isY);
|
||||
virtual double getLineValueByT(double t, bool isY) = 0;
|
||||
virtual void monotonization(vector <LinePtr>& res) = 0;
|
||||
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY) = 0;
|
||||
virtual bool judgeIntersection(QVector4D bound);
|
||||
bool isLineContained(QVector4D bound);
|
||||
Point operator[](int index) const;
|
||||
Point getPointByIndex(int index) const;
|
||||
vector<Point> toPointVector() const;
|
||||
void setPointByIndex(int index, Point now);
|
||||
void push_back(Point now);
|
||||
virtual ~Line() {}
|
||||
};
|
||||
|
||||
typedef shared_ptr<Line> LinePtr;
|
|
@ -1,5 +1,5 @@
|
|||
#include "Mesh.h"
|
||||
|
||||
using namespace Renderer;
|
||||
Mesh::Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model)
|
||||
: glFunc(glFunc)
|
||||
, shaderProgram(shaderProgram)
|
||||
|
|
|
@ -13,49 +13,51 @@
|
|||
#include <assimp/scene.h>
|
||||
#include <assimp/postprocess.h>
|
||||
#include "Drawable.h"
|
||||
|
||||
struct Vertex
|
||||
namespace Renderer
|
||||
{
|
||||
QVector3D Position;
|
||||
QVector3D Normal;
|
||||
QVector2D TexCoords;
|
||||
QVector3D Tangent;
|
||||
QVector3D Bitangent;
|
||||
};
|
||||
struct Vertex
|
||||
{
|
||||
QVector3D Position;
|
||||
QVector3D Normal;
|
||||
QVector2D TexCoords;
|
||||
QVector3D Tangent;
|
||||
QVector3D Bitangent;
|
||||
};
|
||||
|
||||
struct Texture
|
||||
{
|
||||
QOpenGLTexture texture;
|
||||
QString type;
|
||||
QString path;
|
||||
Texture() :texture(QOpenGLTexture::Target2D) {
|
||||
texture.create();
|
||||
texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
|
||||
texture.setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
|
||||
texture.setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
|
||||
}
|
||||
};
|
||||
struct Texture
|
||||
{
|
||||
QOpenGLTexture texture;
|
||||
QString type;
|
||||
QString path;
|
||||
Texture() :texture(QOpenGLTexture::Target2D) {
|
||||
texture.create();
|
||||
texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
|
||||
texture.setWrapMode(QOpenGLTexture::DirectionT, QOpenGLTexture::Repeat);
|
||||
texture.setMinMagFilters(QOpenGLTexture::LinearMipMapLinear, QOpenGLTexture::Linear);
|
||||
}
|
||||
};
|
||||
|
||||
class Mesh : public Drawable
|
||||
{
|
||||
public:
|
||||
/* 网格数据 */
|
||||
QVector<Vertex> vertices; //顶点数据
|
||||
QVector<unsigned int> indices; //索引数组
|
||||
QVector<Texture*> textures; //纹理数据
|
||||
QMatrix4x4 model; //模型矩阵
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
|
||||
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
|
||||
class Mesh : public Drawable
|
||||
{
|
||||
public:
|
||||
/* 网格数据 */
|
||||
QVector<Vertex> vertices; //顶点数据
|
||||
QVector<unsigned int> indices; //索引数组
|
||||
QVector<Texture*> textures; //纹理数据
|
||||
QMatrix4x4 model; //模型矩阵
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
|
||||
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
|
||||
|
||||
/* 函数 */
|
||||
Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
|
||||
void draw() override;
|
||||
void drawShadow() override;
|
||||
void setupMesh();
|
||||
/* 函数 */
|
||||
Mesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
|
||||
void draw() override;
|
||||
void drawShadow() override;
|
||||
void setupMesh();
|
||||
|
||||
private:
|
||||
/* 渲染数据 */
|
||||
QOpenGLVertexArrayObject VAO;
|
||||
QOpenGLBuffer VBO, EBO;
|
||||
private:
|
||||
/* 渲染数据 */
|
||||
QOpenGLVertexArrayObject VAO;
|
||||
QOpenGLBuffer VBO, EBO;
|
||||
|
||||
};
|
||||
};
|
||||
}
|
|
@ -6,10 +6,11 @@
|
|||
#include <iostream>
|
||||
#include "PaintingMesh.h"
|
||||
#include <QtMath>
|
||||
#include "BvhTree.h"
|
||||
#include "ShortCutTree.h"
|
||||
#include "Painting/BvhTree.h"
|
||||
#include "Painting/ShortCutTree.h"
|
||||
#include "../SvgParser.h"
|
||||
|
||||
using namespace Renderer;
|
||||
using std::vector;
|
||||
Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
|
||||
: context(context)
|
||||
, glFunc(context->versionFunctions<QOpenGLFunctions_4_5_Compatibility>())
|
||||
|
@ -175,7 +176,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
|||
m_mesh->indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
BvhTree rootBvhTree;
|
||||
vector<BvhTreeData> rootBvhTreeData;
|
||||
for (int i = 0; i < 1000; i++)
|
||||
|
|
|
@ -2,49 +2,52 @@
|
|||
|
||||
#include "Mesh.h"
|
||||
#include "Drawable.h"
|
||||
#include "PaintingHelper.h"
|
||||
#include "Painting/PaintingHelper.h"
|
||||
#include <QDir>
|
||||
|
||||
class Model
|
||||
namespace Renderer
|
||||
{
|
||||
public:
|
||||
std::vector<QVector3D> AABB;
|
||||
class Model
|
||||
{
|
||||
public:
|
||||
std::vector<QVector3D> AABB;
|
||||
|
||||
void draw();
|
||||
void drawShadow();
|
||||
void destroy();
|
||||
static Model* createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
|
||||
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper);
|
||||
private:
|
||||
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
|
||||
void draw();
|
||||
void drawShadow();
|
||||
void destroy();
|
||||
static Model* createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
|
||||
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper);
