完善了线的绘制方案
parent
aee5003475
commit
c8cc72b0be
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@ -108,6 +108,7 @@
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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\Painting\Element.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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@ -149,6 +150,7 @@
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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\Element.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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@ -123,6 +123,9 @@
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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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<ClCompile Include="src\Renderer\Painting\Element.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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@ -260,6 +263,9 @@
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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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<ClInclude Include="src\Renderer\Painting\Element.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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@ -251,6 +251,42 @@ int cubic_bezier_int_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
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return n_ints;
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}
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bool cubic_bezier_sign_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
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{
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float cu = (-p0.y + 3. * p1.y - 3. * p2.y + p3.y);
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float qu = (3. * p0.y - 6. * p1.y + 3. * p2.y);
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float li = (-3. * p0.y + 3. * p1.y);
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float co = p0.y - uv.y;
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vec3 roots = vec3(1e38);
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int n_roots = solve_cubic(vec3(co/cu,li/cu,qu/cu),roots);
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int n_ints = 0;
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for(int i=0;i<3;i++){
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if(i < n_roots){
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//if(roots[i] >= 0. && roots[i] <= 1.){
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float x_pos = -p0.x + 3. * p1.x - 3. * p2.x + p3.x;
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x_pos = x_pos * roots[i] + 3. * p0.x - 6. * p1.x + 3. * p2.x;
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x_pos = x_pos * roots[i] + -3. * p0.x + 3. * p1.x;
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x_pos = x_pos * roots[i] + p0.x;
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if(x_pos < uv.x){
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n_ints++;
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}
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//}
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}
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}
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return n_ints%2==0;
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// if(n_ints==0 || n_ints==2 || n_ints==4){
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// return 1;
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// }
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// else{
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// return 0;
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// }
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}
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const float eps = .000005;
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const int halley_iterations = 8;
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//lagrange positive real root upper bound
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@ -743,7 +779,7 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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// for(int i = 0; i<200;i++)
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if (elementData[styleIndex] == 0.) //Ãæ
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{
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uint contourIndex = leftChild - 0x80000000;
