修改了Renderer的部分编码
parent
d5959ba8ad
commit
fa086ddf8b
|
@ -28,7 +28,7 @@ layout(std430, binding = 4) buffer elementOffsetBuffer
|
||||||
{
|
{
|
||||||
/**********************
|
/**********************
|
||||||
** @[0] elementBvhRoot
|
** @[0] elementBvhRoot
|
||||||
** @[1] elementBvhLength
|
** @[1] styleOffset
|
||||||
** @[2] pointsOffset
|
** @[2] pointsOffset
|
||||||
** @[3] linesOffset
|
** @[3] linesOffset
|
||||||
**********************/
|
**********************/
|
||||||
|
@ -42,6 +42,7 @@ layout(std430, binding = 6) buffer elementDataBuffer
|
||||||
{
|
{
|
||||||
float elementData[]; //µãºÍStyle
|
float elementData[]; //µãºÍStyle
|
||||||
};
|
};
|
||||||
|
|
||||||
const float PI = 3.14159265358979;
|
const float PI = 3.14159265358979;
|
||||||
|
|
||||||
|
|
||||||
|
@ -832,6 +833,49 @@ float cubic_bezier_dis(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3, bool roundEn
|
||||||
return sqrt(d0);
|
return sqrt(d0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void drawLine(in float d, in uint styleIndex, out vec4 elementColor, out vec2 metallicRoughness)
|
||||||
|
{
|
||||||
|
elementColor = vec4(1);
|
||||||
|
metallicRoughness = vec2(0.8);
|
||||||
|
switch(int(elementData[styleIndex+3]))
|
||||||
|
{
|
||||||
|
case 0:
|
||||||
|
{
|
||||||
|
elementColor = vec4(elementData[styleIndex+7],elementData[styleIndex+8],elementData[styleIndex+9],1);
|
||||||
|
metallicRoughness = vec2(elementData[styleIndex+10],elementData[styleIndex+11]);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 1:
|
||||||
|
{
|
||||||
|
elementColor = vec4(mix(vec3(0), vec3(1), d), 1);
|
||||||
|
metallicRoughness = vec2(0,0.8);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
case 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);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metallicRoughness, inout vec3 debugBVH = vec3(0))
|
bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metallicRoughness, inout vec3 debugBVH = vec3(0))
|
||||||
{
|
{
|
||||||
bool hitElement = false;
|
bool hitElement = false;
|
||||||
|
@ -839,7 +883,9 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
|
||||||
|
|
||||||
uvec4 currentOffset = elementOffset[elementIndex];
|
uvec4 currentOffset = elementOffset[elementIndex];
|
||||||
uint elementBvhRoot = currentOffset[0];
|
uint elementBvhRoot = currentOffset[0];
|
||||||
uint elementBvhLength = currentOffset[1];
|
//uint elementBvhLength = currentOffset[1];
|
||||||
|
uint styleIndex = currentOffset[1];
|
||||||
|
uint elementBvhLength = 0x80000000;
|
||||||
uint pointsOffset = currentOffset[2];
|
uint pointsOffset = currentOffset[2];
|
||||||
uint linesOffset = currentOffset[3];
|
uint linesOffset = currentOffset[3];
|
||||||
|
|
||||||
|
@ -857,12 +903,16 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
|
||||||
{
|
{
|
||||||
if (leftChild >= elementBvhLength)
|
if (leftChild >= elementBvhLength)
|
||||||
{
|
{
|
||||||
if (any(greaterThan(bound.xy+vec2(0.001), localUV)) || any(greaterThan(localUV, bound.zw-vec2(0.001))))
|
if (any(greaterThan(bound.xy+vec2(0.003), localUV)) || any(greaterThan(localUV, bound.zw-vec2(0.003))))
|
||||||
|
{
|
||||||
|
debugBVH.g = 0;
|
||||||