|
||||
private:
|
||||
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
|
||||
|
||||
~Model();
|
||||
QOpenGLContext* context; //opengl函数入口
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc;
|
||||
QOpenGLShaderProgram* shaderProgram = nullptr;
|
||||
QOpenGLShaderProgram* paintingProgram = nullptr; //彩绘着色器程序
|
||||
QOpenGLShaderProgram* shadowProgram = nullptr;
|
||||
PaintingHelper* paintingHelper = nullptr;
|
||||
~Model();
|
||||
QOpenGLContext* context; //opengl函数入口
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc;
|
||||
QOpenGLShaderProgram* shaderProgram = nullptr;
|
||||
QOpenGLShaderProgram* paintingProgram = nullptr; //彩绘着色器程序
|
||||
QOpenGLShaderProgram* shadowProgram = nullptr;
|
||||
PaintingHelper* paintingHelper = nullptr;
|
||||
|
||||
/* 模型数据 */
|
||||
QVector<Texture*> textures_loaded; //纹理
|
||||
QVector<Drawable*> meshes; //网格
|
||||
QDir directory; //模型所在路径
|
||||
/* 模型数据 */
|
||||
QVector<Texture*> textures_loaded; //纹理
|
||||
QVector<Drawable*> meshes; //网格
|
||||
QDir directory; //模型所在路径
|
||||
|
||||
float minX = std::numeric_limits<float>::max();
|
||||
float maxX = std::numeric_limits<float>::min();
|
||||
float minY = std::numeric_limits<float>::max();
|
||||
float maxY = std::numeric_limits<float>::min();
|
||||
float minZ = std::numeric_limits<float>::max();
|
||||
float maxZ = std::numeric_limits<float>::min();
|
||||
float minX = std::numeric_limits<float>::max();
|
||||
float maxX = std::numeric_limits<float>::min();
|
||||
float minY = std::numeric_limits<float>::max();
|
||||
float maxY = std::numeric_limits<float>::min();
|
||||
float minZ = std::numeric_limits<float>::max();
|
||||
float maxZ = std::numeric_limits<float>::min();
|
||||
|
||||
//递归遍历结点
|
||||
void processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4 = aiMatrix4x4());
|
||||
//递归遍历结点
|
||||
void processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4 = aiMatrix4x4());
|
||||
|
||||
//加载网格
|
||||
Drawable* processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
|
||||
//加载网格
|
||||
Drawable* processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
|
||||
|
||||
//加载材质纹理
|
||||
QVector<Texture*> loadMaterialTextures(aiMaterial* mat, aiTextureType type, QString typeName);
|
||||
//加载材质纹理
|
||||
QVector<Texture*> loadMaterialTextures(aiMaterial* mat, aiTextureType type, QString typeName);
|
||||
|
||||
};
|
||||
};
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
#include "BvhTree.h"
|
||||
|
||||
using namespace Renderer;
|
||||
GLuint BvhTree::getBvhNodeNum() {
|
||||
return tot;
|
||||
}
|
|
@ -0,0 +1,89 @@
|
|||
#pragma once
|
||||
|
||||
#include <QOpenGLTexture>
|
||||
#include <QOpenGLContext>
|
||||
#include <QTextCodec>
|
||||
#include <algorithm>
|
||||
#include <QVector4D>
|
||||
#include <iostream>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <cmath>
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
struct BvhTreeData {
|
||||
QVector4D bound;
|
||||
GLuint leftSon, rightSon;
|
||||
void show() {
|
||||
printf("Bvh: (%lf, %lf) (%lf, %lf): %d %d\n",
|
||||
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() {}
|
||||
};
|
||||
// BvhTree 节点
|
||||
struct BvhNode {
|
||||
GLuint lab;
|
||||
bool isLeaf;
|
||||
QVector4D bound;
|
||||
std::shared_ptr<BvhNode> child[2];
|
||||
static bool x_compare(BvhTreeData a, BvhTreeData b) {
|
||||
return a.bound.x() < b.bound.x();
|
||||
}
|
||||
static bool y_compare(BvhTreeData a, BvhTreeData b) {
|
||||
return a.bound.y() < b.bound.y();
|
||||
}
|
||||
GLuint getLeftSon(int k) {
|
||||
if (isLeaf) {
|
||||
return 0x80000000 + child[0]->lab;
|
||||
}
|
||||
return child[0]->lab;
|
||||
}
|
||||
GLuint getRightSon(int k) {
|
||||
if (isLeaf) {
|
||||
return child[1]->lab;
|
||||
}
|
||||
return child[1]->lab;
|
||||
}
|
||||
BvhNode() {
|
||||
child[0] = child[1] = NULL;
|
||||
isLeaf = false;
|
||||
lab = 0;
|
||||
}
|
||||
int maximumBound() {
|
||||
return (std::fabs(bound.x() - bound.w()) < std::fabs(bound.y() - bound.z()));
|
||||
}
|
||||
~BvhNode() {}
|
||||
};
|
||||
|
||||
typedef std::shared_ptr<BvhNode> BvhPtr;
|
||||
|
||||
class BvhTree
|
||||
{
|
||||
|
||||
private:
|
||||
GLuint tot;
|
||||
BvhPtr root;
|
||||
static QVector4D calcBound(BvhTreeData initBound[], int l, int r);
|
||||
static QVector4D Union(QVector4D a, QVector4D b);
|
||||
BvhPtr subBvhTree(BvhTreeData initBound[], int l, int r);
|
||||
void traverseBvhTree(BvhPtr now, std::vector<GLuint>& children, std::vector<QVector4D>& bounds);
|
||||
public:
|
||||
BvhTree() {
|
||||
tot = 0;
|
||||
root = NULL;
|
||||
}
|
||||
// 根据底层包围盒生成bvh树
|
||||
void buildBvhTree(BvhTreeData initBound[], int len);
|
||||
// 获得 Bvh (rootBvh部分)的 children 数组,包围盒数组 vector 传输
|
||||
void getBvhArray(std::vector<GLuint>& children, std::vector<QVector4D>& bounds);
|
||||
// 获得 BvhTree 中节点总数
|
||||
GLuint getBvhNodeNum();
|
||||
};
|
||||
|
||||
}
|
|
@ -1,5 +1,6 @@
|
|||
#include "CubicBezier.h"
|
||||
|
||||
using namespace Renderer;
|
||||
using std::vector;
|
||||
double CubicBezier::getLineValueByT(double t, bool isY) {
|
||||
vector<double> p;
|
||||
if (isY) p = vY;
|
|
@ -0,0 +1,21 @@
|
|||