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uint contourIndex = linesOffset + leftChild - 0x80000000;
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uint num_its = 0;
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@ -802,29 +838,69 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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else if (elementData[styleIndex] == 1) //Ïß
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{
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float strokeWidth = elementData[styleIndex+1];
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uint lineIndex = leftChild - 0x80000000;
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uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
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uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
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uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
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uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
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uint contourIndex = linesOffset + leftChild - 0x80000000;
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float d = 1e38;
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uint signTmp=0;
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uint lineCountTmp=0;
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uint lastPIndex = -1;
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uint lineCount = elementIndexs[contourIndex];
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vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
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elementData[pointsOffset + 2 * p0Index + 1]);
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vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
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elementData[pointsOffset + 2 * p1Index + 1]);
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vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index],
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elementData[pointsOffset + 2 * p2Index + 1]);
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vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index],
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elementData[pointsOffset + 2 * p3Index + 1]);
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for ( uint contourIterator = contourIndex + 1;contourIterator < contourIndex + 1 + lineCount; contourIterator++)
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{
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uint lineIndex = elementIndexs[contourIterator];
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bool reverse = false;
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if(lineIndex>=0x80000000)
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{
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reverse = true;
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lineIndex -= 0x80000000;
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}
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uint pLocation = linesOffset + 4 * lineIndex;
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uvec4 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation], elementIndexs[pLocation+1], elementIndexs[pLocation+2], elementIndexs[pLocation+3]);
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uvec4 pyIndex = uvec4(1)+pxIndex;
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mat4x2 p = mat4x2(elementData[pxIndex[0]], elementData[pyIndex[0]],
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elementData[pxIndex[1]], elementData[pyIndex[1]],
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elementData[pxIndex[2]],elementData[pyIndex[2]],
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elementData[pxIndex[3]], elementData[pyIndex[3]]);
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if(lastPIndex!=pxIndex[0])
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{
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float lineType = elementData[styleIndex+4];
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if(d<=0.001)
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{
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hitElement = true;
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elementColor = vec4(0,0,0,1);
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}