debugBVH.r += 1;
|
debugBVH.r += 1;
|
||||||
|
}
|
||||||
|
//uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
|
||||||
|
uint elementType = bvhChildren[elementBvhRoot + elementBvhIndex].y;
|
||||||
|
|
||||||
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
|
|
||||||
// for(int i = 0; i<200;i++)
|
// for(int i = 0; i<200;i++)
|
||||||
if (elementData[styleIndex] == 0.) //Ãæ
|
if (elementType == 0) //Ãæ
|
||||||
{
|
{
|
||||||
uint contourIndex = linesOffset + leftChild - 0x80000000;
|
uint contourIndex = linesOffset + leftChild - 0x80000000;
|
||||||
|
|
||||||
|
@ -892,12 +942,12 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
|
||||||
// vec2(elementData[pxIndex[1]], elementData[pyIndex[1]]),
|
// vec2(elementData[pxIndex[1]], elementData[pyIndex[1]]),
|
||||||
// vec2(elementData[pxIndex[2]],elementData[pyIndex[2]]),
|
// vec2(elementData[pxIndex[2]],elementData[pyIndex[2]]),
|
||||||
// vec2(elementData[pxIndex[3]], elementData[pyIndex[3]])};
|
// vec2(elementData[pxIndex[3]], elementData[pyIndex[3]])};
|
||||||
if( bound.z==p[0].x && distance(localUV, p[3])<0.01)
|
// if( bound.z==p[0].x && distance(localUV, p[3])<0.01)
|
||||||
{
|
// {
|
||||||
debugBVH = vec3(0,0,1);
|
// debugBVH = vec3(0,0,1);
|
||||||
}
|
// }
|
||||||
else if(distance(localUV, p[0])<0.01)
|
// else if(distance(localUV, p[0])<0.01)
|
||||||
debugBVH = vec3(1,1,1);
|
// debugBVH = vec3(1,1,1);
|
||||||
// if (p0 == p1 && p2 == p3)
|
// if (p0 == p1 && p2 == p3)
|
||||||
// {
|
// {
|
||||||
// num_its += segment_int_test(localUV, p0, p3);
|
// num_its += segment_int_test(localUV, p0, p3);
|
||||||
|
@ -920,7 +970,7 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
|
||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (elementData[styleIndex] == 1) //Ïß
|
else if (elementType == 1) //Ïß
|
||||||
{
|
{
|
||||||
float strokeWidth = elementData[styleIndex+1];
|
float strokeWidth = elementData[styleIndex+1];
|
||||||
uint contourIndex = linesOffset + leftChild - 0x80000000;
|
uint contourIndex = linesOffset + leftChild - 0x80000000;
|
||||||
|
@ -957,50 +1007,16 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
|
||||||
if(lastSign)
|
if(lastSign)
|
||||||
signTmp = !signTmp;
|
signTmp = !signTmp;
|
||||||
float lineType = elementData[styleIndex+4];
|
float lineType = elementData[styleIndex+4];
|
||||||
if(d<=0.001)
|
/*if(d<=0.001)
|
||||||
{
|
{
|
||||||
hitElement = true;
|
hitElement = true;
|
||||||
elementColor = vec4(0,0,0,1);
|
elementColor = vec4(0,0,0,1);
|
||||||
}
|
}
|
||||||
else if(d<=strokeWidth && (lineType==2 || signTmp==(lineType==1-reverseFlag)))
|
else*/ if(d<=strokeWidth && (lineType==2 || signTmp==(lineType==1-reverseFlag)))
|
||||||
{
|
{
|
||||||
d/=strokeWidth;
|
d/=strokeWidth;
|
||||||
hitElement = true;
|
hitElement = true;
|
||||||
elementColor = vec4(1);
|
drawLine(d, styleIndex, elementColor, metallicRoughness);
|
||||||
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)
|
if(reverse)
|
||||||
reverseFlag = 1;
|
reverseFlag = 1;
|
||||||
|
@ -1022,50 +1038,16 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
|
||||||
if(lastSign)
|
if(lastSign)
|
||||||
signTmp = !signTmp;
|
signTmp = !signTmp;
|
||||||