#pragma once
|
||||
#include "Line.h"
|
||||
#include <memory>
|
||||
namespace Renderer
|
||||
{
|
||||
class CubicBezier : public Line
|
||||
{
|
||||
using Line::Line;
|
||||
private:
|
||||
static Point getPointByT(Point a, Point b, double t);
|
||||
static Point calculateControlPoint(Point a, Point b);
|
||||
static void findPointsOfDivison(std::vector<double>& p, std::vector<double>& res);
|
||||
void splitBezierCubic(double t, std::vector<LinePtr>& res);
|
||||
public:
|
||||
virtual double findTByValue(double value, bool isY);
|
||||
virtual void monotonization(std::vector <LinePtr>& res);
|
||||
virtual double getLineValueByT(double t, bool isY);
|
||||
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY);
|
||||
void transformToCubic();
|
||||
};
|
||||
}
|
|
@ -1,5 +1,9 @@
|
|||
#include "CubicMonotonization.h"
|
||||
|
||||
using namespace Renderer;
|
||||
using std::vector;
|
||||
using std::min;
|
||||
using std::max;
|
||||
using std::sort;
|
||||
const double CubicMonotonization::eps = 1e-6;
|
||||
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
#pragma once
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
#include <algorithm>
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
class CubicMonotonization
|
||||
{
|
||||
typedef std::pair<double, double> point;
|
||||
typedef std::vector<point> Line;
|
||||
private:
|
||||
static const double eps;
|
||||
point getPointByT(point a, point b, double t) const;
|
||||
void findPointsOfDivison(std::vector<double> p, std::vector<double>& res);
|
||||
double getBezierPoint(std::vector<double>& p, double t) const;
|
||||
void splitBezierCubic(Line& p, point mid, double t, std::vector <Line>& res);
|
||||
public:
|
||||
// p 为端点、控制点、控制点、端点, res 为所有导数为0的点
|
||||
void getPointsOfDivision(Line p, std::vector <Line>& res);
|
||||
};
|
||||
|
||||
}
|
|
@ -1,5 +1,13 @@
|
|||
#include "Line.h"
|
||||
|
||||
using namespace Renderer;
|
||||
using std::vector;
|
||||
using std::pair;
|
||||
using std::min;
|
||||
using std::max;
|
||||
using std::sort;
|
||||
using std::shared_ptr;
|
||||
using std::make_shared;
|
||||
using std::swap;
|
||||
Line::Line(vector<Point> Vp) {
|
||||
siz = Vp.size();
|
||||
for (Point now : Vp) {
|
|
@ -0,0 +1,57 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
#include <QVector4D>
|
||||
#include <algorithm>
|
||||
#include <memory>
|
||||
#include <iostream>
|
||||
namespace Renderer
|
||||
{
|
||||
|
||||
const double eps = 1e-5;
|
||||
|
||||
struct Point {
|
||||
double x, y;
|
||||
Point operator + (const Point a) { return { x + a.x, y + a.y }; }
|
||||
Point operator - (const Point a) { return { x - a.x, y - a.y }; }
|
||||
Point operator * (const double a) { return { x * a, y * a }; }
|
||||
double operator * (const Point a) { return x * a.y - y * a.x; }
|
||||
bool operator== (const Point& a) const {
|
||||
return fabs(x - a.x) <= eps && fabs(y - a.y) <= eps;
|
||||
}
|
||||
bool operator< (const Point& a) const {
|
||||
return fabs(x - a.x) <= eps ? y < a.y : x < a.x;
|
||||
}
|
||||
void show() {
|
||||
std::cout << '(' << x << ',' << y << ')' << ' ';
|
||||
}
|
||||
};
|
||||
|
||||
class Line
|
||||
{
|
||||
protected:
|
||||
std::vector<double> vX, vY;
|
||||
int siz;
|
||||
public:
|
||||
typedef std::shared_ptr<Line> LinePtr;
|
||||
Line() :siz(0) {}
|
||||
Line(std::vector<Point> Vp);
|
||||
int size();
|
||||
void clear();
|
||||
Point getBegin();
|
||||
Point getEnd();
|
||||
int direction(bool isY);
|
||||
virtual double getLineValueByT(double t, bool isY) = 0;
|
||||
virtual void monotonization(std::vector <LinePtr>& res) = 0;
|
||||
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY) = 0;
|
||||
virtual bool judgeIntersection(QVector4D bound);
|
||||
bool isLineContained(QVector4D bound);
|
||||
Point operator[](int index) const;
|
||||
Point getPointByIndex(int index) const;
|
||||
std::vector<Point> toPointVector() const;
|
||||
void setPointByIndex(int index, Point now);
|
||||
void push_back(Point now);
|
||||
virtual ~Line() {}
|
||||
};
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
#include "Painting.h"
|
||||
|
||||
using namespace Renderer;
|
||||
Painting::Painting()
|
||||
{
|
||||
}
|
||||
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include "Line.h"
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
class Painting
|
||||
{
|
||||
std::vector<GLuint> paintingOffsets;
|
||||
std::vector<GLuint> bvhChildren;
|
||||
std::vector<QVector4D> bvhBound;
|
||||
std::vector<GLuint> elementOffset;
|
||||
std::vector<GLuint> elementIndex;
|
||||
std::vector<GLfloat> elementData;
|
||||
int paintingId = 0;
|
||||
public:
|
||||
Painting();
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -1,5 +1,5 @@
|
|||
#include "PaintingHelper.h"
|
||||
|
||||
using namespace Renderer;
|
||||
|
||||
PaintingHelper::PaintingHelper(QOpenGLFunctions_4_5_Compatibility* glFunc) :glFunc(glFunc)
|
||||
{
|
|
@ -0,0 +1,31 @@
|
|||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <QDebug>
|
||||
#include <QVector4D>
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include "BvhTree.h"
|
||||
namespace Renderer
|
||||
{
|
||||