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else if(d<=strokeWidth && signTmp==lineCountTmp)
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{
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hitElement = true;
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elementColor = vec4(1);
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if(elementData[styleIndex+3]==0)
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{
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elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
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metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
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}
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}
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d = 1e38;
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signTmp=0;
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lineCountTmp = 0;
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}
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lastPIndex = pxIndex[3];
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lineCountTmp++;
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float lineType = elementData[styleIndex+4];
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d = min(d, cubic_bezier_dis(localUV, p[0], p[1], p[2], p[3], elementData[styleIndex+2]==0));
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if(lineType==2 || cubic_bezier_sign_test(localUV, p[0], p[1], p[2], p[3])==(reverse? lineType==0: lineType==1))
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++signTmp;
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}
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float lineType = elementData[styleIndex+4];
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/*if(cubic_bezier_dis(localUV, p0, p1, p2, p3, true)<=0.001)
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if(d<=0.001)
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{
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hitElement = true;
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elementColor = vec4(1);
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elementColor = vec4(0,0,0,1);
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}
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else */if(cubic_bezier_dis(localUV, p0, p1, p2, p3, elementData[styleIndex+2]==0)<=strokeWidth
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&&(lineType==2 ||cubic_bezier_int_test(localUV, p0, p1, p2, p3)==lineType))
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else if(d<=strokeWidth && signTmp==lineCountTmp)
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{
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hitElement = true;
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elementColor = vec4(1);
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@ -834,6 +910,45 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
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}
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}
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// float strokeWidth = elementData[styleIndex+1];
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// uint lineIndex = leftChild - 0x80000000;
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// uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
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// uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
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// uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
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// uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
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// vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
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// elementData[pointsOffset + 2 * p0Index + 1]);
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// vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
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// elementData[pointsOffset + 2 * p1Index + 1]);
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// vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index],
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// elementData[pointsOffset + 2 * p2Index + 1]);
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// vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index],
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// elementData[pointsOffset + 2 * p3Index + 1]);
