解决绘制线单侧时的一些问题

dev-VirtualTexture
wuyize 2022-11-18 16:39:31 +08:00
parent 3a3374a886
commit cbc4c2ebf5
4 changed files with 186 additions and 21 deletions

View File

@ -99,6 +99,7 @@
<ItemGroup>
<ClCompile Include="src\CaptionButton.cpp" />
<ClCompile Include="src\Editor\EditorWidget.cpp" />
<ClCompile Include="src\Editor\GraphicElement.cpp" />
<ClCompile Include="src\IconWidget.cpp" />
<ClCompile Include="src\main.cpp" />
<ClCompile Include="src\MainWindow.cpp" />
@ -150,6 +151,7 @@
</ItemGroup>
<ItemGroup>
<QtMoc Include="src\MainWindow.h" />
<ClInclude Include="src\Editor\GraphicElement.h" />
<ClInclude Include="src\Renderer\Painting\Element.h" />
<ClInclude Include="src\Renderer\Painting\Painting.h" />
<ClInclude Include="src\SvgParser.h" />

View File

@ -126,6 +126,9 @@
<ClCompile Include="src\Renderer\Painting\Element.cpp">
<Filter>Source Files\Renderer\Painting</Filter>
</ClCompile>
<ClCompile Include="src\Editor\GraphicElement.cpp">
<Filter>Source Files\Editor</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<QtMoc Include="src\Renderer\RendererGLWidget.h">
@ -266,6 +269,9 @@
<ClInclude Include="src\Renderer\Painting\Element.h">
<Filter>Header Files\Renderer\Painting</Filter>
</ClInclude>
<ClInclude Include="src\Editor\GraphicElement.h">
<Filter>Header Files\Editor</Filter>
</ClInclude>
</ItemGroup>
<ItemGroup>
<QtRcc Include="MainWindow.qrc">