class PaintingHelper
|
||||
{
|
||||
private:
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc;
|
||||
GLuint paintingOffsetsSSBO, bvhSSBO, bvhBoundSSBO, elementOffsetSSBO, elementIndexSSBO, elementDataSSBO;
|
||||
std::vector<GLuint> paintingOffsets;
|
||||
std::vector<GLuint> bvhChildren;
|
||||
std::vector<QVector4D> bvhBound;
|
||||
std::vector<GLuint> elementOffset;
|
||||
std::vector<GLuint> elementIndex;
|
||||
std::vector<GLfloat> elementData;
|
||||
int paintingCount = 0;
|
||||
|
||||
public:
|
||||
PaintingHelper(QOpenGLFunctions_4_5_Compatibility* glFunc);
|
||||
int addPainting(GLuint paintingBvhLength, std::vector<GLuint> bvhChildren, std::vector<QVector4D> bvhBound,
|
||||
std::vector<GLuint> elementOffset, std::vector<GLuint> elementIndex, std::vector<GLfloat> elementData);
|
||||
void allocateBuffers();
|
||||
void bindPaintingBuffers();
|
||||
};
|
||||
|
||||
}
|
|
@ -1,6 +1,12 @@
|
|||
#include "ShortCutTree.h"
|
||||
#include <qDebug>
|
||||
|
||||
using namespace Renderer;
|
||||
using std::queue;
|
||||
using std::map;
|
||||
using std::for_each;
|
||||
using std::set;
|
||||
using std::pair;
|
||||
using std::vector;
|
||||
void ShortCutTree::init() {
|
||||
restOfTreeNodes.clear();
|
||||
allLine.clear();
|
||||
|
@ -57,9 +63,9 @@ bool ShortCutTree::isLineEqual(PointIndexVector& a, PointIndexVector& b) const {
|
|||
return true;
|
||||
}
|
||||
|
||||
void ShortCutTree::monotonization(vector<PointVector>& inLines, vector<LinePtr>& outLines) {
|
||||
void ShortCutTree::monotonization(vector<PointVector>& inLines, vector<std::shared_ptr<Line>>& outLines) {
|
||||
for (PointVector&l: inLines) {
|
||||
LinePtr nowLine;
|
||||
std::shared_ptr<Line> nowLine;
|
||||
switch(l.size()) {
|
||||
case 2: nowLine.reset(new StraightLine(l)); break;
|
||||
case 3: case 4: nowLine.reset(new CubicBezier(l)); break;
|
|
@ -0,0 +1,62 @@
|
|||
#pragma once
|
||||
#include "CubicBezier.h"
|
||||
#include "StraightLine.h"
|
||||
#include "BvhTree.h"
|
||||
#include <queue>
|
||||
#include <set>
|
||||
namespace Renderer
|
||||
{
|
||||
|
||||
|
||||
struct ShortCutNode {
|
||||
typedef std::vector<Point> vectorPoint;
|
||||
int windingIncrement, eastGroup;
|
||||
bool divided;
|
||||
/* type 代表进入广度优先搜索队列的节点种类:
|
||||
0:不需要拆开的节点
|
||||
1:需要拆分*/
|
||||
QVector4D bound;
|
||||
std::vector<int> lineSet;
|
||||
ShortCutNode() {
|
||||
divided = true;
|
||||
windingIncrement = 0;
|
||||
eastGroup = 0;
|
||||
lineSet.clear();
|
||||
bound = { 0, 0, 0, 0 };
|
||||
}
|
||||
~ShortCutNode() {}
|
||||
};
|
||||
class ShortCutTree
|
||||
{
|
||||
typedef std::vector<Point> PointVector;
|
||||
typedef std::vector<int> PointIndexVector;
|
||||
private:
|
||||
std::vector<ShortCutNode> restOfTreeNodes;
|
||||
std::vector<std::shared_ptr<Line>> allLine;
|
||||
int RequiredLineMin, numPoint, numLine;
|
||||
std::map<Point, int> pointMap;
|
||||
std::vector<int> lineIndexs;
|
||||
|
||||
int getPointIndex(Point nowPoint);
|
||||
void generateShortCutsegmentement(ShortCutNode& nowTreeNode);
|
||||
bool handleShortCutNode(ShortCutNode& fa, ShortCutNode& nowTreeNode, double yValue, std::vector<ShortCutNode>& v, int& sumIncrement);
|
||||
void spliteToShortCutTree();
|
||||
static void monotonization(std::vector<PointVector>& inL, std::vector<std::shared_ptr<Line>>& outL);
|
||||
bool isLineEqual(PointIndexVector& a, PointIndexVector& b) const;
|
||||
void simplifyLineVector();
|
||||
// 需要测试,随机获得合理的边界
|
||||
static bool IsBorderValueResonable(double value, std::set <double>& valueSet);
|
||||
static double findBorderValueNotOnLine(double value, std::set <double>& valueSet);
|
||||
public:
|
||||
void init();
|
||||
//lineMin最小线数目,即划分终止条件
|
||||
ShortCutTree(int lineMin = 3)
|
||||
:RequiredLineMin(lineMin), numPoint(0), numLine(0) {}
|
||||
// 传入一个vector<vector<Point> > 作为所有输入的线
|
||||
void buildShortCutTree(std::vector<PointVector>& lineSet);
|
||||
// 获得点集合和线集合 返回输入BvhTree的数据集合
|
||||
std::vector<BvhTreeData> getPointLineAndBvhTree(std::vector<float>& pointSet, std::vector<GLuint>& lineSet);
|
||||
~ShortCutTree() {}
|
||||
};
|
||||
|
||||
}
|
|
@ -1,5 +1,6 @@
|
|||
#include "StraightLine.h"
|
||||
|
||||
using namespace Renderer;
|
||||
using std::swap;
|
||||
double StraightLine::getLineValueByT(double t, bool isY) {
|
||||
double valueBegin, valueEnd;
|
||||
if (isY) {
|
|
@ -0,0 +1,12 @@
|
|||
#include "Line.h"
|
||||
namespace Renderer
|
||||
{
|
||||
class StraightLine : public Line
|
||||
{
|
||||
using Line::Line;
|
||||
virtual double getLineValueByT(double t, bool isY);
|
||||
virtual void monotonization(std::vector <LinePtr>& res) {};
|
||||
virtual double findTByValue(double value, bool isY);
|
||||
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY);
|
||||
};
|
||||
}
|
|
@ -1,29 +0,0 @@
|
|||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <QDebug>
|
||||
#include <QVector4D>
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include "BvhTree.h"
|
||||
|
||||
class PaintingHelper
|
||||
{
|
||||
private:
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc;
|
||||
GLuint paintingOffsetsSSBO, bvhSSBO, bvhBoundSSBO, elementOffsetSSBO, elementIndexSSBO, elementDataSSBO;