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// // if(p0.y==p3.y)
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// // {
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// // p2.y-=0.0000001;
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// // p3.y-=0.0000001;
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// // }
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// float lineType = elementData[styleIndex+4];
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// if(cubic_bezier_dis(localUV, p0, p1, p2, p3, true)<=0.001)
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// {
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// hitElement = true;
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// elementColor = vec4(0,0,0,1);
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// }
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// else if(cubic_bezier_dis(localUV, p0, p1, p2, p3, elementData[styleIndex+2]==0)<=strokeWidth
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// &&(lineType==2 || cubic_bezier_sign_test(localUV, p0, p1, p2, p3)==(lineType==1)))
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// {
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// hitElement = true;
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// elementColor = vec4(1);
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// if(elementData[styleIndex+3]==0)
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// {
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// elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
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// metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
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// }
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// }
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}
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elementBvhIndex = elementBvhLength;
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@ -206,172 +206,178 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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// {{-0.5,0.3}, {-0.420466,0.379534}, {-0.736743,0.6}, {-0.624264,0.6}},
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// {{-0.624264,0.6}, {-0.511785,0.6}, {-0.579534,0.979534}, {-0.5,0.9}}
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//};
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vector<vector<Point>> lineSet = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse();
|
||||
/*vector<vector<Point>> lineSet = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse();
|
||||
qDebug() << lineSet.size();
|
||||
for (vector<Point>& line : lineSet)
|
||||
{
|
||||
for (Point& p : line)
|
||||
p.show();
|
||||
std::cout << std::endl;
|
||||
}
|
||||
|
||||
|
||||
//vector<vector<Point>> lineSet = { {Point{-1,-1}, Point{1,-1}},{Point{1,-1}, Point{1,1}}, {Point{1,1}, Point{-1,1}},{Point{-1,1}, Point{-1,-1}} };
|
||||
//vector<vector<Point>> lineSet = { {Point{-1,-1}, Point{1,-1}},{Point{1,-1}, Point{1,1}}, {Point{1,1}, Point{-1,1}},{Point{-1,1}, Point{-1,-1}} };
|
||||
ShortCutTree shortCutTree(20);
|
||||
shortCutTree.buildShortCutTree(lineSet);
|
||||
vector<float> pointVector;
|
||||
vector<GLuint> lineVector;
|
||||
vector<BvhTreeData> bvhTreeData = shortCutTree.getPointLineAndBvhTree(pointVector, lineVector);
|
||||
qDebug() << "----------------------------------------------";
|
||||
qDebug() << "element0CellNum: " << bvhTreeData.size();
|
||||
//qDebug() << pointVector;
|
||||
//qDebug() << lineVector;
|
||||
/*for (BvhTreeData data : bvhTreeData)
|
||||
{
|
||||
data.show();
|
||||
}*/
|
||||
BvhTree element0Bvh;
|
||||
element0Bvh.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
|
||||
std::vector<GLuint> element0Children;
|
||||
std::vector<QVector4D> element0Bounds;
|
||||
element0Bvh.getBvhArray(element0Children, element0Bounds);
|
||||
//qDebug() << element0Children;
|
||||
//qDebug() << element0Bounds;
|
||||
|
||||
//std::vector<GLuint> bvhChildren = {
|
||||
// //root
|
||||
// 1,2,
|
||||
// 3,4, 5,6,
|
||||
// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(0),0, encodeChild(0),0
|
||||
//};
|
||||
//std::vector<QVector4D> bvhBounds = {
|
||||
// //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(-0.8,-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),
|
||||
//};
|
||||
std::vector<GLuint> bvhChildren;
|
||||
std::vector<QVector4D> bvhBounds;
|
||||
