diff --git a/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj b/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj
index bfce5ff..1c52dfd 100644
--- a/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj
+++ b/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj
@@ -99,6 +99,7 @@
+
@@ -150,6 +151,7 @@
+
diff --git a/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj.filters b/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj.filters
index be03bfa..b73c477 100644
--- a/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj.filters
+++ b/ArchitectureColoredPainting/ArchitectureColoredPainting.vcxproj.filters
@@ -126,6 +126,9 @@
Source Files\Renderer\Painting
+
+ Source Files\Editor
+
@@ -266,6 +269,9 @@
Header Files\Renderer\Painting
+
+ Header Files\Editor
+
diff --git a/ArchitectureColoredPainting/Shaders/painting.comp b/ArchitectureColoredPainting/Shaders/painting.comp
index e3f7cdf..fba3020 100644
--- a/ArchitectureColoredPainting/Shaders/painting.comp
+++ b/ArchitectureColoredPainting/Shaders/painting.comp
@@ -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.y0.){
+ 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 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 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, //单色
+ 2, //单色
//线类型
1, //左侧
//线外描边宽度