|
||||
std::vector<GLuint> paintingOffsets;
|
||||
std::vector<GLuint> bvhChildren;
|
||||
std::vector<QVector4D> bvhBound;
|
||||
std::vector<GLuint> elementOffset;
|
||||
std::vector<GLuint> elementIndex;
|
||||
std::vector<GLfloat> elementData;
|
||||
int paintingCount = 0;
|
||||
|
||||
public:
|
||||
PaintingHelper(QOpenGLFunctions_4_5_Compatibility* glFunc);
|
||||
int addPainting(GLuint paintingBvhLength, std::vector<GLuint> bvhChildren, std::vector<QVector4D> bvhBound,
|
||||
std::vector<GLuint> elementOffset, std::vector<GLuint> elementIndex, std::vector<GLfloat> elementData);
|
||||
void allocateBuffers();
|
||||
void bindPaintingBuffers();
|
||||
};
|
||||
|
|
@ -1,5 +1,5 @@
|
|||
#include "PaintingMesh.h"
|
||||
|
||||
using namespace Renderer;
|
||||
PaintingMesh::PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model)
|
||||
: glFunc(glFunc)
|
||||
, shaderProgram(shaderProgram)
|
||||
|
|
|
@ -15,34 +15,37 @@
|
|||
#include <assimp/postprocess.h>
|
||||
#include "Drawable.h"
|
||||
|
||||
struct PaintingVertex
|
||||
namespace Renderer
|
||||
{
|
||||
QVector3D Position;
|
||||
QVector3D Normal;
|
||||
QVector2D TexCoords;
|
||||
QVector3D Tangent;
|
||||
QVector3D Bitangent;
|
||||
};
|
||||
struct PaintingVertex
|
||||
{
|
||||
QVector3D Position;
|
||||
QVector3D Normal;
|
||||
QVector2D TexCoords;
|
||||
QVector3D Tangent;
|
||||
QVector3D Bitangent;
|
||||
};
|
||||
|
||||
class PaintingMesh : public Drawable
|
||||
{
|
||||
public:
|
||||
/* 网格数据 */
|
||||
QVector<PaintingVertex> vertices; //顶点数据
|
||||
QVector<unsigned int> indices; //索引数组
|
||||
QMatrix4x4 model; //模型矩阵
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
|
||||
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
|
||||
GLuint paintingIndex;
|
||||
/* 函数 */
|
||||
PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
|
||||
void draw() override;
|
||||
void drawShadow() override;
|
||||
void setupMesh();
|
||||
class PaintingMesh : public Drawable
|
||||
{
|
||||
public:
|
||||
/* 网格数据 */
|
||||
QVector<PaintingVertex> vertices; //顶点数据
|
||||
QVector<unsigned int> indices; //索引数组
|
||||
QMatrix4x4 model; //模型矩阵
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc; //opengl函数入口
|
||||
QOpenGLShaderProgram* shaderProgram, * shadowProgram; //着色器程序
|
||||
GLuint paintingIndex;
|
||||
/* 函数 */
|
||||
PaintingMesh(QOpenGLFunctions_4_5_Compatibility* glFunc, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* shadowProgram, aiMatrix4x4 model);
|
||||
void draw() override;
|
||||
void drawShadow() override;
|
||||
void setupMesh();
|
||||
|
||||
private:
|
||||
/* 渲染数据 */
|
||||
QOpenGLVertexArrayObject VAO;
|
||||
QOpenGLBuffer VBO, EBO;
|
||||
private:
|
||||
/* 渲染数据 */
|
||||
QOpenGLVertexArrayObject VAO;
|
||||
QOpenGLBuffer VBO, EBO;
|
||||
|
||||
};
|
||||
};
|
||||
}
|
|
@ -6,7 +6,7 @@
|
|||
#include <QScreen>
|
||||
#include <QGuiApplication>
|
||||
#include <random>
|
||||
|
||||
using namespace Renderer;
|
||||
//QVector3D lightPositions[] = { 2000 * QVector3D(0.2, 4, 1).normalized(), QVector3D(100,100,100) ,QVector3D(-100,100,100) ,QVector3D(100,100,-100) };
|
||||
QVector3D lightColors[] = { 20 * QVector3D(0.7529,0.7450,0.6784).normalized(), QVector3D(0,0,0) ,QVector3D(0,0,0) ,QVector3D(0,0,0) };
|
||||
static float sunPitch = 105, sunYaw = 80;
|
||||
|
|
|
@ -10,59 +10,60 @@
|
|||
#include "Camera.h"
|
||||
#include "Light.h"
|
||||
#include "Model.h"
|
||||
#include "PaintingHelper.h"
|
||||
|
||||
class RendererGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_4_5_Compatibility
|
||||
#include "Painting/PaintingHelper.h"
|
||||
namespace Renderer
|
||||
{
|
||||
Q_OBJECT
|
||||
public:
|
||||
RendererGLWidget(QWidget* parent = nullptr);
|
||||
~RendererGLWidget();
|
||||
class RendererGLWidget : public QOpenGLWidget, protected QOpenGLFunctions_4_5_Compatibility
|
||||
{
|
||||
Q_OBJECT
|
||||
public:
|
||||
RendererGLWidget(QWidget* parent = nullptr);
|
||||
~RendererGLWidget();
|
||||
|
||||
void startTimer();
|
||||
void stopTimer();
|
||||
public slots:
|
||||
void setMainLightPitch(float pitch);
|
||||
void setMainLightYaw(float yaw);
|
||||
protected:
|
||||
void initializeGL() override;
|
||||
void paintGL() override;
|
||||
void resizeGL(int width, int height) override;
|
||||
void timerEvent(QTimerEvent* event) override;
|
||||
void keyPressEvent(QKeyEvent* event) override;
|
||||
void keyReleaseEvent(QKeyEvent* event) override;
|
||||
void wheelEvent(QWheelEvent* event) override;
|
||||
void focusInEvent(QFocusEvent* event) override;
|
||||
void focusOutEvent(QFocusEvent* event) override;
|
||||
void startTimer();
|
||||
void stopTimer();
|
||||
public slots:
|
||||
void setMainLightPitch(float pitch);
|
||||
void setMainLightYaw(float yaw);
|
||||
protected:
|
||||
void initializeGL() override;
|
||||
void paintGL() override;
|
||||
void resizeGL(int width, int height) override;
|
||||
void timerEvent(QTimerEvent* event) override;
|
||||
void keyPressEvent(QKeyEvent* event) override;
|
||||
void keyReleaseEvent(QKeyEvent* event) override;
|
||||
void wheelEvent(QWheelEvent* event) override;
|
||||