float lineType = elementData[styleIndex+4];
|
float lineType = elementData[styleIndex+4];
|
||||||
if(d<=0.001)
|
/*if(d<=0.001)
|
||||||
{
|
{
|
||||||
hitElement = true;
|
hitElement = true;
|
||||||
elementColor = vec4(0,0,0,1);
|
elementColor = vec4(0,0,0,1);
|
||||||
}
|
}
|
||||||
else if(d<=strokeWidth && (lineType==2 || signTmp==(lineType==1-reverseFlag)))
|
else*/ if(d<=strokeWidth && (lineType==2 || signTmp==(lineType==1-reverseFlag)))
|
||||||
{
|
{
|
||||||
d/=strokeWidth;
|
d/=strokeWidth;
|
||||||
hitElement = true;
|
hitElement = true;
|
||||||
elementColor = vec4(1);
|
drawLine(d, styleIndex, elementColor, metallicRoughness);
|
||||||
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];
|
// float strokeWidth = elementData[styleIndex+1];
|
||||||
|
@ -1148,7 +1130,8 @@ void main()
|
||||||
vec2 metallicRoughness = vec2(0, 0.8);
|
vec2 metallicRoughness = vec2(0, 0.8);
|
||||||
stack.top = 0;
|
stack.top = 0;
|
||||||
uint index = 0, visitTime = 0;
|
uint index = 0, visitTime = 0;
|
||||||
uint bvhLength = paintingOffsets[paintingIndex-1].y;
|
//uint bvhLength = paintingOffsets[paintingIndex-1].y;
|
||||||
|
uint bvhLength = 0x80000000;
|
||||||
while (index < bvhLength || !stack.empty())
|
while (index < bvhLength || !stack.empty())
|
||||||
{
|
{
|
||||||
while (index < bvhLength)
|
while (index < bvhLength)
|
||||||
|
@ -1167,12 +1150,12 @@ void main()
|
||||||
localUV /= (bound.zw - bound.xy) / 2;
|
localUV /= (bound.zw - bound.xy) / 2;
|
||||||
if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))) && zIndex>color.w)
|
if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))) && zIndex>color.w)
|
||||||
{
|
{
|
||||||
if (zIndex == 1)
|
if (any(greaterThan(bound.xy+vec2(0.005), uv)) || any(greaterThan(uv, bound.zw-vec2(0.005))))
|
||||||
debugBVH = vec3(1, 0, 1);
|
debugBVH.g += 0.3;
|
||||||
//uint elementIndex = leftChild - bvhLength;
|
//uint elementIndex = leftChild - bvhLength;
|
||||||
debugBVH.bg += 0.5 * (localUV + vec2(1));
|
//debugBVH.bg += 0.5 * (localUV + vec2(1));
|
||||||
|
|
||||||
debugBVH = vec3(0);
|
//debugBVH = vec3(0);
|
||||||
vec3 elementColor;
|
vec3 elementColor;
|
||||||
vec2 elementMetallicRoughness;
|
vec2 elementMetallicRoughness;
|
||||||
if(drawElement(leftChild - 0x80000000, localUV, elementColor, elementMetallicRoughness, debugBVH))
|
if(drawElement(leftChild - 0x80000000, localUV, elementColor, elementMetallicRoughness, debugBVH))
|
||||||
|
@ -1187,7 +1170,9 @@ void main()
|
||||||
}
|
}
|
||||||
else if (all(lessThan(bound.xy, uv)) && all(lessThan(uv, bound.zw)))
|
else if (all(lessThan(bound.xy, uv)) && all(lessThan(uv, bound.zw)))
|
||||||
{
|
{
|
||||||
debugBVH.r += 0.02;
|
if (any(greaterThan(bound.xy+vec2(0.005), uv)) || any(greaterThan(uv, bound.zw-vec2(0.005))))
|
||||||
|
debugBVH.g += 0.3;
|
||||||
|
//debugBVH.r += 0.02;
|
||||||
stack.push(index);
|
stack.push(index);
|
||||||
index = leftChild;
|
index = leftChild;
|
||||||
}
|
}
|
||||||
|
@ -1205,9 +1190,14 @@ void main()
|
||||||
imageStore(gBaseColor, pixelLocation, vec4(color.rgb,1));
|
imageStore(gBaseColor, pixelLocation, vec4(color.rgb,1));
|
||||||
imageStore(gMetallicRoughness, pixelLocation, vec4(metallicRoughness, 0, 1));
