diff --git a/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj b/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj
index e12aa09..f506146 100644
--- a/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj
+++ b/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj
@@ -105,6 +105,7 @@
+
diff --git a/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj.filters b/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj.filters
index ac95887..a2b13fe 100644
--- a/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj.filters
+++ b/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj.filters
@@ -92,6 +92,9 @@
Resource Files\Shaders
+
+ Resource Files\Shaders
+
diff --git a/ArchitectureColoredPainting/MainWindow.qrc b/ArchitectureColoredPainting/MainWindow.qrc
index c7f85b4..fc1c47d 100644
--- a/ArchitectureColoredPainting/MainWindow.qrc
+++ b/ArchitectureColoredPainting/MainWindow.qrc
@@ -9,5 +9,6 @@
container.jpg
Shaders/painting.frag
Shaders/painting.vert
+ Shaders/painting.comp
diff --git a/ArchitectureColoredPainting/Model.cpp b/ArchitectureColoredPainting/Model.cpp
index 0b920de..c1d2930 100644
--- a/ArchitectureColoredPainting/Model.cpp
+++ b/ArchitectureColoredPainting/Model.cpp
@@ -6,6 +6,7 @@
#include
#include "PaintingMesh.h"
#include
+#include "BvhTree.h"
Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
: context(context)
@@ -139,39 +140,61 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
}
- GLuint bvhChildren[] = {7/*rootBVH长度*/,0/*与显存对齐*/,
+ GLuint bvhChildren[] = { 7/*rootBVH长度*/,0/*与显存对齐*/,
//root
- 1,2,
+ 1,2,
3,4, 5,6,
- 7,0, 7,30./360* 65536 + 1*65536 /*右儿子用来表示旋转角度和层数*/, 8,0, 7,0,
+ 7,0, 7,30. / 360 * 65536 + 1 * 65536 /*右儿子用来表示旋转角度和层数*/, 8,0, 7,0,
//elememt0
1,2,
- 5+28/*contour索引,由于contour不定长,这里需要给到contour在elementIndex中位置*/,5+12/*style索引,在elementData中位置*/, 3,4,
- 5+36,5+12, 5+32,5+12,
+ 5 + 28/*contour索引,由于contour不定长,这里需要给到contour在elementIndex中位置*/,5 + 12/*style索引,在elementData中位置*/, 3,4,
+ 5 + 36,5 + 12, 5 + 32,5 + 12,
//elememt1
- 1+0/*line索引,element中第几条*/,1 + 25
+ 1 + 0/*line索引,element中第几条*/,1 + 25
};
- QVector4D bvhBound[] = {
+ QVector4D bvhBound[] = {
//root
QVector4D(-1,-1,1,1),
- QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
+ QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
QVector4D(-0.8,-0.8,-0.2,-0.1), QVector4D(-0.7,0.2,-0.2,0.7), QVector4D(0.2,-0.8,0.8,-0.1), QVector4D(0.2,0.1,0.8,0.8),
//elememt0
QVector4D(-1,-1,1,1),
QVector4D(-1,-0.5,1,1), QVector4D(-1,-1,1,0.5),
QVector4D(-1,-1,1,-0.5), QVector4D(-1,-0.5,1,0.5),
- //elememt1
- QVector4D(-1,0,1,1),
+ //elememt1
+ QVector4D(-1,0,1,1),
};
+
+ BvhTree bvhTree;
+ std::vector initBound;
+ for (int i = 0; i < 2000; i++)
+ {
+ float x = (float)rand() / RAND_MAX * 2 - 1;
+ float y = (float)rand() / RAND_MAX * 2 - 1;
+ float z = 0.1+x;//(float)rand() / RAND_MAX * (0.1) + x;
+ float w = 0.1+y;//(float)rand() / RAND_MAX * (0.1) + y;
+ initBound.push_back(QVector4D(x,y,z,w));
+ }
+ /* initBound.push_back(QVector4D(-0.8, -0.8, -0.7, -0.7));
+ initBound.push_back(QVector4D(-0.8, 0.7, -0.7, 0.8));
+ initBound.push_back(QVector4D(0.7, -0.8, 0.8, -0.7));
+ initBound.push_back(QVector4D(0.7, 0.7, 0.8, 0.8));*/
+ bvhTree.buildBvhTree(initBound.data(), initBound.size());
+ std::vector children;
+ std::vector bounds;
+ bvhTree.getBvhArray(children, bounds);
+ qDebug() << children;
+ qDebug() << bounds;