void focusInEvent(QFocusEvent* event) override;
|
||||
void focusOutEvent(QFocusEvent* event) override;
|
||||
|
||||
private:
|
||||
int timerId = -1;
|
||||
int frameWidth, frameHeight;
|
||||
int depthWidth, depthHeight;
|
||||
QSet<int> pressedKeys;
|
||||
Camera camera;
|
||||
Light light;
|
||||
clock_t lastFrame;
|
||||
float deltaTime;
|
||||
int shadowMapResolution;
|
||||
|
||||
QOpenGLShaderProgram* shadowProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* depthInitProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* depthMipmapProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* shadowMappingProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* ssgiProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* finalProgramPtr = nullptr;
|
||||
QOpenGLFramebufferObject* fboPtr = nullptr;
|
||||
GLuint gbuffers[10];
|
||||
GLuint shadowFboHandle = 0;
|
||||
GLuint shadowGbuffer;
|
||||
GLuint lightSpaceMatricesUBO;
|
||||
QOpenGLBuffer quadVBO;
|
||||
QOpenGLVertexArrayObject quadVAO;
|
||||
Model* model;
|
||||
PaintingHelper* paintingHelper;
|
||||
};
|
||||
private:
|
||||
int timerId = -1;
|
||||
int frameWidth, frameHeight;
|
||||
int depthWidth, depthHeight;
|
||||
QSet<int> pressedKeys;
|
||||
Camera camera;
|
||||
Light light;
|
||||
clock_t lastFrame;
|
||||
float deltaTime;
|
||||
int shadowMapResolution;
|
||||
|
||||
QOpenGLShaderProgram* shadowProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* depthInitProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* depthMipmapProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* shadowMappingProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* ssgiProgramPtr = nullptr;
|
||||
QOpenGLShaderProgram* finalProgramPtr = nullptr;
|
||||
QOpenGLFramebufferObject* fboPtr = nullptr;
|
||||
GLuint gbuffers[10];
|
||||
GLuint shadowFboHandle = 0;
|
||||
GLuint shadowGbuffer;
|
||||
GLuint lightSpaceMatricesUBO;
|
||||
QOpenGLBuffer quadVBO;
|
||||
QOpenGLVertexArrayObject quadVAO;
|
||||
Model* model;
|
||||
PaintingHelper* paintingHelper;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#include "RendererWidget.h"
|
||||
#include "RendererGLWidget.h"
|
||||
|
||||
using namespace Renderer;
|
||||
RendererWidget::RendererWidget(QWidget *parent)
|
||||
: QWidget(parent)
|
||||
{
|
||||
|
|
|
@ -2,17 +2,19 @@
|
|||
|
||||
#include <QWidget>
|
||||
#include "ui_RendererWidget.h"
|
||||
|
||||
class RendererWidget : public QWidget
|
||||
namespace Renderer
|
||||
{
|
||||
Q_OBJECT
|
||||
class RendererWidget : public QWidget
|
||||
{
|
||||
Q_OBJECT
|
||||
|
||||
public:
|
||||
public:
|
||||
|
||||
RendererWidget(QWidget *parent = nullptr);
|
||||
~RendererWidget();
|
||||
public slots:
|
||||
void currentTabChanged(int index);
|
||||
private:
|
||||
Ui::RendererWidgetClass ui;
|
||||
};
|
||||
RendererWidget(QWidget* parent = nullptr);
|
||||
~RendererWidget();
|
||||
public slots:
|
||||
void currentTabChanged(int index);
|
||||
private:
|
||||
Ui::RendererWidgetClass ui;
|
||||
};
|
||||
}
|
|
@ -1,63 +0,0 @@
|
|||
#pragma once
|
||||
#include "CubicBezier.h"
|
||||
#include "StraightLine.h"
|
||||
#include "BvhTree.h"
|
||||
#include <queue>
|
||||
#include <set>
|
||||
|
||||
using std::queue;
|
||||
using std::map;
|
||||
using std::for_each;
|
||||
using std::set;
|
||||
|
||||
struct ShortCutNode {
|
||||
typedef vector<Point> vectorPoint;
|
||||
int windingIncrement, eastGroup;
|
||||
bool divided;
|
||||
/* type 代表进入广度优先搜索队列的节点种类:
|
||||
0:不需要拆开的节点
|
||||
1:需要拆分*/
|
||||
QVector4D bound;
|
||||
vector<int> lineSet;
|
||||
ShortCutNode() {
|
||||
divided = true;
|
||||
windingIncrement = 0;
|
||||
eastGroup = 0;
|
||||
lineSet.clear();
|
||||
bound = { 0, 0, 0, 0 };
|
||||
}
|
||||
~ShortCutNode() {}
|
||||
};
|
||||
class ShortCutTree
|
||||
{
|
||||
typedef vector<Point> PointVector;
|
||||
typedef vector<int> PointIndexVector;
|
||||
private:
|
||||
vector<ShortCutNode> restOfTreeNodes;
|
||||
vector<LinePtr> allLine;
|
||||
int RequiredLineMin, numPoint, numLine;
|
||||
map<Point, int> pointMap;
|
||||
vector<int> lineIndexs;
|
||||
|
||||
int getPointIndex(Point nowPoint);
|
||||
void generateShortCutsegmentement(ShortCutNode& nowTreeNode);
|
||||
bool handleShortCutNode(ShortCutNode& fa, ShortCutNode& nowTreeNode, double yValue, vector<ShortCutNode>& v, int& sumIncrement);
|
||||
void spliteToShortCutTree();
|
||||
static void monotonization(vector<PointVector>& inL, vector<LinePtr> &outL);
|
||||
bool isLineEqual(PointIndexVector& a, PointIndexVector& b) const;
|
||||
void simplifyLineVector();
|
||||
// 需要测试,随机获得合理的边界
|
||||
static bool IsBorderValueResonable(double value, set <double>& valueSet);
|
||||
static double findBorderValueNotOnLine(double value, set <double>& valueSet);
|
||||
public:
|
||||
void init();
|
||||
//lineMin最小线数目,即划分终止条件
|
||||
ShortCutTree(int lineMin = 3)
|
||||
:RequiredLineMin(lineMin), numPoint(0), numLine(0) {}
|
||||
// 传入一个vector<vector<Point> > 作为所有输入的线
|
||||
void buildShortCutTree(vector<PointVector>& lineSet);
|
||||
// 获得点集合和线集合 返回输入BvhTree的数据集合
|
||||
vector<BvhTreeData> getPointLineAndBvhTree(vector<float> &pointSet, vector<GLuint> &lineSet);