|
imageStore(gMetallicRoughness, pixelLocation, vec4(metallicRoughness, 0, 1));
|
||||||
return;
|
return;
|
||||||
if (color.a!=-1&&debugBVH==vec3(0))
|
if (/*color.a!=-1&&*/debugBVH==vec3(0))
|
||||||
imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1));
|
{
|
||||||
|
//imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1));
|
||||||
|
}
|
||||||
else
|
else
|
||||||
|
{
|
||||||
imageStore(gBaseColor, pixelLocation, vec4(debugBVH,1));
|
imageStore(gBaseColor, pixelLocation, vec4(debugBVH,1));
|
||||||
|
imageStore(gMetallicRoughness, pixelLocation, vec4(0,0.8, 0, 1));
|
||||||
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -68,7 +68,7 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0)
|
||||||
const int pcfRadius = 3;
|
const int pcfRadius = 3;
|
||||||
float getShadowFromLayer(vec3 fragPosWorldSpace, vec3 normal,int layer)
|
float getShadowFromLayer(vec3 fragPosWorldSpace, vec3 normal,int layer)
|
||||||
{
|
{
|
||||||
float normalBias = 4. /** (1+pcfRadius)*/ * shadowBiases[layer]*max((1.0 - dot(normal, mainLightDirection)), 0.1)/textureSize(gShadowMap, 0).x;
|
float normalBias = 1.2*4. /** (1+pcfRadius)*/ * shadowBiases[layer]*max((1.0 - dot(normal, mainLightDirection)), 0.1)/textureSize(gShadowMap, 0).x;
|
||||||
vec4 fragPosLightSpace = lightSpaceMatrices[layer] * vec4(fragPosWorldSpace+normal*normalBias, 1.0);
|
vec4 fragPosLightSpace = lightSpaceMatrices[layer] * vec4(fragPosWorldSpace+normal*normalBias, 1.0);
|
||||||
// perform perspective divide
|
// perform perspective divide
|
||||||
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
vec3 projCoords = fragPosLightSpace.xyz / fragPosLightSpace.w;
|
||||||
|
|
|
@ -32,6 +32,7 @@ QPainterPath GroupElement::getPaintObject() const
|
||||||
if (sourceLayer != nullptr) {
|
if (sourceLayer != nullptr) {
|
||||||
sourceLayer->refresh();
|
sourceLayer->refresh();
|
||||||
return sourceLayer->getCache();
|
return sourceLayer->getCache();
|
||||||
|
}
|
||||||
else
|
else
|
||||||
return QPainterPath();
|
return QPainterPath();
|
||||||
}
|
}
|
||||||
|
|
|
@ -176,7 +176,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
||||||
m_mesh->indices.push_back(face.mIndices[j]);
|
m_mesh->indices.push_back(face.mIndices[j]);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
BvhTree rootBvhTree;
|
BvhTree rootBvhTree;
|
||||||
vector<BvhTreeData> rootBvhTreeData;
|
vector<BvhTreeData> rootBvhTreeData;
|
||||||
for (int i = 0; i < 1000; i++)
|
for (int i = 0; i < 1000; i++)
|
||||||
|
@ -186,7 +186,12 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
||||||
float z = 0.05 + x;//(float)rand() / RAND_MAX * (0.1) + x;
|
float z = 0.05 + x;//(float)rand() / RAND_MAX * (0.1) + x;
|
||||||
float w = 0.05 + y;//(float)rand() / RAND_MAX * (0.1) + y;
|
float w = 0.05 + y;//(float)rand() / RAND_MAX * (0.1) + y;
|
||||||
rootBvhTreeData.push_back(BvhTreeData(QVector4D(x, y, z, w), 0, encodeZIndexAngle(1, (float)rand() / RAND_MAX * 360)));
|
rootBvhTreeData.push_back(BvhTreeData(QVector4D(x, y, z, w), 0, encodeZIndexAngle(1, (float)rand() / RAND_MAX * 360)));
|
||||||
|
//rootBvhTreeData.push_back(BvhTreeData(QVector4D(x, y, z, w), 0, encodeZIndexAngle(1, 0)));
