解决绘制线单侧时的一些问题
parent
3a3374a886
commit
cbc4c2ebf5
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@ -99,6 +99,7 @@
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<ItemGroup>
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<ClCompile Include="src\CaptionButton.cpp" />
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<ClCompile Include="src\Editor\EditorWidget.cpp" />
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<ClCompile Include="src\Editor\GraphicElement.cpp" />
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<ClCompile Include="src\IconWidget.cpp" />
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<ClCompile Include="src\main.cpp" />
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<ClCompile Include="src\MainWindow.cpp" />
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@ -150,6 +151,7 @@
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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\Editor\GraphicElement.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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@ -126,6 +126,9 @@
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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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<ClCompile Include="src\Editor\GraphicElement.cpp">
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<Filter>Source Files\Editor</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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@ -266,6 +269,9 @@
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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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<ClInclude Include="src\Editor\GraphicElement.h">
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<Filter>Header Files\Editor</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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@ -251,8 +251,65 @@ 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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bvec3 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;
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// int n_ints = 0;
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// bvec3 result = bvec3(false);
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// if (uv.x < min(min(p0.x, p1.x), min(p2.x, p3.x)))
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// {
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// if (uv.y >= min(p0.y, p3.y) && uv.y <= max(p0.y, p3.y))
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// {
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// n_ints = 1;
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// result[1] = !result[1];
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// }
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// }
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// else
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// {
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// if (abs(cu) < .0001)
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// {
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// n_roots = solve_quadric(vec2(co / qu, li / qu), roots.xy);
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// }
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// else
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// {
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// n_roots = solve_cubic(vec3(co / cu, li / cu, qu / cu), roots);
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// }
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// for (int i = 0; i < n_roots; i++)
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// {
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// //if (roots[i] >= 0. && roots[i] <= 1.)
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// {
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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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// {
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// if(roots[i] >= 0. && roots[i] <= 1.){
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// result[1] = !result[1];
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// }
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// else if(roots[i] < 0.)
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// {
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// result[0]=!result[0];
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// }
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// else
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// result[2]=!result[2];
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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 result;
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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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@ -261,24 +318,52 @@ bool cubic_bezier_sign_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
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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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//int n_ints = 0;
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bvec3 result = bvec3(false);
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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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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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if(x_pos > uv.x){
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result[1] = !result[1];
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}
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//}
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}
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}
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}
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vec2 tang1 = p0.xy - p1.xy;
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vec2 tang2 = p2.xy - p3.xy;
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vec2 nor1 = vec2(tang1.y,-tang1.x);
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vec2 nor2 = vec2(tang2.y,-tang2.x);
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if(p0.y < p1.y){
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if((uv.y<=p0.y) && (dot(uv-p0.xy,nor1)>0.)){
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result[0]=!result[0];
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}
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}
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else{
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if(!(uv.y<=p0.y) && !(dot(uv-p0.xy,nor1)>0.)){
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result[0]=!result[0];
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}
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}
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if(p2.y<p3.y){
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if(!(uv.y<=p3.y) && dot(uv-p3.xy,nor2)>0.){
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result[2]=!result[2];
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}
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}
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else{
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if((uv.y<=p3.y) && !(dot(uv-p3.xy,nor2)>0.)){
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result[2]=!result[2];
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}
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}
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return n_ints%2==0;
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return result;
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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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@ -840,11 +925,12 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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float strokeWidth = elementData[styleIndex+1];
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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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bool signTmp=false;
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uint lineCountTmp=0;
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uint lastPIndex = -1;
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bool lastSign = false;
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uint lineCount = elementIndexs[contourIndex];
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uint reverseFlag = 0;
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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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@ -854,6 +940,7 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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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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@ -863,52 +950,122 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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elementData[pxIndex[2]],elementData[pyIndex[2]],
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elementData[pxIndex[3]], elementData[pyIndex[3]]);
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bvec3 signTestResult = cubic_bezier_sign_test(localUV, p[0], p[1], p[2], p[3]);
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if(lastPIndex!=pxIndex[0])
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{
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if(lastSign)
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signTmp = !signTmp;
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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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else if(d<=strokeWidth && (lineType==2 || signTmp==(lineType==1-reverseFlag)))
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{
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d/=strokeWidth;
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hitElement = true;
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elementColor = vec4(1);
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metallicRoughness = vec2(0.8);
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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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else if(elementData[styleIndex+3]==1)
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{
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elementColor = vec4(mix(vec3(0), vec3(1), d), 1);
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metallicRoughness = vec2(0,0.8);
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}
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else if(elementData[styleIndex+3]==2)
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{
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float levels[] = {0.25,0.5,0.75};
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vec3 colors[] = {vec3(1,0,0), vec3(0,1,0), vec3(0,0,1), vec3(1,1,0)};
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int i = 0;
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while(i<3)
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{
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if(d<levels[i])
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{
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elementColor = vec4(colors[i], 1);
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metallicRoughness = vec2(0,0.8);
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break;
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}
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i++;
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}
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if(i==3)
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{
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elementColor = vec4(colors[i], 1);
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metallicRoughness = vec2(0,0.8);
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}
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}
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}
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if(reverse)
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reverseFlag = 1;
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d = 1e38;
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signTmp=0;
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signTmp=signTestResult[0];
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lineCountTmp = 0;
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}
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lastPIndex = pxIndex[3];
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lastSign = signTestResult[2];
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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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if(signTestResult[1])
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signTmp = !signTmp;
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}
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if(lastSign)
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signTmp = !signTmp;
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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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else if(d<=strokeWidth && (lineType==2 || signTmp==(lineType==1-reverseFlag)))
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{
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d/=strokeWidth;
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hitElement = true;
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elementColor = vec4(1);
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metallicRoughness = vec2(0.8);
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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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else if(elementData[styleIndex+3]==1)
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{
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elementColor = vec4(mix(vec3(0), vec3(1), d), 1);
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metallicRoughness = vec2(0,0.8);
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}
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else if(elementData[styleIndex+3]==2)
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{
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float levels[] = {0.25,0.5,0.75};
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vec3 colors[] = {vec3(1,0,0), vec3(0,1,0), vec3(0,0,1), vec3(1,1,0)};
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int i = 0;
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while(i<3)
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{
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if(d<levels[i])
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{
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elementColor = vec4(colors[i], 1);
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metallicRoughness = vec2(0,0.8);
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break;
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}
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i++;
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}
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if(i==3)
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{
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elementColor = vec4(colors[i], 1);
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metallicRoughness = vec2(0,0.8);
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}
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}
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}
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// float strokeWidth = elementData[styleIndex+1];
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@ -291,7 +291,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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1,2,
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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,
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//elememt1
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encodeChild(12)/*contour乞多*/, 35
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encodeChild(12)/*contour乞多*/, 39
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};
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std::vector<QVector4D> bvhBounds0 = {
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@ -331,11 +331,11 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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3, 0,2,3,
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//element1
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//lines
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0,0,1,1,
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0,7,8,1,
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1,2,3,4,
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5,5,6,6,
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//contours
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3, 0+ 0x80000000 ,1,2
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2, 0 ,1
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};
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std::vector<GLfloat> elementData0 = {
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//element1
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//points
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-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,
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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,
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//strokeStyle
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//stroke
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1,
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//strokeWidth
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0.02,
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0.1,
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//strokeEndType
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0, //圆角
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//strokeFillType
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0, //데<>
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2, //데<>
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//线类型
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1, //左侧
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//线外描边宽度
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