|
||||
~ShortCutTree() {}
|
||||
};
|
||||
|
|
@ -1,10 +0,0 @@
|
|||
#include "Line.h"
|
||||
|
||||
class StraightLine : public Line
|
||||
{
|
||||
using Line::Line;
|
||||
virtual double getLineValueByT(double t, bool isY);
|
||||
virtual void monotonization(vector <LinePtr>& res) {};
|
||||
virtual double findTByValue(double value, bool isY);
|
||||
virtual int judgeBoundIntersection(double xy, double l, double r, bool isY);
|
||||
};
|
|
@ -484,7 +484,7 @@ namespace SVGParser
|
|||
}
|
||||
|
||||
}; // namespace SVGParser
|
||||
|
||||
using Renderer::Point;
|
||||
SvgParser::SvgParser(const std::string path, double width, double height) : path(path), width(width), height(height)
|
||||
{
|
||||
}
|
||||
|
|
|
@ -1,173 +1,173 @@
|
|||
#pragma once
|
||||
|
||||
#include "Renderer/Line.h"
|
||||
#include "Renderer/Painting/Line.h"
|
||||
#include <cmath>
|
||||
#include <string>
|
||||
using namespace std;
|
||||
|
||||
namespace SVGParser
|
||||
{
|
||||
enum SVGCommandType
|
||||
{
|
||||
SVG_INVALID = -1,
|
||||
// SVG_MOVE_TO_REL, SVG_LINE_TO_REL, SVG_QUADRATIC_CURVE_TO_REL, SVG_CUBIC_CURVE_TO_REL,
|
||||
// SVG_MOVE_TO_ABS, SVG_LINE_TO_ABS, SVG_QUADRATIC_CURVE_TO_ABS, SVG_CUBIC_CURVE_TO_ABS,
|
||||
SVG_MOVE_TO_REL,
|
||||
SVG_MOVE_TO_ABS,
|
||||
SVG_LINE_TO_REL,
|
||||
SVG_LINE_TO_ABS,
|
||||
SVG_HORIZONTAL_LINE_TO_REL,
|
||||
SVG_HORIZONTAL_LINE_TO_ABS,
|
||||
SVG_VERTICAL_LINE_TO_REL,
|
||||
SVG_VERTICAL_LINE_TO_ABS,
|
||||
SVG_QUADRATIC_CURVE_TO_REL,
|
||||
SVG_QUADRATIC_CURVE_TO_ABS,
|
||||
SVG_CUBIC_CURVE_TO_REL,
|
||||
SVG_CUBIC_CURVE_TO_ABS,
|
||||
SVG_SMOOTH_CUBIC_CURVE_TO_REL,
|
||||
SVG_SMOOTH_CUBIC_CURVE_TO_ABS,
|
||||
SVG_SMOOTH_QUADRATIC_CURVE_TO_REL,
|
||||
SVG_SMOOTH_QUADRATIC_CURVE_TO_ABS,
|
||||
SVG_ARC_TO_REL,
|
||||
SVG_ARC_TO_ABS,
|
||||
enum SVGCommandType
|
||||
{
|
||||
SVG_INVALID = -1,
|
||||
// SVG_MOVE_TO_REL, SVG_LINE_TO_REL, SVG_QUADRATIC_CURVE_TO_REL, SVG_CUBIC_CURVE_TO_REL,
|
||||
// SVG_MOVE_TO_ABS, SVG_LINE_TO_ABS, SVG_QUADRATIC_CURVE_TO_ABS, SVG_CUBIC_CURVE_TO_ABS,
|
||||
SVG_MOVE_TO_REL,
|
||||
SVG_MOVE_TO_ABS,
|
||||
SVG_LINE_TO_REL,
|
||||
SVG_LINE_TO_ABS,
|
||||
SVG_HORIZONTAL_LINE_TO_REL,
|
||||
SVG_HORIZONTAL_LINE_TO_ABS,
|
||||
SVG_VERTICAL_LINE_TO_REL,
|
||||
SVG_VERTICAL_LINE_TO_ABS,
|
||||
SVG_QUADRATIC_CURVE_TO_REL,
|
||||
SVG_QUADRATIC_CURVE_TO_ABS,
|
||||
SVG_CUBIC_CURVE_TO_REL,
|
||||
SVG_CUBIC_CURVE_TO_ABS,
|
||||
SVG_SMOOTH_CUBIC_CURVE_TO_REL,
|
||||
SVG_SMOOTH_CUBIC_CURVE_TO_ABS,
|
||||
SVG_SMOOTH_QUADRATIC_CURVE_TO_REL,
|
||||
SVG_SMOOTH_QUADRATIC_CURVE_TO_ABS,
|
||||
SVG_ARC_TO_REL,
|
||||
SVG_ARC_TO_ABS,
|
||||
|
||||
SVG_CLOSE_PATH
|
||||
};
|
||||
SVG_CLOSE_PATH
|
||||
};
|
||||
|
||||
bool isAbsolute(SVGCommandType);
|
||||
class SVGCommand
|
||||
{
|
||||
public:
|
||||
SVGCommand(double, double, bool = false);
|
||||
static const int length;
|
||||
double x, y;
|
||||
bool absolute;
|
||||
virtual const std::string toString() const = 0;
|
||||
virtual SVGCommandType getType() = 0;
|
||||
virtual std::string toString2() = 0;
|
||||
};
|
||||
class SVGMoveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
static const int length = 2;
|
||||
SVGMoveTo(double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
bool isAbsolute(SVGCommandType);
|
||||
class SVGCommand
|
||||
{
|
||||
public:
|
||||
SVGCommand(double, double, bool = false);
|
||||
static const int length;
|
||||
double x, y;
|
||||
bool absolute;
|
||||
virtual const std::string toString() const = 0;
|
||||
virtual SVGCommandType getType() = 0;
|
||||
virtual std::string toString2() = 0;
|
||||
};
|
||||
class SVGMoveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
static const int length = 2;
|
||||
SVGMoveTo(double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
|
||||
class SVGLineTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
static const int length = 2;
|
||||
SVGLineTo(double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGHLineTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
static const int length = 1;
|
||||
SVGHLineTo(double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGVLineTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
static const int length = 1;
|
||||
SVGVLineTo(double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGLineTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
static const int length = 2;
|
||||
SVGLineTo(double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGHLineTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
static const int length = 1;
|
||||
SVGHLineTo(double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGVLineTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
static const int length = 1;
|
||||
SVGVLineTo(double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
|
||||
class SVGQuadraticCurveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
SVGQuadraticCurveTo(double, double, double, double, bool = false);
|
||||
double x0, y0;
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGQuadraticCurveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
SVGQuadraticCurveTo(double, double, double, double, bool = false);