rootBvhTree.getBvhArray(bvhChildren, bvhBounds);
|
||||
|
||||
//qDebug() << bvhChildren;
|
||||
bvhChildren.insert(bvhChildren.end(), element0Children.begin(), element0Children.end());
|
||||
bvhBounds.insert(bvhBounds.end(), element0Bounds.begin(), element0Bounds.end());
|
||||
|
||||
std::vector<GLuint> elementOffset = {
|
||||
//element0
|
||||
rootBvhTree.getBvhNodeNum(), //elementBvhRoot
|
||||
(GLuint)element0Bounds.size(), //elementBvhLength
|
||||
0, //pointsOffset
|
||||
0, //linesOffset
|
||||
};
|
||||
std::vector<GLuint> elementIndex = lineVector;
|
||||
std::vector<GLfloat> elementData = {
|
||||
//fillStyle
|
||||
//fill
|
||||
0,
|
||||
//fillType
|
||||
0, //单色
|
||||
//fillColorMetallicRoughness
|
||||
240/255.,220/255.,160/255., 0.996,0.18,
|
||||
};
|
||||
elementData.insert(elementData.begin(), pointVector.begin(), pointVector.end());
|
||||
//qDebug() << elementIndex;
|
||||
//qDebug() << elementData;
|
||||
|
||||
|
||||
//std::vector<GLuint> bvhChildren0 = {
|
||||
// //root
|
||||
// 1,2,
|
||||
// 3,4, 5,6,
|
||||
// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(1),0, encodeChild(0),0,
|
||||
// //elememt0
|
||||
// 1,2,
|
||||
// encodeChild(20)/*contour索引,由于contour不定长,这里需要给到contour在elementIndex中位置*/,14/*style索引,在elementData中位置*/, encodeChild(24), 14,
|
||||
// //elememt1
|
||||
// encodeChild(0)/*line索引,element中第几条*/, 27
|
||||
//ShortCutTree shortCutTree(20);
|
||||
//shortCutTree.buildShortCutTree(lineSet);
|
||||
//vector<GLfloat> pointVector;
|
||||
//vector<GLuint> lineVector;
|
||||
//vector<BvhTreeData> bvhTreeData = shortCutTree.getPointLineAndBvhTree(pointVector, lineVector);
|
||||
//for (auto& data : bvhTreeData)
|
||||
// data.rightSon = 0;
|
||||
//qDebug() << "----------------------------------------------";
|
||||
//qDebug() << "element0CellNum: " << bvhTreeData.size();
|
||||
////qDebug() << pointVector;
|
||||
////qDebug() << lineVector;
|
||||
///*for (BvhTreeData data : bvhTreeData)
|
||||
//{
|
||||
// data.show();
|
||||
//}*/
|
||||
//BvhTree element0Bvh;
|
||||
//element0Bvh.buildBvhTree(bvhTreeData.data(), bvhTreeData.size());
|
||||
//std::vector<GLuint> element0Children;
|
||||
//std::vector<QVector4D> element0Bounds;
|
||||
//element0Bvh.getBvhArray(element0Children, element0Bounds);
|
||||
////qDebug() << element0Children;
|
||||
////qDebug() << element0Bounds;
|
||||
|
||||
//};
|
||||
//std::vector<QVector4D> bvhBounds0 = {
|
||||
// //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(-0.8,-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,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
|
||||
// //elememt1
|
||||
// QVector4D(-1,-1,1,1)
|
||||
//};
|
||||
//std::vector<GLuint> elementOffset0 = {
|
||||
// //element0
|
||||
// 7, //elementBvhRoot
|
||||
// 3, //elementBvhLength
|
||||
// 0, //pointsOffset
|
||||
// 0, //linesOffset
|
||||
// //element1
|
||||
// 10, //elementBvhRoot
|
||||
// 1, //elementBvhLength
|
||||
// 21, //pointsOffset
|
||||
// 28, //linesOffset
|
||||
//};
|
||||
////std::vector<GLuint> bvhChildren = {
|
||||
//// //root
|
||||
//// 1,2,
|
||||
//// 3,4, 5,6,
|
||||
//// encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(0),0, encodeChild(0),0
|
||||
////};
|
||||
////std::vector<QVector4D> bvhBounds = {
|
||||
//// //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(-0.8,-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),
|
||||
////};
|
||||
//std::vector<GLuint> bvhChildren;
|
||||
//std::vector<QVector4D> bvhBounds;
|
||||
//rootBvhTree.getBvhArray(bvhChildren, bvhBounds);
|
||||
//
|
||||
////qDebug() << bvhChildren;
|
||||
//bvhChildren.insert(bvhChildren.end(), element0Children.begin(), element0Children.end());
|
||||
//bvhBounds.insert(bvhBounds.end(), element0Bounds.begin(), element0Bounds.end());
|
||||
|
||||
//std::vector<GLuint> elementIndex0 = {
|
||||
// //element0
|
||||
// //lines, 全部当作三阶贝塞尔, 每条线四个点索引
|
||||
// 0,1,1,2,
|
||||
// 0,0,3,3,
|
||||
// 3,4,4,5,
|
||||
// 2,2,5,5,
|
||||
// 5,5,6,6,
|
||||
// //contours, 第一个元素为线数,后面为轮廓线索引
|
||||
// 3, 1,2,4,
|
||||
// 3, 0,2,3,
|
||||
// //element1
|
||||
// //lines
|
||||
// 0,1,1,2
|
||||
//};
|
||||
|
||||
//std::vector<GLfloat> elementData0 = {
|
||||
// //element0
|
||||
// //points
|
||||
// -0.2,1, -0.2,-0.2, 1,-0.2, -1,1, -1,-1, 1,-1, 1,1,
|
||||
//std::vector<GLuint> elementIndex = lineVector;
|
||||
//std::vector<GLfloat> elementData = {
|
||||
// //fillStyle
|
||||
// //fill
|
||||
// 0,
|
||||
// //fillType
|
||||
// 0, //µ¥É«
|
||||
// //fillColorMetallicRoughness
|
||||
// 1,1,0, 0,0.8,
|
||||
|