+
glFunc->glGenBuffers(1, &m_mesh->bvhSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->bvhSSBO);
- glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER,sizeof(bvhChildren), bvhChildren, GL_DYNAMIC_DRAW);
+ glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, children.size()*sizeof(GLuint), children.data(), GL_DYNAMIC_DRAW);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
-
+
glFunc->glGenBuffers(1, &m_mesh->bvhBoundSSBO);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->bvhBoundSSBO);
- glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(bvhBound), bvhBound, GL_DYNAMIC_DRAW);
+ glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bounds.size()*sizeof(QVector4D), bounds.data(), GL_DYNAMIC_DRAW);
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
GLuint elementOffset[] = {
@@ -222,7 +245,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
-1,0.5, -1,-0.5, 0,1, 0,-1, 1,0.5, 1,-0.5,
//fillStyle
//fill
- 0,
+ 0,
//fillType
0, //单色
//fillColorMetallicRoughness
diff --git a/ArchitectureColoredPainting/RendererWidget.cpp b/ArchitectureColoredPainting/RendererWidget.cpp
index 9789cdd..4f0fcc6 100644
--- a/ArchitectureColoredPainting/RendererWidget.cpp
+++ b/ArchitectureColoredPainting/RendererWidget.cpp
@@ -64,6 +64,12 @@ void RendererWidget::initializeGL()
if (!paintingProgramPtr->link())
qDebug() << "ERROR:" << paintingProgramPtr->log();
+ paintingCompProgramPtr = new QOpenGLShaderProgram;
+ if (!paintingCompProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/painting.comp"))
+ qDebug() << "ERROR:" << paintingCompProgramPtr->log();
+ if (!paintingCompProgramPtr->link())
+ qDebug() << "ERROR:" << paintingCompProgramPtr->log();
+
finalProgramPtr = new QOpenGLShaderProgram;
if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
qDebug() << "ERROR:" << finalProgramPtr->log();
@@ -72,11 +78,13 @@ void RendererWidget::initializeGL()
if (!finalProgramPtr->link())
qDebug() << "ERROR:" << finalProgramPtr->log();
+
finalProgramPtr->bind();
finalProgramPtr->setUniformValue("gBaseColor", 0);
finalProgramPtr->setUniformValue("gNormal", 1);
finalProgramPtr->setUniformValue("gPosition", 2);
finalProgramPtr->setUniformValue("gMetallicRoughness", 3);
+ finalProgramPtr->setUniformValue("gPainting", 4);
finalProgramPtr->release();
model = new Model("Models/Sponza/Sponza.gltf", context(), modelProgramPtr, paintingProgramPtr);
@@ -126,11 +134,19 @@ void RendererWidget::paintGL()
paintingProgramPtr->setUniformValue("projection", projection);
paintingProgramPtr->setUniformValue("view", view);
paintingProgramPtr->release();
-
+
model->draw();
fboPtr->release();
}
+ paintingCompProgramPtr->bind();
+ glActiveTexture(GL_TEXTURE4);
+ glBindTexture(GL_TEXTURE_2D, gbuffers[4]);
+ glBindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
+ glBindImageTexture(1, gbuffers[3], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG16);
+ glBindImageTexture(2, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
+ glDispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
+
//QOpenGLFramebufferObject::blitFramebuffer(nullptr, QRect(0, 0, 2*width(), 2*height()), fboPtr, QRect(0, 0, 1156, 756));
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -142,7 +158,7 @@ void RendererWidget::paintGL()
finalProgramPtr->setUniformValueArray("lightPositions", lightPositions, 4);