View File

@ -251,8 +251,65 @@ int cubic_bezier_int_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
return n_ints;
}
bool cubic_bezier_sign_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
bvec3 cubic_bezier_sign_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
{
// float cu = (-p0.y + 3. * p1.y - 3. * p2.y + p3.y);
// float qu = (3. * p0.y - 6. * p1.y + 3. * p2.y);
// float li = (-3. * p0.y + 3. * p1.y);
// float co = p0.y - uv.y;
// vec3 roots = vec3(1e38);
// int n_roots;
// int n_ints = 0;
// bvec3 result = bvec3(false);
// if (uv.x < min(min(p0.x, p1.x), min(p2.x, p3.x)))
// {
// if (uv.y >= min(p0.y, p3.y) && uv.y <= max(p0.y, p3.y))
// {
// n_ints = 1;
// result[1] = !result[1];
// }
// }
// else
// {
// if (abs(cu) < .0001)
// {
// n_roots = solve_quadric(vec2(co / qu, li / qu), roots.xy);
// }
// else
// {
// n_roots = solve_cubic(vec3(co / cu, li / cu, qu / cu), roots);
// }
// for (int i = 0; i < n_roots; i++)
// {
// //if (roots[i] >= 0. && roots[i] <= 1.)
// {
// float x_pos = -p0.x + 3. * p1.x - 3. * p2.x + p3.x;
// x_pos = x_pos * roots[i] + 3. * p0.x - 6. * p1.x + 3. * p2.x;
// x_pos = x_pos * roots[i] + -3. * p0.x + 3. * p1.x;
// x_pos = x_pos * roots[i] + p0.x;
// if (x_pos > uv.x)
// {
// if(roots[i] >= 0. && roots[i] <= 1.){
// result[1] = !result[1];
// }
// else if(roots[i] < 0.)
// {
// result[0]=!result[0];
// }
// else
// result[2]=!result[2];
// //n_ints++;
// }
// }
// }
// }
// return result;
float cu = (-p0.y + 3. * p1.y - 3. * p2.y + p3.y);
float qu = (3. * p0.y - 6. * p1.y + 3. * p2.y);
float li = (-3. * p0.y + 3. * p1.y);
@ -261,24 +318,52 @@ bool cubic_bezier_sign_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
vec3 roots = vec3(1e38);
int n_roots = solve_cubic(vec3(co/cu,li/cu,qu/cu),roots);
int n_ints = 0;
//int n_ints = 0;
bvec3 result = bvec3(false);
for(int i=0;i<3;i++){
if(i < n_roots){
//if(roots[i] >= 0. && roots[i] <= 1.){
if(roots[i] >= 0. && roots[i] <= 1.){
float x_pos = -p0.x + 3. * p1.x - 3. * p2.x + p3.x;
x_pos = x_pos * roots[i] + 3. * p0.x - 6. * p1.x + 3. * p2.x;
x_pos = x_pos * roots[i] + -3. * p0.x + 3. * p1.x;
x_pos = x_pos * roots[i] + p0.x;
if(x_pos < uv.x){
n_ints++;
if(x_pos > uv.x){
result[1] = !result[1];
}
//}
}
}
}
vec2 tang1 = p0.xy - p1.xy;
vec2 tang2 = p2.xy - p3.xy;
vec2 nor1 = vec2(tang1.y,-tang1.x);
vec2 nor2 = vec2(tang2.y,-tang2.x);
if(p0.y < p1.y){
if((uv.y<=p0.y) && (dot(uv-p0.xy,nor1)>0.)){
result[0]=!result[0];
}
}
else{
if(!(uv.y<=p0.y) && !(dot(uv-p0.xy,nor1)>0.)){
result[0]=!result[0];
}
}
if(p2.y<p3.y){
if(!(uv.y<=p3.y) && dot(uv-p3.xy,nor2)>0.){
result[2]=!result[2];
}
}
else{
if((uv.y<=p3.y) && !(dot(uv-p3.xy,nor2)>0.)){
result[2]=!result[2];
}
}
return n_ints%2==0;
return result;
// if(n_ints==0 || n_ints==2 || n_ints==4){
// return 1;
// }
@ -840,11 +925,12 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
float strokeWidth = elementData[styleIndex+1];
uint contourIndex = linesOffset + leftChild - 0x80000000;
float d = 1e38;
uint signTmp=0;
bool signTmp=false;
uint lineCountTmp=0;
uint lastPIndex = -1;
bool lastSign = false;
uint lineCount = elementIndexs[contourIndex];
uint reverseFlag = 0;
for ( uint contourIterator = contourIndex + 1;contourIterator < contourIndex + 1 + lineCount; contourIterator++)
{
uint lineIndex = elementIndexs[contourIterator];
@ -854,6 +940,7 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
reverse = true;
lineIndex -= 0x80000000;
}
uint pLocation = linesOffset + 4 * lineIndex;
uvec4 pxIndex = uvec4(pointsOffset)+2*uvec4(elementIndexs[pLocation], elementIndexs[pLocation+1], elementIndexs[pLocation+2], elementIndexs[pLocation+3]);
uvec4 pyIndex = uvec4(1)+pxIndex;
@ -863,52 +950,122 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
elementData[pxIndex[2]],elementData[pyIndex[2]],
elementData[pxIndex[3]], elementData[pyIndex[3]]);
bvec3 signTestResult = cubic_bezier_sign_test(localUV, p[0], p[1], p[2], p[3]);
if(lastPIndex!=pxIndex[0])
{
if(lastSign)
signTmp = !signTmp;
float lineType = elementData[styleIndex+4];
if(d<=0.001)
{
hitElement = true;
elementColor = vec4(0,0,0,1);
}
else if(d<=strokeWidth && signTmp==lineCountTmp)
else if(d<=strokeWidth && (lineType==2 || signTmp==(lineType==1-reverseFlag)))
{
d/=strokeWidth;
hitElement = true;
elementColor = vec4(1);
metallicRoughness = vec2(0.8);
if(elementData[styleIndex+3]==0)
{
elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
}
else if(elementData[styleIndex+3]==1)
{
elementColor = vec4(mix(vec3(0), vec3(1), d), 1);
metallicRoughness = vec2(0,0.8);
}
else if(elementData[styleIndex+3]==2)
{
float levels[] = {0.25,0.5,0.75};
vec3 colors[] = {vec3(1,0,0), vec3(0,1,0), vec3(0,0,1), vec3(1,1,0)};
int i = 0;
while(i<3)
{
if(d<levels[i])
{
elementColor = vec4(colors[i], 1);
metallicRoughness = vec2(0,0.8);
break;
}
i++;
}
if(i==3)
{
elementColor = vec4(colors[i], 1);
metallicRoughness = vec2(0,0.8);
}
}
}
if(reverse)
reverseFlag = 1;
d = 1e38;
signTmp=0;
signTmp=signTestResult[0];
lineCountTmp = 0;
}
lastPIndex = pxIndex[3];
lastSign = signTestResult[2];
lineCountTmp++;
float lineType = elementData[styleIndex+4];
d = min(d, cubic_bezier_dis(localUV, p[0], p[1], p[2], p[3], elementData[styleIndex+2]==0));
if(lineType==2 || cubic_bezier_sign_test(localUV, p[0], p[1], p[2], p[3])==(reverse? lineType==0: lineType==1))
++signTmp;
if(signTestResult[1])
signTmp = !signTmp;
}
if(lastSign)
signTmp = !signTmp;
float lineType = elementData[styleIndex+4];
if(d<=0.001)
{
hitElement = true;
elementColor = vec4(0,0,0,1);
}
else if(d<=strokeWidth && signTmp==lineCountTmp)
else if(d<=strokeWidth && (lineType==2 || signTmp==(lineType==1-reverseFlag)))
{
d/=strokeWidth;
hitElement = true;
elementColor = vec4(1);
metallicRoughness = vec2(0.8);
if(elementData[styleIndex+3]==0)
{
elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
}
else if(elementData[styleIndex+3]==1)
{
elementColor = vec4(mix(vec3(0), vec3(1), d), 1);
metallicRoughness = vec2(0,0.8);
}
else if(elementData[styleIndex+3]==2)
{
float levels[] = {0.25,0.5,0.75};
vec3 colors[] = {vec3(1,0,0), vec3(0,1,0), vec3(0,0,1), vec3(1,1,0)};
int i = 0;
while(i<3)
{
if(d<levels[i])
{
elementColor = vec4(colors[i], 1);
metallicRoughness = vec2(0,0.8);
break;
}
i++;
}
if(i==3)
{
elementColor = vec4(colors[i], 1);
metallicRoughness = vec2(0,0.8);
}
}
}
// float strokeWidth = elementData[styleIndex+1];

View File

@ -291,7 +291,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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乞多*/, 35
encodeChild(12)/*contour乞多*/, 39
};
std::vector<QVector4D> bvhBounds0 = {
@ -331,11 +331,11 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
3, 0,2,3,
//element1
//lines
0,0,1,1,
0,7,8,1,
1,2,3,4,
5,5,6,6,
//contours
3, 0+ 0x80000000 ,1,2
2, 0 ,1
};
std::vector<GLfloat> elementData0 = {
@ -352,16 +352,16 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
//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,
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, 0.5,-0.4, 0.5,0.4,
//strokeStyle
//stroke
1,
//strokeWidth
0.02,
0.1,
//strokeEndType
0, //圆角
//strokeFillType
0, //데<>
2, //데<>
//线类型
1, //左侧
//线外描边宽度