||||
// //element1
|
||||
// //points
|
||||
// 0,0.8, 1,0, 0,-0.8,
|
||||
// //strokeStyle
|
||||
// //stroke
|
||||
// 1,
|
||||
// //strokeWidth
|
||||
// 0.02,
|
||||
// //strokeEndType
|
||||
// 0, //圆角
|
||||
// //strokeFillType
|
||||
// 0, //单色
|
||||
// //线类型
|
||||
// 1, //左侧
|
||||
// //线外描边宽度
|
||||
// 0,
|
||||
// //线外描边方式
|
||||
// 0, //单色
|
||||
// //strokeFillColorMetallicRoughness
|
||||
// 1,0,1, 0,0.8
|
||||
// 240/255.,220/255.,160/255., 0.996,0.18,
|
||||
//};
|
||||
//std::vector<GLuint> elementOffset = {
|
||||
// //element0
|
||||
// rootBvhTree.getBvhNodeNum(), //elementBvhRoot
|
||||
// (GLuint)element0Bounds.size(), //elementBvhLength
|
||||
// (GLuint)elementData.size(), //pointsOffset
|
||||
// 0, //linesOffset
|
||||
//};
|
||||
//elementData.insert(elementData.end(), pointVector.begin(), pointVector.end());
|
||||
////qDebug() << elementIndex;
|
||||
////qDebug() << elementData;
|
||||
|
||||
|
||||
std::vector<GLuint> bvhChildren0 = {
|
||||
//root
|
||||
1,2,
|
||||
3,4, 5,6,
|
||||
encodeChild(0),0, encodeChild(0),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(1),0, encodeChild(0),0,
|
||||
//elememt0
|
||||
1,2,
|
||||
encodeChild(20)/*contour索引,由于contour不定长,这里需要给到contour在elementIndex中位置*/,14/*style索引,在elementData中位置*/, encodeChild(24), 14,
|
||||
//elememt1
|
||||
encodeChild(12)/*contour索引*/, 35
|
||||
|
||||
};
|
||||
std::vector<QVector4D> bvhBounds0 = {
|
||||
//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(-0.8,-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,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
|
||||
//elememt1
|
||||
QVector4D(-1,-1,1,1)
|
||||
};
|
||||
std::vector<GLuint> elementOffset0 = {
|
||||
//element0
|
||||
7, //elementBvhRoot
|
||||
3, //elementBvhLength
|
||||
0, //pointsOffset
|
||||
0, //linesOffset
|
||||
//element1
|
||||
10, //elementBvhRoot
|
||||
1, //elementBvhLength
|
||||
21, //pointsOffset
|
||||
28, //linesOffset
|
||||
};
|
||||
|
||||
std::vector<GLuint> elementIndex0 = {
|
||||
//element0
|
||||
//lines, 全部当作三阶贝塞尔, 每条线四个点索引
|
||||
0,1,1,2,
|
||||
0,0,3,3,
|
||||
3,4,4,5,
|
||||
2,2,5,5,
|
||||
5,5,6,6,
|
||||
//contours, 第一个元素为线数,后面为轮廓线索引
|
||||
3, 1,2,4,
|
||||
3, 0,2,3,
|
||||
//element1
|
||||
//lines
|
||||
0,0,1,1,
|
||||
1,2,3,4,
|
||||
5,5,6,6,
|
||||
//contours
|
||||
3, 0+ 0x80000000 ,1,2
|
||||
};
|
||||
|
||||
std::vector<GLfloat> elementData0 = {
|
||||
//element0
|
||||
//points
|
||||
-0.2,1, -0.2,-0.2, 1,-0.2, -1,1, -1,-1, 1,-1, 1,1,
|
||||
//fillStyle
|
||||
//fill
|
||||
0,
|
||||
//fillType
|
||||
0, //单色
|
||||
//fillColorMetallicRoughness
|
||||
1,1,0, 0,0.8,
|
||||
|
||||
//element1
|
||||
//points
|
||||
-0.5,-0.5, -0.5,0.5, 0.2,0.5, 0.5,0.2, 0.5,-0.5, -0.8,-0.5, -0.8,0.5,
|
||||
//strokeStyle
|
||||
//stroke
|
||||
1,
|
||||
//strokeWidth
|
||||
0.02,
|
||||
//strokeEndType
|
||||
0, //圆角
|
||||
//strokeFillType
|
||||
0, //单色
|
||||
//线类型
|
||||
1, //左侧
|
||||
//线外描边宽度
|
||||
0,
|
||||
//线外描边方式
|
||||
0, //单色
|
||||
//strokeFillColorMetallicRoughness
|
||||
1,0,1, 0,0.8
|
||||
};
|
||||
|
||||
//m_mesh->paintingIndex = paintingHelper->addPainting(bounds.size(), std::vector<GLuint>(children.begin()+2, children.end()), bounds,
|
||||
// elementOffset, elementIndex, elementData);
|
||||
m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds,
|
||||
elementOffset, elementIndex, elementData);
|
||||
|
||||
//m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds,
|
||||
// elementOffset, elementIndex, elementData);
|
||||
m_mesh->paintingIndex = paintingHelper->addPainting(7, bvhChildren0, bvhBounds0,
|
||||
elementOffset0, elementIndex0, elementData0);
|
||||
m_mesh->setupMesh();
|
||||
return m_mesh;
|
||||
}
|
||||
|
|
|
@ -0,0 +1 @@
|
|||
#include "Element.h"
|
|
@ -0,0 +1,18 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include "Line.h"
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
class Element
|
||||
{
|
||||
public:
|
||||
std::vector<GLuint> bvhChildren;
|
||||
std::vector<QVector4D> bvhBound;
|
||||
std::vector<GLuint> elementIndex;
|
||||
std::vector<GLfloat> points;
|
||||
|
||||
Element(std::vector<std::vector<Point>> lines);
|
||||
};
|
||||
}
|
|
@ -1,8 +1,64 @@
|
|||
#include "Painting.h"
|
||||
#include "../../SvgParser.h"
|
||||
#include "ShortCutTree.h"
|
||||
|
||||
using namespace Renderer;
|
||||
Painting::Painting()
|
||||
{
|
||||