finalProgramPtr->setUniformValueArray("lightColors", lightColors, 4);
- QVector gbuffers = fboPtr->textures();
+
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gbuffers[0]);
glActiveTexture(GL_TEXTURE1);
@@ -151,6 +167,8 @@ void RendererWidget::paintGL()
glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
glActiveTexture(GL_TEXTURE3);
glBindTexture(GL_TEXTURE_2D, gbuffers[3]);
+ glActiveTexture(GL_TEXTURE4);
+ glBindTexture(GL_TEXTURE_2D, gbuffers[4]);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
finalProgramPtr->release();
}
@@ -165,12 +183,18 @@ void RendererWidget::resizeGL(int width, int height)
if (fboPtr != nullptr)
delete fboPtr;
fboPtr = new QOpenGLFramebufferObject(frameWidth, frameHeight, QOpenGLFramebufferObject::Depth, GL_TEXTURE_2D);
- fboPtr->bind();
- fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGB16F);
- fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGB16F);
- fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RG);
- GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
- glDrawBuffers(4, attachments);
+ if (fboPtr->bind())
+ {
+ fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGB16F);
+ fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGB16F);
+ fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RG16);
+ fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGBA32F);
+ GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4 };
+ glDrawBuffers(5, attachments);
+ gbuffers = fboPtr->textures();
+
+ fboPtr->release();
+ }
std::cout << "\033[?25l";
@@ -183,7 +207,7 @@ void RendererWidget::timerEvent(QTimerEvent* event)
lastFrame = currentFrame;
- static float accTime = 0,frameCnt = 0;
+ static float accTime = 0, frameCnt = 0;
accTime += deltaTime;
frameCnt++;
if (accTime > 1.)
@@ -193,7 +217,7 @@ void RendererWidget::timerEvent(QTimerEvent* event)
accTime = 0;
frameCnt = 0;
}
-
+
if (hasFocus())
{
@@ -241,9 +265,9 @@ void RendererWidget::keyReleaseEvent(QKeyEvent* event)
QOpenGLWidget::keyReleaseEvent(event);
}
-void RendererWidget::wheelEvent(QWheelEvent* event)
+void RendererWidget::wheelEvent(QWheelEvent* event)
{
- camera.ProcessMouseScroll(event->delta()/15.);
+ camera.ProcessMouseScroll(event->delta() / 15.);
}
void RendererWidget::focusInEvent(QFocusEvent* event)
diff --git a/ArchitectureColoredPainting/RendererWidget.h b/ArchitectureColoredPainting/RendererWidget.h
index 68bb2d0..7a07611 100644
--- a/ArchitectureColoredPainting/RendererWidget.h
+++ b/ArchitectureColoredPainting/RendererWidget.h
@@ -36,8 +36,10 @@ private:
float deltaTime;
QOpenGLShaderProgram* modelProgramPtr = nullptr;
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
+ QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
QOpenGLShaderProgram* finalProgramPtr = nullptr;
QOpenGLFramebufferObject* fboPtr = nullptr;
+ QVector gbuffers;
QOpenGLBuffer quadVBO;
QOpenGLVertexArrayObject quadVAO;
Model* model;
diff --git a/ArchitectureColoredPainting/Shaders/final.frag b/ArchitectureColoredPainting/Shaders/final.frag
index 1616f9b..2d28b67 100644
--- a/ArchitectureColoredPainting/Shaders/final.frag
+++ b/ArchitectureColoredPainting/Shaders/final.frag
@@ -8,7 +8,7 @@ uniform sampler2D gBaseColor;
uniform sampler2D gNormal;
uniform sampler2D gPosition;
uniform sampler2D gMetallicRoughness;
-
+uniform sampler2D gPainting;
// lights
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