|
||||||
}
|
}
|
||||||
|
/*rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.7, -0.7, -0.1, -0.1), 0, encodeZIndexAngle(1, 0)));
|
||||||
|
rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.8, 0.2, -0.2, 0.8), 0, encodeZIndexAngle(1, 0)));
|
||||||
|
rootBvhTreeData.push_back(BvhTreeData(QVector4D(0.2, -0.8, 0.8, -0.2), 0, encodeZIndexAngle(1, 0)));
|
||||||
|
rootBvhTreeData.push_back(BvhTreeData(QVector4D(0.1, 0.1, 0.7, 0.7), 0, encodeZIndexAngle(1, 0)));*/
|
||||||
//rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.8, -0.8, -0.2, -0.1), 0, 0));
|
//rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.8, -0.8, -0.2, -0.1), 0, 0));
|
||||||
//rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.7, -0.8, -0.2, -0.1), 0, 0));
|
//rootBvhTreeData.push_back(BvhTreeData(QVector4D(-0.7, -0.8, -0.2, -0.1), 0, 0));
|
||||||
/* initBound.push_back(QVector4D(-0.8, -0.8, -0.7, -0.7));
|
/* initBound.push_back(QVector4D(-0.8, -0.8, -0.7, -0.7));
|
||||||
|
@ -206,99 +211,99 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
||||||
// {{-0.5,0.3}, {-0.420466,0.379534}, {-0.736743,0.6}, {-0.624264,0.6}},
|
// {{-0.5,0.3}, {-0.420466,0.379534}, {-0.736743,0.6}, {-0.624264,0.6}},
|
||||||
// {{-0.624264,0.6}, {-0.511785,0.6}, {-0.579534,0.979534}, {-0.5,0.9}}
|
// {{-0.624264,0.6}, {-0.511785,0.6}, {-0.579534,0.979534}, {-0.5,0.9}}
|
||||||
//};
|
//};
|
||||||
/*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();
|
qDebug() << lineSet.size();
|
||||||
for (vector<Point>& line : lineSet)
|
for (vector<Point>& line : lineSet)
|
||||||
{
|
{
|
||||||
for (Point& p : line)
|
for (Point& p : line)
|
||||||
p.show();
|
p.show();
|
||||||
std::cout << std::endl;
|
std::cout << std::endl;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
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<GLuint> bvhChildren = {
|
||||||
//ShortCutTree shortCutTree(20);
|
// //root
|
||||||
//shortCutTree.buildShortCutTree(lineSet);
|
// 1,2,
|
||||||
//vector<GLfloat> pointVector;
|
// 3,4, 5,6,
|
||||||
//vector<GLuint> lineVector;
|
// 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
|
||||||
//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<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> elementIndex = lineVector;
|
|
||||||
//std::vector<GLfloat> elementData = {
|
|
||||||
// //fillStyle
|
|
||||||
// //fill
|
|
||||||
// 0,
|
|
||||||
// //fillType
|
|
||||||
// 0, //单色
|
|
||||||
// //fillColorMetallicRoughness
|
|
||||||
// 240/255.,220/255.,160/255., 0.996,0.18,
|
|
||||||
//};
|
//};
|
||||||
//std::vector<GLuint> elementOffset = {
|
//std::vector<QVector4D> bvhBounds = {
|
||||||
// //element0
|
// //root
|
||||||
// rootBvhTree.getBvhNodeNum(), //elementBvhRoot
|
// QVector4D(-1,-1,1,1),
|
||||||
// (GLuint)element0Bounds.size(), //elementBvhLength
|
// QVector4D(-0.9,-0.9,-0.1,0.9), QVector4D(0.1, -0.9,0.9,0.9),
|
||||||
// (GLuint)elementData.size(), //pointsOffset
|
// 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),
|
||||||
// 0, //linesOffset
|
|
||||||
//};
|
//};
|
||||||
//elementData.insert(elementData.end(), pointVector.begin(), pointVector.end());
|
std::vector<GLuint> bvhChildren;