Contour contour = SvgParser("M377,459.61a11.26,11.26,0,0,1,11.27-11.27H696.12a11.27,11.27,0,0,0,11-8.62A359.84,359.84,0,0,0,708,280.56a11.26,11.26,0,0,0-11-8.73H388.27A11.26,11.26,0,0,1,377,260.57h0a11.26,11.26,0,0,1,11.27-11.26H683.71A11.32,11.32,0,0,0,694.28,234C649.8,113.69,542.57,23.85,412.3,4.12a11.22,11.22,0,0,0-12.76,11.17v158.9a11.26,11.26,0,0,0,11.26,11.27H583.12a11.32,11.32,0,0,0,9.26-17.75c-31.67-46.59-78.51-75.2-109.11-90.07a11.25,11.25,0,0,0-16.13,10.17V115.2a11.24,11.24,0,0,0,6.22,10.07l7.51,3.76a11.28,11.28,0,0,1,5,15.12h0a11.27,11.27,0,0,1-15.11,5l-20-10a11.27,11.27,0,0,1-6.22-10.07V54a11.27,11.27,0,0,1,14.62-10.75c5.11,1.59,125.66,40.35,172.24,149A11.27,11.27,0,0,1,621.11,208H388.27A11.26,11.26,0,0,1,377,196.73V11.36A11.32,11.32,0,0,0,365.89.08C363.34,0,360.79,0,358.22,0s-5.11,0-7.66.08a11.32,11.32,0,0,0-11.11,11.28V196.74A11.26,11.26,0,0,1,328.18,208H95.35A11.27,11.27,0,0,1,85,192.3c46.57-108.67,167.12-147.42,172.23-149A11.26,11.26,0,0,1,271.86,54v75.11a11.25,11.25,0,0,1-6.23,10.07l-20,10a11.27,11.27,0,0,1-15.11-5h0a11.26,11.26,0,0,1,5-15.11l7.52-3.76a11.27,11.27,0,0,0,6.22-10.07V87.82a11.25,11.25,0,0,0-16.14-10.16c-30.6,14.87-77.45,43.48-109.1,90.07a11.3,11.3,0,0,0,9.25,17.74H305.66a11.26,11.26,0,0,0,11.27-11.26V15.31A11.22,11.22,0,0,0,304.17,4.14C173.88,23.86,66.66,113.71,22.17,234a11.32,11.32,0,0,0,10.56,15.29H328.18a11.26,11.26,0,0,1,11.27,11.26v0a11.26,11.26,0,0,1-11.27,11.26H19.52a11.26,11.26,0,0,0-11,8.72,359.84,359.84,0,0,0,.83,159.16,11.26,11.26,0,0,0,11,8.61H328.18a11.26,11.26,0,0,1,11.27,11.27h0a11.26,11.26,0,0,1-11.27,11.26h-294a11.32,11.32,0,0,0-10.53,15.4C69,604.65,175.3,692.78,304.16,712.3a11.21,11.21,0,0,0,12.76-11.16V542.22A11.26,11.26,0,0,0,305.66,531h-166c-9.53,0-14.89,11.22-8.69,18.47,34.09,39.77,74.45,65.66,101.77,80.18a11.25,11.25,0,0,0,16.53-10V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,271.85,591v63.85A11.27,11.27,0,0,1,256.8,665.5c-4.45-1.59-109.58-40-171-139.9a11.27,11.27,0,0,1,9.59-17.17H328.18a11.26,11.26,0,0,1,11.27,11.26V705.08a11.32,11.32,0,0,0,11.11,11.28q3.82.07,7.66.08c2.57,0,5.12,0,7.67-.08A11.32,11.32,0,0,0,377,705.08V519.69a11.25,11.25,0,0,1,11.27-11.26H621.1a11.26,11.26,0,0,1,9.59,17.16c-61.46,99.87-166.59,138.3-171,139.9a11.27,11.27,0,0,1-15-10.61V591a11.26,11.26,0,0,1,11.26-11.26h0A11.26,11.26,0,0,1,467.14,591v28.6a11.25,11.25,0,0,0,16.53,10c27.33-14.53,67.68-40.42,101.77-80.19,6.2-7.23.85-18.46-8.69-18.46h-166a11.26,11.26,0,0,0-11.26,11.26V701.12a11.21,11.21,0,0,0,12.76,11.17c128.86-19.51,235.14-107.66,280.48-226a11.33,11.33,0,0,0-10.53-15.41h-294A11.25,11.25,0,0,1,377,459.61ZM35.27,399.53V316.9a11.26,11.26,0,0,1,11.27-11.26H669.92a11.25,11.25,0,0,1,11.26,11.26v82.63a11.25,11.25,0,0,1-11.26,11.26H46.54a11.27,11.27,0,0,1-11.27-11.26Z", 716.45, 716.44).parse();
|
||||
std::shared_ptr<Contour> contourPtr = std::make_shared<Contour>(contour);
|
||||
contourPool.insert({ contourPtr, {nullptr, nullptr} });
|
||||
|
||||
|
||||
std::vector<GLfloat> style = {
|
||||
//fillStyle
|
||||
//fill
|
||||
0,
|
||||
//fillType
|
||||
0, //µ¥É«
|
||||
//fillColorMetallicRoughness
|
||||
240 / 255.,220 / 255.,160 / 255., 0.996,0.18,
|
||||
};
|
||||
|
||||
Element element{ contourPtr, style, QVector4D(-0.8,-0.8,-0.2,-0.1), 0, 0 };
|
||||
elements.push_back(element);
|
||||
if (style[0] == 0 && contourPool[contourPtr].first == nullptr)
|
||||
{
|
||||
ShortCutTree shortCutTree(20);
|
||||
shortCutTree.buildShortCutTree(*contourPtr);
|
||||
ElementBuffer elementBuffer;
|
||||
elementBuffer.bvhLeaves = shortCutTree.getPointLineAndBvhTree(elementBuffer.pointBuffer, elementBuffer.lineBuffer);
|
||||
contourPool[contourPtr].first = std::make_shared<ElementBuffer>(elementBuffer);
|
||||
}
|
||||
}
|
||||
|
||||
GLuint encodeZIndexRotation(GLuint zIndex, float rotation)
|
||||
{
|
||||
return GLuint(rotation / 360 * 0x10000 + zIndex * 0x10000);
|
||||
}
|
||||
|
||||
//void Painting::addElement(Contour contour, std::vector<GLfloat> style, QVector4D bound, float rotation, int zIndex)
|
||||
//{
|
||||
// BvhTreeData(bound, 0, encodeZIndexRotation(zIndex, rotation));
|
||||
//
|
||||
// std::shared_ptr<Element> element = nullptr;
|
||||
// auto iterator = elementMap.find(lines);
|
||||
// if (iterator != elementMap.end())
|
||||
// element = iterator->second;
|
||||
// else
|
||||
// {
|
||||
// element = std::make_shared<Element>(lines);
|
||||
// elementMap.insert({ lines, element });
|
||||
// }
|
||||
//
|
||||
//}
|
||||
|
||||
void Painting::generateBuffers()
|
||||
{
|
||||
//std::unordered_map < std::shared_ptr<Contour>, int>
|
||||
for (auto& iter : contourPool)
|
||||
{
|
||||
elementData.insert(elementData.end(), iter.second.first->pointBuffer.begin(), iter.second.first->pointBuffer.end());