@@ -108,4 +108,6 @@ void main()
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0);
+ //FragColor = vec4(texture(gPainting, TexCoords).rgb, 1.0);
+
}
\ No newline at end of file
diff --git a/ArchitectureColoredPainting/Shaders/model.frag b/ArchitectureColoredPainting/Shaders/model.frag
index bbd4400..bb6a470 100644
--- a/ArchitectureColoredPainting/Shaders/model.frag
+++ b/ArchitectureColoredPainting/Shaders/model.frag
@@ -9,6 +9,7 @@ layout (location = 0) out vec4 gBaseColor;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gPosition;
layout (location = 3) out vec2 gMetallicRoughness;
+layout(location = 4) out vec3 gPainting;
in vec2 TexCoords;
in vec3 WorldPos;
@@ -42,6 +43,6 @@ void main()
gPosition = WorldPos;
gNormal = getNormalFromMap();
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
-
+ gPainting = vec3(0);
}
\ No newline at end of file
diff --git a/ArchitectureColoredPainting/Shaders/painting.comp b/ArchitectureColoredPainting/Shaders/painting.comp
new file mode 100644
index 0000000..ac913ac
--- /dev/null
+++ b/ArchitectureColoredPainting/Shaders/painting.comp
@@ -0,0 +1,149 @@
+#version 450 core
+
+layout (local_size_x = 8, local_size_y = 8) in;
+
+layout(rgba8, binding = 0) uniform image2D gBaseColor;
+layout(rg16, binding = 1) uniform image2D gMetallicRoughness;
+layout(rgba32f, binding = 2) uniform image2D gPainting;
+
+
+
+layout(std430, binding = 1) buffer bvhBuffer
+{
+ uint bvhLength;
+ uvec2 bvhChildren[];
+};
+layout(std430, binding = 2) buffer bvhBoundBuffer
+{
+ vec4 bvhBound[];
+};
+layout(std430, binding = 3) buffer elementOffsetBuffer
+{
+ /**********************
+ ** @x elementBvhRoot
+ ** @y elementBvhLength
+ ** @z pointsOffset
+ ** @w linesOffset
+ **********************/
+ uvec4 elementOffset[];
+};
+layout(std430, binding = 4) buffer elementIndexBuffer
+{
+ uint elementIndexs[]; //线和面
+};
+layout(std430, binding = 5) buffer elementDataBuffer
+{
+ float elementData[]; //点和Style
+};
+
+const float PI = 3.14159265358979;
+
+
+const uint STACK_SIZE = 30;
+
+struct Stack
+{
+ uint top;
+ uint data[STACK_SIZE];
+
+ bool empty()
+ {
+ return top == 0;
+ }
+ bool full()
+ {
+ return top == STACK_SIZE;
+ }
+ bool getTop(out uint x)
+ {
+ if (empty())
+ return false;
+ x = data[top - 1];
+ return true;
+ }
+ bool pop()
+ {
+ if (empty())
+ return false;
+ top--;
+ return true;
+ }
+ bool push(in uint x)
+ {
+ if (full())
+ return false;
+ data[top] = x;
+ top++;
+ return true;
+ }
+} stack, elementStack;
+
+
+
+void main()
+{
+ ivec2 pixelLocation = ivec2(gl_GlobalInvocationID.xy);
+ if(imageLoad(gPainting, pixelLocation).r==0)
+ return;
+
+ imageStore(gMetallicRoughness, pixelLocation, vec4(0 /*金属度*/, 0.8 /*粗糙度*/, 0, 1));
+
+ vec2 uv = imageLoad(gPainting, pixelLocation).gb;
+
+ vec3 debugBVH = vec3(0);
+ bool debugHit = false;
+ stack.top = 0;
+ uint index = 0, visitTime = 0;
+ while (index < bvhLength || !stack.empty())
+ {
+ while (index < bvhLength)
+ {
+ visitTime++;
+ vec4 bound = bvhBound[index];
+ uint leftChild = bvhChildren[index].x;
+ if (leftChild >= bvhLength)
+ {
+ uint zIndex = bvhChildren[index].y / 65535;
+ float angle = (bvhChildren[index].y / 65535. - zIndex) * 2 * PI;
+
+ mat2 rotation = {{cos(angle), -sin(angle)}, {sin(angle), cos(angle)}};
+ vec2 localUV = uv - (bound.xy + bound.zw) / 2;
+ localUV = rotation * localUV;
+ localUV /= (bound.zw - bound.xy) / 2;