|
||||||
////qDebug() << elementIndex;
|
std::vector<QVector4D> bvhBounds;
|
||||||
////qDebug() << elementData;
|
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> elementIndex = lineVector;
|
||||||
|
std::vector<GLfloat> elementData = {
|
||||||
|
//fillStyle
|
||||||
|
//fill
|
||||||
|
0,
|
||||||
|
//fillType
|
||||||
|
0, //单色
|
||||||
|
//fillColorMetallicRoughness
|
||||||
|
240/255.,220/255.,160/255., 0.996,0.18,
|
||||||
|
};
|
||||||
|
std::vector<GLuint> elementOffset = {
|
||||||
|
//element0
|
||||||
|
rootBvhTree.getBvhNodeNum(), //elementBvhRoot
|
||||||
|
0, //styleOffset
|
||||||
|
(GLuint)elementData.size(), //pointsOffset
|
||||||
|
0, //linesOffset
|
||||||
|
};
|
||||||
|
elementData.insert(elementData.end(), pointVector.begin(), pointVector.end());
|
||||||
|
//qDebug() << elementIndex;
|
||||||
|
//qDebug() << elementData;
|
||||||
|
|
||||||
|
/////////////////////////////////////////////////////////////////////////////////////////////////
|
||||||
std::vector<GLuint> bvhChildren0 = {
|
std::vector<GLuint> bvhChildren0 = {
|
||||||
//root
|
//root
|
||||||
1,2,
|
1,2,
|
||||||
3,4, 5,6,
|
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,
|
encodeChild(2),0, encodeChild(1),GLuint(30. / 360 * 65536 + 1 * 65536) /*右儿子用来表示旋转角度和zIndex*/, encodeChild(3),0, encodeChild(0),0,
|
||||||
//elememt0
|
//elememt0
|
||||||
1,2,
|
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,
|
encodeChild(20)/*contour索引,由于contour不定长,这里需要给到contour在elementIndex中位置*/,0/*封闭图形*/, encodeChild(24), 0,
|
||||||
//elememt1
|
//elememt1
|
||||||
encodeChild(12)/*contour索引*/, 39
|
encodeChild(12)/*contour索引*/, 1/*线*/
|
||||||
|
|
||||||
};
|
};
|
||||||
std::vector<QVector4D> bvhBounds0 = {
|
std::vector<QVector4D> bvhBounds0 = {
|
||||||
//root
|
//root
|
||||||
QVector4D(-1,-1,1,1),
|
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),
|
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(0.3,0.2,0.7,0.7),
|
||||||
//elememt0
|
//elememt0
|
||||||
QVector4D(-1,-1,1,1),
|
QVector4D(-1,-1,1,1),
|
||||||
QVector4D(-1,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
|
QVector4D(-1,-1,-0.2,1), QVector4D(-0.2,-1,1,1),
|
||||||
|
@ -308,12 +313,22 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
||||||
std::vector<GLuint> elementOffset0 = {
|
std::vector<GLuint> elementOffset0 = {
|
||||||
//element0
|
//element0
|
||||||
7, //elementBvhRoot
|
7, //elementBvhRoot
|
||||||
3, //elementBvhLength
|
14, //styleOffset
|
||||||
0, //pointsOffset
|
0, //pointsOffset
|
||||||
0, //linesOffset
|
0, //linesOffset
|
||||||
//element1
|
//element1
|
||||||
10, //elementBvhRoot
|
10, //elementBvhRoot
|
||||||
1, //elementBvhLength
|
39, //styleOffset
|
||||||
|
21, //pointsOffset
|
||||||
|
28, //linesOffset
|
||||||
|
//element2
|
||||||
|
10, //elementBvhRoot
|
||||||
|
51, //styleOffset
|
||||||
|
21, //pointsOffset
|
||||||
|
28, //linesOffset
|
||||||
|
//element3
|
||||||
|
10, //elementBvhRoot
|
||||||
|
63, //styleOffset
|
||||||
21, //pointsOffset
|
21, //pointsOffset
|
||||||
28, //linesOffset
|
28, //linesOffset
|
||||||
};
|
};
|
||||||
|
@ -361,6 +376,23 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
||||||
//strokeEndType