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -2,20 +2,48 @@
|
|||
#include <vector>
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include "Line.h"
|
||||
#include "BvhTree.h"
|
||||
//#include "Element.h"
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
using Contour = std::vector<std::vector<Point>>;
|
||||
|
||||
struct Element
|
||||
{
|
||||
std::shared_ptr<Contour> contour;
|
||||
std::vector<GLfloat> style;
|
||||
QVector4D bound;
|
||||
float rotation;
|
||||
int zIndex;
|
||||
};
|
||||
|
||||
struct ElementBuffer
|
||||
{
|
||||
std::vector<GLfloat> pointBuffer;
|
||||
std::vector<GLuint> lineBuffer;
|
||||
std::vector<BvhTreeData> bvhLeaves;
|
||||
};
|
||||
|
||||
class Painting
|
||||
{
|
||||
std::vector<GLuint> paintingOffsets;
|
||||
public:
|
||||
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();
|
||||
//void addElement(Contour contour, std::vector<GLfloat> style, QVector4D bound, float rotation, int zIndex);
|
||||
void generateBuffers();
|
||||
private:
|
||||
std::vector<BvhTreeData> bvhLeaves;
|
||||
std::unordered_map< std::shared_ptr<Contour>, std::pair<std::shared_ptr<ElementBuffer>, std::shared_ptr<ElementBuffer>>> contourPool;
|
||||
//std::vector<std::shared_ptr<Contour>> contourPool;
|
||||
std::vector<Element> elements;
|
||||
//std::unordered_map<std::vector<std::vector<Point>>, std::shared_ptr<Element>> elementMap;
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -24,34 +24,34 @@ void PaintingHelper::allocateBuffers()
|
|||
{
|
||||
glFunc->glGenBuffers(1, &paintingOffsetsSSBO);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, paintingOffsetsSSBO);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, paintingOffsets.size() * sizeof(GLuint), paintingOffsets.data(), GL_DYNAMIC_DRAW);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, paintingOffsets.size() * sizeof(GLuint), paintingOffsets.data(), GL_STATIC_READ);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
glFunc->glGenBuffers(1, &bvhSSBO);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhSSBO);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhChildren.size() * sizeof(GLuint), bvhChildren.data(), GL_DYNAMIC_DRAW);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhChildren.size() * sizeof(GLuint), bvhChildren.data(), GL_STATIC_READ);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
glFunc->glGenBuffers(1, &bvhBoundSSBO);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, bvhBoundSSBO);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhBound.size() * sizeof(QVector4D), bvhBound.data(), GL_DYNAMIC_DRAW);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bvhBound.size() * sizeof(QVector4D), bvhBound.data(), GL_STATIC_READ);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
|
||||
glFunc->glGenBuffers(1, &elementOffsetSSBO);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementOffsetSSBO);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementOffset.size() * sizeof(GLuint), elementOffset.data(), GL_DYNAMIC_DRAW);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementOffset.size() * sizeof(GLuint), elementOffset.data(), GL_STATIC_READ);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
|
||||
glFunc->glGenBuffers(1, &elementIndexSSBO);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementIndexSSBO);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementIndex.size() * sizeof(GLuint), elementIndex.data(), GL_DYNAMIC_DRAW);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementIndex.size() * sizeof(GLuint), elementIndex.data(), GL_STATIC_READ);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
|
||||
glFunc->glGenBuffers(1, &elementDataSSBO);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, elementDataSSBO);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementData.size() * sizeof(GLfloat), elementData.data(), GL_DYNAMIC_DRAW);
|
||||
glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, elementData.size() * sizeof(GLfloat), elementData.data(), GL_STATIC_READ);
|
||||
glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -294,7 +294,7 @@ vector<BvhTreeData> ShortCutTree::getPointLineAndBvhTree(vector<float>& resPoint
|
|||
for (auto& nowTreeNode : restOfTreeNodes) {
|
||||
BvhTreeData oneData;
|
||||
oneData.leftSon = resLines.size();
|
||||
oneData.rightSon = resPoints.size();
|
||||
//oneData.rightSon = rightSon;
|
||||
oneData.bound = nowTreeNode.bound;
|
||||
std::cout << nowTreeNode.lineSet.size() << ' ';
|
||||
resLines.push_back(nowTreeNode.lineSet.size());
|
||||
|
|
Loading…
Reference in New Issue