+ if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))))
+ {
+ if (zIndex == 1)
+ debugBVH = vec3(1, 0, 1);
+ uint elementIndex = leftChild - bvhLength;
+ debugBVH.bg += 0.5 * (localUV + vec2(1));
+ // debugBVH = vec3(0);
+
+ //debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
+
+ }
+
+ index = bvhLength;
+ }
+ else if (all(lessThan(bound.xy, uv)) && all(lessThan(uv, bound.zw)))
+ {
+ debugBVH.r += 0.2;
+ stack.push(index);
+ index = leftChild;
+ }
+ else
+ index = bvhLength;
+ }
+ if (!stack.empty())
+ {
+ stack.getTop(index);
+ stack.pop();
+ index = bvhChildren[index].y;
+ }
+ }
+
+ if (debugHit)
+ imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1));
+ else
+ imageStore(gBaseColor, pixelLocation, vec4(debugBVH,1));
+
+}
\ No newline at end of file
diff --git a/ArchitectureColoredPainting/Shaders/painting.frag b/ArchitectureColoredPainting/Shaders/painting.frag
index 08dfe0b..2c66ebf 100644
--- a/ArchitectureColoredPainting/Shaders/painting.frag
+++ b/ArchitectureColoredPainting/Shaders/painting.frag
@@ -4,6 +4,7 @@ layout(location = 0) out vec4 gBaseColor;
layout(location = 1) out vec3 gNormal;
layout(location = 2) out vec3 gPosition;
layout(location = 3) out vec2 gMetallicRoughness;
+layout(location = 4) out vec3 gPainting;
in vec2 TexCoords;
in vec3 WorldPos;
@@ -493,7 +494,7 @@ void mainImage(out vec3 fragColor, in vec2 fragCoord)
}
///////////////////////////////
-const uint STACK_SIZE = 10;
+const uint STACK_SIZE = 40;
struct Stack
{
@@ -629,19 +630,30 @@ vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
void main()
{
+
+ gBaseColor = vec4( vec3(1,0,0),1 );
+ // mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
+ gPosition = WorldPos;
+ gNormal = normalize(Normal);
+ // gMetallicRoughness = vec2(1, 46./255);
+ gMetallicRoughness = vec2(0 /*金属度*/, 0.8 /*粗糙度*/);
+ gPainting = vec3(1, vec2(1., 1.) - TexCoords * 2);
+ return;
// gBaseColor = vec4(TexCoords,1,1);
// gBaseColor = vec4(240./255, 220./255,157./255,1);
// gBaseColor = vec4(bvh[0].bound==vec4(0,0,1,1));
- vec2 uv = vec2(1., 1.) - TexCoords * 2;
+ //vec2 uv = vec2(1., 1.) - TexCoords * 2;
+ vec2 uv = vec2(0., -0.7) ;
vec3 debugBVH = vec3(0);
bool debugHit = false;
stack.top = 0;
- uint index = 0;
+ uint index = 0, visitTime = 0;
while (index < bvhLength || !stack.empty())
{
while (index < bvhLength)
{
+ visitTime++;
vec4 bound = bvhBound[index];
uint leftChild = bvhChildren[index].x;
if (leftChild >= bvhLength)
@@ -658,10 +670,10 @@ void main()
if (zIndex == 1)
debugBVH = vec3(1, 0, 1);
uint elementIndex = leftChild - bvhLength;
- // debugBVH.bg += 0.5 * (localUV + vec2(1));
+ debugBVH.bg += 0.5 * (localUV + vec2(1));
// debugBVH = vec3(0);
- debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
+ //debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
// mainImage(debugBVH,localUV);
@@ -710,14 +722,10 @@ void main()
index = bvhChildren[index].y;
}
}
+
if (debugHit)
gBaseColor = vec4(vec3(1, 1, 0), 1);
else
- gBaseColor = vec4(debugBVH, 1);
- // gBaseColor = vec4( vec3(elementData[6]<0.5),1 );
- // mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
- gPosition = WorldPos;
- gNormal = normalize(Normal);
- // gMetallicRoughness = vec2(1, 46./255);
- gMetallicRoughness = vec2(0 /*金属度*/, 0.8 /*粗糙度*/);
+ gBaseColor = vec4(vec3(int(visitTime)-9), 1);
+
}
\ No newline at end of file