|
//strokeEndType
|
||||||
0, //途실
|
0, //途실
|
||||||
//strokeFillType
|
//strokeFillType
|
||||||
|
0, //单色
|
||||||
|
//线类型
|
||||||
|
2, //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,
|
||||||
|
//strokeStyle
|
||||||
|
//stroke
|
||||||
|
1,
|
||||||
|
//strokeWidth
|
||||||
|
0.1,
|
||||||
|
//strokeEndType
|
||||||
|
0, //圆角
|
||||||
|
//strokeFillType
|
||||||
2, //데<>
|
2, //데<>
|
||||||
//窟잚謹
|
//窟잚謹
|
||||||
1, //璘꿋
|
1, //璘꿋
|
||||||
|
@ -369,13 +401,30 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
||||||
//窟棍췄긋렘駕
|
//窟棍췄긋렘駕
|
||||||
0, //데<>
|
0, //데<>
|
||||||
//strokeFillColorMetallicRoughness
|
//strokeFillColorMetallicRoughness
|
||||||
1,0,1, 0,0.8
|
1,0,1, 0,0.8,
|
||||||
|
//strokeStyle
|
||||||
|
//stroke
|
||||||
|
1,
|
||||||
|
//strokeWidth
|
||||||
|
0.1,
|
||||||
|
//strokeEndType
|
||||||
|
0, //圆角
|
||||||
|
//strokeFillType
|
||||||
|
1, //单色
|
||||||
|
//线类型
|
||||||
|
0, //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,
|
//m_mesh->paintingIndex = paintingHelper->addPainting(bounds.size(), std::vector<GLuint>(children.begin()+2, children.end()), bounds,
|
||||||
// elementOffset, elementIndex, elementData);
|
// elementOffset, elementIndex, elementData);
|
||||||
//m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds,
|
/* m_mesh->paintingIndex = paintingHelper->addPainting(rootBvhTree.getBvhNodeNum(), bvhChildren, bvhBounds,
|
||||||
// elementOffset, elementIndex, elementData);
|
elementOffset, elementIndex, elementData);*/
|
||||||
m_mesh->paintingIndex = paintingHelper->addPainting(7, bvhChildren0, bvhBounds0,
|
m_mesh->paintingIndex = paintingHelper->addPainting(7, bvhChildren0, bvhBounds0,
|
||||||
elementOffset0, elementIndex0, elementData0);
|
elementOffset0, elementIndex0, elementData0);
|
||||||
m_mesh->setupMesh();
|
m_mesh->setupMesh();
|
||||||
|
|
|
@ -295,6 +295,7 @@ vector<BvhTreeData> ShortCutTree::getPointLineAndBvhTree(vector<float>& resPoint
|
||||||
BvhTreeData oneData;
|
BvhTreeData oneData;
|
||||||
oneData.leftSon = resLines.size();
|
oneData.leftSon = resLines.size();
|
||||||
//oneData.rightSon = rightSon;
|
//oneData.rightSon = rightSon;
|
||||||
|
oneData.rightSon = 0;
|
||||||
oneData.bound = nowTreeNode.bound;
|
oneData.bound = nowTreeNode.bound;
|
||||||
std::cout << nowTreeNode.lineSet.size() << ' ';
|
std::cout << nowTreeNode.lineSet.size() << ' ';
|
||||||
resLines.push_back(nowTreeNode.lineSet.size());
|
resLines.push_back(nowTreeNode.lineSet.size());
|
||||||
|
|
|
@ -9,6 +9,8 @@ RendererWidget::RendererWidget(QWidget *parent)
|
||||||
ui.openGLWidget, &RendererGLWidget::setMainLightPitch);
|
ui.openGLWidget, &RendererGLWidget::setMainLightPitch);
|
||||||
QObject::connect(ui.horizontalSlider_2, &QSlider::valueChanged,
|
QObject::connect(ui.horizontalSlider_2, &QSlider::valueChanged,
|
||||||
ui.openGLWidget, &RendererGLWidget::setMainLightYaw);
|
ui.openGLWidget, &RendererGLWidget::setMainLightYaw);
|
||||||
|
ui.horizontalSlider->setValue(105);
|
||||||
|
ui.horizontalSlider_2->setValue(80);
|
||||||
}
|
}
|
||||||
|
|
||||||
RendererWidget::~RendererWidget()
|
RendererWidget::~RendererWidget()
|
||||||
|
|
Loading…
Reference in New Issue