|
||||
double x0, y0;
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
|
||||
class SVGCubicCurveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
double x0, y0, x1, y1;
|
||||
SVGCubicCurveTo(double, double, double, double, double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGSmoothQuadraticCurveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
SVGSmoothQuadraticCurveTo(double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGCubicCurveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
double x0, y0, x1, y1;
|
||||
SVGCubicCurveTo(double, double, double, double, double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGSmoothQuadraticCurveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
SVGSmoothQuadraticCurveTo(double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
|
||||
class SVGSmoothCubicCurveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
double x1, y1;
|
||||
SVGSmoothCubicCurveTo(double, double, double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGSmoothCubicCurveTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
double x1, y1;
|
||||
SVGSmoothCubicCurveTo(double, double, double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
|
||||
class SVGArcTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
double rx, ry, rot;
|
||||
bool large, sweep;
|
||||
SVGArcTo(double, double, double, bool, bool, double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
class SVGArcTo : public SVGCommand
|
||||
{
|
||||
public:
|
||||
double rx, ry, rot;
|
||||
bool large, sweep;
|
||||
SVGArcTo(double, double, double, bool, bool, double, double, bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
|
||||
class SVGClosePath : public SVGCommand
|
||||
{
|
||||
public:
|
||||
SVGClosePath(bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
typedef vector<std::shared_ptr<SVGCommand>> SVGPath;
|
||||
SVGPath parsePath(std::istream &);
|
||||
class SVGClosePath : public SVGCommand
|
||||
{
|
||||
public:
|
||||
SVGClosePath(bool = false);
|
||||
virtual const std::string toString() const;
|
||||
virtual SVGCommandType getType();
|
||||
virtual std::string toString2();
|
||||
};
|
||||
typedef std::vector<std::shared_ptr<SVGCommand>> SVGPath;
|
||||
SVGPath parsePath(std::istream&);
|
||||
|
||||
std::ostream &operator<<(std::ostream &, const SVGParser::SVGPath &);
|
||||
std::ostream &operator<<(std::ostream &, const SVGParser::SVGCommand *);
|
||||
std::ostream& operator<<(std::ostream&, const SVGParser::SVGPath&);
|
||||
std::ostream& operator<<(std::ostream&, const SVGParser::SVGCommand*);
|
||||
}; // namespace SVGParser
|
||||
class SvgParser
|
||||
{
|
||||
public:
|
||||
SvgParser(const std::string path, const double width, const double height);
|
||||
vector<vector<Point>> parse();
|
||||
public:
|
||||
SvgParser(const std::string path, const double width, const double height);
|
||||
std::vector<std::vector<Renderer::Point>> parse();
|
||||
|
||||
private:
|
||||
static constexpr const double eps = 1e-6;
|
||||
static constexpr const double PI = 3.14159265358979323846;
|
||||
const std::string path;
|
||||
const double width;
|
||||
const double height;
|
||||
private:
|
||||
static constexpr const double eps = 1e-6;
|
||||
static constexpr const double PI = 3.14159265358979323846;
|
||||
const std::string path;
|
||||
const double width;
|
||||
const double height;
|
||||
|
||||
Point convertPoint(double x, double y);
|
||||
Point clampPoint(Point p);
|
||||
Point convertAbsPoint(double x, double y);
|
||||
Point convertRelPoint(Point pointBegin, double x, double y);
|
||||
void ellipticalArcConverter(Point beginPoint, double radiusX, double radiusY, double phi, bool flagA,
|
||||
bool flagS, Point endPoint,vector<vector<Point>>& lines);
|
||||
vector<double> centerConverter(Point beginPoint, double radiusX, double radiusY, double phi, bool flagA, bool flagS,
|
||||
Point endPoint);
|
||||
double angleConverter(Point u, Point v);
|
||||
Point eConverter(Point c, Point r, double cosPhi, double sinPhi, double t);
|
||||
Point e2Converter(Point c, Point r, double cosPhi, double sinPhi, double t);
|
||||
Renderer::Point convertPoint(double x, double y);
|
||||
Renderer::Point clampPoint(Renderer::Point p);
|
||||
Renderer::Point convertAbsPoint(double x, double y);
|
||||
Renderer::Point convertRelPoint(Renderer::Point pointBegin, double x, double y);
|
||||
void ellipticalArcConverter(Renderer::Point beginPoint, double radiusX, double radiusY, double phi, bool flagA,
|
||||
bool flagS, Renderer::Point endPoint, std::vector<std::vector<Renderer::Point>>& lines);
|
||||
std::vector<double> centerConverter(Renderer::Point beginPoint, double radiusX, double radiusY, double phi, bool flagA, bool flagS,
|
||||
Renderer::Point endPoint);
|
||||
double angleConverter(Renderer::Point u, Renderer::Point v);
|
||||
Renderer::Point eConverter(Renderer::Point c, Renderer::Point r, double cosPhi, double sinPhi, double t);
|
||||
Renderer::Point e2Converter(Renderer::Point c, Renderer::Point r, double cosPhi, double sinPhi, double t);
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue