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6 Commits
3221d18563
...
063be364c2
Author | SHA1 | Date |
---|---|---|
wuyize | 063be364c2 | |
wuyize | 6a02f68514 | |
wuyize | 57b537b66b | |
wuyize | ff848b1443 | |
wuyize | f0ab4115c3 | |
karlis | fef7668351 |
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@ -36,12 +36,22 @@ vec3 getNormalFromMap()
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void main()
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{
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if(textureSize(texture_basecolor,0)!=vec2(0))
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gBaseColor = texture(texture_basecolor, TexCoords);
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else
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gBaseColor = vec4(1);
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if(gBaseColor.a<0.4)
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discard;
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gPosition = WorldPos;
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if(textureSize(texture_normal,0)!=vec2(0))
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gNormal = getNormalFromMap();
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else
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gNormal = Normal;
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if(textureSize(texture_metallic_roughness,0)!=vec2(0))
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gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
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else
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gMetallicRoughness = vec2(0,1);
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gPaintingIndex = 0;
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}
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@ -2,29 +2,20 @@
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layout (local_size_x = 8, local_size_y = 8) in;
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uniform ivec2 pixelOffset;
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layout(rgba8, binding = 0) uniform image2D gBaseColor;
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layout(rg8, binding = 1) uniform image2D gMetallicRoughness;
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layout(r16ui, binding = 2) uniform uimage2D gPaintingIndex;
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layout(rg32f, binding = 3) uniform image2D gPaintingTexCoord;
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layout(std430, binding = 1) buffer paintingOffsetBuffer
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{
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/**********************
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** @x paintingBvhRoot
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** @y paintingBvhLength
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**********************/
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uvec2 paintingOffsets[];
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};
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layout(std430, binding = 2) buffer bvhBuffer
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layout(std430, binding = 0) buffer bvhBuffer
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{
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uvec2 bvhChildren[];
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};
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layout(std430, binding = 3) buffer bvhBoundBuffer
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layout(std430, binding = 1) buffer bvhBoundBuffer
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{
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vec4 bvhBound[];
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};
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layout(std430, binding = 4) buffer elementOffsetBuffer
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layout(std430, binding = 2) buffer elementOffsetBuffer
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{
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/**********************
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** @[0] elementBvhRoot
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@ -34,11 +25,11 @@ layout(std430, binding = 4) buffer elementOffsetBuffer
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**********************/
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uvec4 elementOffset[];
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};
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layout(std430, binding = 5) buffer elementIndexBuffer
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layout(std430, binding = 3) buffer elementIndexBuffer
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{
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uint elementIndexs[]; //ÏߺÍÃæ
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};
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layout(std430, binding = 6) buffer elementDataBuffer
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layout(std430, binding = 4) buffer elementDataBuffer
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{
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float elementData[]; //µãºÍStyle
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};
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@ -1182,13 +1173,13 @@ bool drawElement(uint elementIndex, vec2 localUV, out vec3 color, out vec2 metal
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void main()
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{
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//ivec2 pixelLocation = ivec2(((gl_LocalInvocationID.xy)*imageSize(gPaintingIndex)/gl_WorkGroupSize.xy + gl_WorkGroupID.xy).xy);
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ivec2 pixelLocation = ivec2(gl_GlobalInvocationID.xy);
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uint paintingIndex = imageLoad(gPaintingIndex, pixelLocation).r;
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if(paintingIndex==0)
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return;
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vec2 uv = imageLoad(gPaintingTexCoord, pixelLocation).rg;
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ivec2 pixelLocation = ivec2(pixelOffset + gl_GlobalInvocationID.xy);
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vec2 uv = (pixelLocation + vec2(0.5)) / imageSize(gBaseColor);
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//imageStore(gBaseColor, pixelLocation, vec4(uv,1,1));
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//imageStore(gMetallicRoughness, pixelLocation, vec4(uv,1,1));
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//return;
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uv = vec2(1)-uv*2;
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//vec2 uv = imageLoad(gPaintingTexCoord, pixelLocation).rg;
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vec3 debugBVH = vec3(0);
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//bool debugHit = false;
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@ -1,4 +1,8 @@
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#version 450 core
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#extension GL_ARB_sparse_texture2 : enable
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uniform sampler2D texture_basecolor;
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uniform sampler2D texture_metallic_roughness;
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layout(location = 0) out vec4 gBaseColor;
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layout(location = 1) out vec3 gNormal;
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@ -13,635 +17,25 @@ in vec3 Normal;
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void main()
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{
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float lod = textureQueryLod(texture_basecolor, TexCoords).x;
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while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_basecolor, TexCoords, lod, gBaseColor))&&lod<textureQueryLevels(texture_basecolor))
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lod++;
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gBaseColor = vec4( vec3(1),1 );
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if(gBaseColor.a<0.4)
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discard;
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//gBaseColor = vec4( vec3(1),1 );
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// mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
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gPosition = WorldPos;
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gNormal = normalize(Normal);
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// gMetallicRoughness = vec2(1, 46./255);
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gMetallicRoughness = vec2(0);
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gPaintingIndex = 1;
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//gMetallicRoughness = vec2(0,1);
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lod = textureQueryLod(texture_metallic_roughness, TexCoords).x;
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vec4 mt;
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while(!sparseTexelsResidentARB(sparseTextureLodARB(texture_metallic_roughness, TexCoords, lod, mt))&&lod<textureQueryLevels(texture_metallic_roughness))
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lod++;
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gMetallicRoughness = mt.rg;
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//gPaintingIndex = 1;
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gPaintingIndex = 0;
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gPaintingTexCoord = vec2(1., 1.) - TexCoords * 2;
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return;
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}
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layout(std430, binding = 1) buffer bvhBuffer
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{
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uint bvhLength;
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uvec2 bvhChildren[];
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};
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layout(std430, binding = 2) buffer bvhBoundBuffer
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{
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vec4 bvhBound[];
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};
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layout(std430, binding = 3) buffer elementOffsetBuffer
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{
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/**********************
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** @x elementBvhRoot
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** @y elementBvhLength
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** @z pointsOffset
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** @w linesOffset
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**********************/
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uvec4 elementOffset[];
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};
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layout(std430, binding = 4) buffer elementIndexBuffer
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{
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uint elementIndexs[]; //ÏߺÍÃæ
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};
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layout(std430, binding = 5) buffer elementDataBuffer
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{
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float elementData[]; //µãºÍStyle
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};
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const float PI = 3.14159265358979;
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////////////////////////////////////////////////////////////////////////////
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float border = 0;
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mat2 inv(mat2 m)
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{
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return mat2(m[1][1], -m[0][1], -m[1][0], m[0][0]) / (m[0][0] * m[1][1] - m[1][0] * m[0][1]);
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}
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float abs_min(float a, float b)
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{
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if (abs(a) < abs(b))
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{
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return a;
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}
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else
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{
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return b;
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}
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}
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int i_mod(int a, int m)
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{
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return int(mod(float(a), float(m)));
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}
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float line_dist(vec2 uv, const vec2 p0, vec2 p1)
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{
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vec2 tang = p1 - p0;
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vec2 nor = normalize(vec2(tang.y, -tang.x));
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if (dot(tang, uv) < dot(tang, p0))
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{
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return distance(p0, uv);
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}
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else if (dot(tang, uv) > dot(tang, p1))
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{
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return distance(p1, uv);
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}
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else
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{
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return dot(nor, uv) - dot(nor, p0);
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}
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}
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bool int_test(vec2 uv, vec2 last_point, vec2 p0, vec2 p1)
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{
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last_point -= uv;
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p0 -= uv;
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p1 -= uv;
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bool ret;
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if (p0.y == 0.)
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{
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ret = (p0.x >= 0. && p1.y * last_point.y < 0.);
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}
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else if (p1.y == 0.)
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{
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ret = false;
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}
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else if (p0.y * p1.y < 0.)
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{
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if (p0.x >= 0. && p1.x >= 0.)
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{
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ret = true;
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}
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else if (p0.x < 0. && p1.x < 0.)
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{
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ret = false;
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}
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else
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{
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vec2 nor;
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if (p0.y > p1.y)
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{
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nor = p0 - p1;
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}
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else
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{
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nor = p1 - p0;
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}
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nor = vec2(nor.y, -nor.x);
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if (dot(nor, p0) < 0.)
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{
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ret = false;
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}
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else
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{
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ret = true;
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}
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}
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}
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else
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{
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ret = false;
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}
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return ret;
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}
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bool tri_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, bool inside)
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{
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vec2 nor1 = normalize(p0 - p1);
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nor1 = vec2(nor1.y, -nor1.x);
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vec2 nor2 = normalize(p1 - p2);
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nor2 = vec2(nor2.y, -nor2.x);
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vec2 tan3 = normalize(p2 - p0);
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vec2 nor3 = vec2(tan3.y, -tan3.x);
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if (inside)
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{
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if (dot(tan3, p0) >= dot(tan3, uv) || dot(tan3, p2) <= dot(tan3, uv))
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{
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return false;
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}
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float brd = max(dot(nor3, nor1), dot(nor3, nor2)) * border;
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return (dot(uv, nor1) >= dot(p0, nor1) && dot(uv, nor2) >= dot(p1, nor2) &&
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dot(uv, nor3) >= dot(p2, nor3) + brd) ||
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(dot(uv, nor1) <= dot(p0, nor1) && dot(uv, nor2) <= dot(p1, nor2) &&
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dot(uv, nor3) <= dot(p2, nor3) - brd);
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}
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else
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{
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float brd1 = dot(nor1, tan3) * border;
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float brd2 = dot(nor2, tan3) * border;
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if (dot(tan3, p0) >= dot(tan3, uv) - brd1 || dot(tan3, p2) <= dot(tan3, uv) - brd2)
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{
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return false;
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}
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return (dot(uv, nor1) >= dot(p0, nor1) - border && dot(uv, nor2) >= dot(p1, nor2) - border &&
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dot(uv, nor3) >= dot(p2, nor3)) ||
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(dot(uv, nor1) <= dot(p0, nor1) + border && dot(uv, nor2) <= dot(p1, nor2) + border &&
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dot(uv, nor3) <= dot(p2, nor3));
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}
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}
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float bezier_sd(vec2 uv, vec2 p0, vec2 p1, vec2 p2)
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{
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const mat2 trf1 = mat2(-1, 2, 1, 2);
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mat2 trf2 = inv(mat2(p0 - p1, p2 - p1));
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mat2 trf = trf1 * trf2;
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uv -= p1;
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vec2 xy = trf * uv;
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xy.y -= 1.;
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vec2 gradient;
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gradient.x = 2. * trf[0][0] * (trf[0][0] * uv.x + trf[1][0] * uv.y) - trf[0][1];
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gradient.y = 2. * trf[1][0] * (trf[0][0] * uv.x + trf[1][0] * uv.y) - trf[1][1];
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return (xy.x * xy.x - xy.y) / length(gradient);
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}
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////////////////////////////////
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// Modified from http://tog.acm.org/resources/GraphicsGems/gems/Roots3And4.c
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// Credits to Doublefresh for hinting there
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int solve_quadric(vec2 coeffs, inout vec2 roots)
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{
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// normal form: x^2 + px + q = 0
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float p = coeffs[1] / 2.;
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float q = coeffs[0];
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float D = p * p - q;
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if (D < 0.)
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{
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return 0;
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}
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else
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{
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roots[0] = -sqrt(D) - p;
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roots[1] = sqrt(D) - p;
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return 2;
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}
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}
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// From Trisomie21
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// But instead of his cancellation fix i'm using a newton iteration
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int solve_cubic(vec3 coeffs, inout vec3 r)
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{
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float a = coeffs[2];
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float b = coeffs[1];
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float c = coeffs[0];
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float p = b - a * a / 3.0;
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float q = a * (2.0 * a * a - 9.0 * b) / 27.0 + c;
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float p3 = p * p * p;
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float d = q * q + 4.0 * p3 / 27.0;
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float offset = -a / 3.0;
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if (d >= 0.0)
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{ // Single solution
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float z = sqrt(d);
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float u = (-q + z) / 2.0;
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float v = (-q - z) / 2.0;
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u = sign(u) * pow(abs(u), 1.0 / 3.0);
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v = sign(v) * pow(abs(v), 1.0 / 3.0);
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r[0] = offset + u + v;
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// Single newton iteration to account for cancellation
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float f = ((r[0] + a) * r[0] + b) * r[0] + c;
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float f1 = (3. * r[0] + 2. * a) * r[0] + b;
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r[0] -= f / f1;
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return 1;
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}
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float u = sqrt(-p / 3.0);
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float v = acos(-sqrt(-27.0 / p3) * q / 2.0) / 3.0;
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float m = cos(v), n = sin(v) * 1.732050808;
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// Single newton iteration to account for cancellation
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//(once for every root)
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r[0] = offset + u * (m + m);
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r[1] = offset - u * (n + m);
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r[2] = offset + u * (n - m);
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vec3 f = ((r + a) * r + b) * r + c;
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vec3 f1 = (3. * r + 2. * a) * r + b;
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r -= f / f1;
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return 3;
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}
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float cubic_bezier_normal_iteration(float t, vec2 a0, vec2 a1, vec2 a2, vec2 a3)
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{
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// horner's method
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vec2 a_2 = a2 + t * a3;
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vec2 a_1 = a1 + t * a_2;
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vec2 b_2 = a_2 + t * a3;
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vec2 uv_to_p = a0 + t * a_1;
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vec2 tang = a_1 + t * b_2;
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float l_tang = dot(tang, tang);
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return t - dot(tang, uv_to_p) / l_tang;
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}
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float cubic_bezier_dis_approx_sq(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
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{
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vec2 a3 = (-p0 + 3. * p1 - 3. * p2 + p3);
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vec2 a2 = (3. * p0 - 6. * p1 + 3. * p2);
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vec2 a1 = (-3. * p0 + 3. * p1);
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vec2 a0 = p0 - uv;
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float d0 = 1e38;
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float t;
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vec3 params = vec3(0, .5, 1);
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for (int i = 0; i < 3; i++)
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{
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t = params[i];
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for (int j = 0; j < 3; j++)
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{
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t = cubic_bezier_normal_iteration(t, a0, a1, a2, a3);
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}
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t = clamp(t, 0., 1.);
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vec2 uv_to_p = ((a3 * t + a2) * t + a1) * t + a0;
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d0 = min(d0, dot(uv_to_p, uv_to_p));
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}
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return d0;
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}
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// segment_dis_sq by iq
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float length2(vec2 v)
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{
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return dot(v, v);
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}
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float segment_dis_sq(vec2 p, vec2 a, vec2 b)
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{
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vec2 pa = p - a, ba = b - a;
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float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
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return length2(pa - ba * h);
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}
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int segment_int_test(vec2 uv, vec2 p0, vec2 p1)
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{
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p0 -= uv;
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p1 -= uv;
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int ret;
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if (p0.y * p1.y < 0.)
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{
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vec2 nor = p0 - p1;
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nor = vec2(nor.y, -nor.x);
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float sgn;
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if (p0.y > p1.y)
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{
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sgn = 1.;
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}
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else
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{
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sgn = -1.;
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}
|
||||
|
||||
if (dot(nor, p0) * sgn < 0.)
|
||||
{
|
||||
ret = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = 1;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = 0;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
int cubic_bezier_int_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;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
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)
|
||||
{
|
||||
n_ints++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return n_ints;
|
||||
}
|
||||
|
||||
float path2_dis_sq(vec2 uv)
|
||||
{
|
||||
float dis_sq = 1e38;
|
||||
|
||||
int num_its = 0;
|
||||
|
||||
vec2[45] p = vec2[](vec2(-0.124919, 0.0496896), vec2(-0.127105, 0.0391554), vec2(-0.127105, 0.0405467),
|
||||
vec2(-0.127105, 0.0463107), vec2(-0.131876, 0.0506833), vec2(-0.143205, 0.0506833),
|
||||
vec2(-0.177789, 0.0506833), vec2(-0.194286, 0.00795032), vec2(-0.194286, -0.018882),
|
||||
vec2(-0.194286, -0.0425342), vec2(-0.181366, -0.0508821), vec2(-0.167851, -0.0508821),
|
||||
vec2(-0.153739, -0.0508821), vec2(-0.144397, -0.0417392), vec2(-0.138236, -0.0325963),
|
||||
vec2(-0.137043, -0.0445217), vec2(-0.129888, -0.0508821), vec2(-0.118758, -0.0508821),
|
||||
vec2(-0.108025, -0.0508821), vec2(-0.0901364, -0.0465093), vec2(-0.0788071, -0.0141118),
|
||||
vec2(-0.087155, -0.0141118), vec2(-0.0901364, -0.0240497), vec2(-0.0955028, -0.0327951),
|
||||
vec2(-0.103254, -0.0327951), vec2(-0.10882, -0.0327951), vec2(-0.111403, -0.0298137),
|
||||
vec2(-0.111403, -0.0242485), vec2(-0.111403, -0.0224597), vec2(-0.111205, -0.0204721),
|
||||
vec2(-0.110609, -0.0178882), vec2(-0.0962985, 0.0496896), vec2(-0.137043, 0.0383603),
|
||||
vec2(-0.130683, 0.0383603), vec2(-0.128894, 0.0331926), vec2(-0.128894, 0.0308075),
|
||||
vec2(-0.138435, -0.0141118), vec2(-0.14082, -0.0256398), vec2(-0.149168, -0.0316026),
|
||||
vec2(-0.154931, -0.0316026), vec2(-0.158509, -0.0316026), vec2(-0.164869, -0.0314042),
|
||||
vec2(-0.164869, -0.0160994), vec2(-0.164869, 0.00258385), vec2(-0.153938, 0.0383603));
|
||||
|
||||
ivec2[6] seg = ivec2[](ivec2(0, 1), ivec2(1, 2), ivec2(20, 21), ivec2(30, 31), ivec2(31, 0), ivec2(35, 36));
|
||||
|
||||
ivec4[13] c_bez =
|
||||
ivec4[](ivec4(2, 3, 4, 5), ivec4(5, 6, 7, 8), ivec4(8, 9, 10, 11), ivec4(11, 12, 13, 14), ivec4(14, 15, 16, 17),
|
||||
ivec4(17, 18, 19, 20), ivec4(21, 22, 23, 24), ivec4(24, 25, 26, 27), ivec4(27, 28, 29, 30),
|
||||
ivec4(32, 33, 34, 35), ivec4(36, 37, 38, 39), ivec4(39, 40, 41, 42), ivec4(42, 43, 44, 32));
|
||||
|
||||
if (all(lessThan(uv, vec2(-0.0788071, 0.0506833) + border)) &&
|
||||
all(greaterThan(uv, vec2(-0.194286, -0.0508821) - border)))
|
||||
{
|
||||
for (int i = 0; i < 6; i++)
|
||||
{
|
||||
dis_sq = min(dis_sq, segment_dis_sq(uv, p[seg[i][0]], p[seg[i][1]]));
|
||||
num_its += segment_int_test(uv, p[seg[i][0]], p[seg[i][1]]);
|
||||
}
|
||||
for (int i = 0; i < 13; i++)
|
||||
{
|
||||
dis_sq = min(
|
||||
dis_sq, cubic_bezier_dis_approx_sq(uv, p[c_bez[i][0]], p[c_bez[i][1]], p[c_bez[i][2]], p[c_bez[i][3]]));
|
||||
num_its += cubic_bezier_int_test(uv, p[c_bez[i][0]], p[c_bez[i][1]], p[c_bez[i][2]], p[c_bez[i][3]]);
|
||||
}
|
||||
}
|
||||
|
||||
float sgn = 1.;
|
||||
|
||||
if (num_its % 2 == 1)
|
||||
{
|
||||
sgn = -1.;
|
||||
}
|
||||
|
||||
return sgn * dis_sq;
|
||||
}
|
||||
|
||||
void mainImage(out vec3 fragColor, in vec2 fragCoord)
|
||||
{
|
||||
border = 0.01;
|
||||
vec2 uv = fragCoord;
|
||||
uv -= .5;
|
||||
|
||||
float dis_sq = 1e38;
|
||||
|
||||
if (all(lessThan(uv, vec2(0.4, 0.0993791) + border)) && all(greaterThan(uv, vec2(-0.4, -0.0993791) - border)))
|
||||
{
|
||||
dis_sq = min(dis_sq, path2_dis_sq(uv));
|
||||
}
|
||||
|
||||
float dis = sign(dis_sq) * sqrt(abs(dis_sq));
|
||||
|
||||
fragColor = vec3(smoothstep(0., border, dis));
|
||||
if (dis > 0 && dis <= border)
|
||||
fragColor = vec3(1, 1, 0);
|
||||
}
|
||||
///////////////////////////////
|
||||
|
||||
const uint STACK_SIZE = 40;
|
||||
|
||||
struct Stack
|
||||
{
|
||||
uint top;
|
||||
uint data[STACK_SIZE];
|
||||
|
||||
bool empty()
|
||||
{
|
||||
return top == 0;
|
||||
}
|
||||
bool full()
|
||||
{
|
||||
return top == STACK_SIZE;
|
||||
}
|
||||
bool getTop(out uint x)
|
||||
{
|
||||
if (empty())
|
||||
return false;
|
||||
x = data[top - 1];
|
||||
return true;
|
||||
}
|
||||
bool pop()
|
||||
{
|
||||
if (empty())
|
||||
return false;
|
||||
top--;
|
||||
return true;
|
||||
}
|
||||
bool push(in uint x)
|
||||
{
|
||||
if (full())
|
||||
return false;
|
||||
data[top] = x;
|
||||
top++;
|
||||
return true;
|
||||
}
|
||||
} stack, elementStack;
|
||||
|
||||
vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
|
||||
{
|
||||
vec4 elementColor = vec4(0);
|
||||
|
||||
uvec4 currentOffset = elementOffset[elementIndex];
|
||||
uint elementBvhRoot = currentOffset.x;
|
||||
uint elementBvhLength = currentOffset.y;
|
||||
uint pointsOffset = currentOffset.z;
|
||||
uint linesOffset = currentOffset.w;
|
||||
|
||||
elementStack.top = 0;
|
||||
uint elementBvhIndex = 0;
|
||||
while (elementBvhIndex < elementBvhLength || !elementStack.empty())
|
||||
{
|
||||
|
||||
while (elementBvhIndex < elementBvhLength)
|
||||
{
|
||||
vec4 bound = bvhBound[elementBvhRoot + elementBvhIndex];
|
||||
uint leftChild = bvhChildren[elementBvhRoot + elementBvhIndex].x;
|
||||
|
||||
if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw)))
|
||||
{
|
||||
if (leftChild >= elementBvhLength)
|
||||
{
|
||||
debugBVH.g += 0.5;
|
||||
|
||||
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y - elementBvhLength;
|
||||
// for(int i = 0; i<200;i++)
|
||||
if (elementData[styleIndex] == 0.) //Ãæ
|
||||
{
|
||||
|
||||
uint lineCount = elementIndexs[leftChild - elementBvhLength];
|
||||
uint num_its = 0;
|
||||
|
||||
for (uint contourIterator = leftChild - elementBvhLength + 1;
|
||||
contourIterator <= leftChild - elementBvhLength + lineCount; contourIterator++)
|
||||
{
|
||||
uint lineIndex = elementIndexs[contourIterator];
|
||||
uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
|
||||
uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
|
||||
uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
|
||||
uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
|
||||
|
||||
vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
|
||||
elementData[pointsOffset + 2 * p0Index + 1]);
|
||||
vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
|
||||
elementData[pointsOffset + 2 * p1Index + 1]);
|
||||
vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index],
|
||||
elementData[pointsOffset + 2 * p2Index + 1]);
|
||||
vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index],
|
||||
elementData[pointsOffset + 2 * p3Index + 1]);
|
||||
|
||||
if (p0 == p1 && p2 == p3)
|
||||
{
|
||||
num_its += segment_int_test(localUV, p0, p3);
|
||||
}
|
||||
|
||||
else
|
||||
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
|
||||
}
|
||||
|
||||
if (num_its % 2 == 1)
|
||||
{
|
||||
elementColor = vec4(1);
|
||||
//debugHit = true;
|
||||
}
|
||||
}
|
||||
else if (elementData[styleIndex] == 1) //Ïß
|
||||
{
|
||||
}
|
||||
|
||||
elementBvhIndex = elementBvhLength;
|
||||
}
|
||||
else
|
||||
{
|
||||
// debugBVH.b += 0.2;
|
||||
elementStack.push(elementBvhIndex);
|
||||
elementBvhIndex = leftChild;
|
||||
}
|
||||
}
|
||||
else
|
||||
elementBvhIndex = elementBvhLength;
|
||||
}
|
||||
if (!elementStack.empty())
|
||||
{
|
||||
elementStack.getTop(elementBvhIndex);
|
||||
elementStack.pop();
|
||||
elementBvhIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
|
||||
}
|
||||
}
|
||||
return elementColor.xyz;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
|
|
@ -3,6 +3,8 @@
|
|||
#include <QTextBlock>
|
||||
#include <QListWidget>
|
||||
#include <QPushButton>
|
||||
#include <QDialog>
|
||||
#include <QDialogButtonBox>
|
||||
|
||||
void InfoDisplayWidget::setLayer(LayerWrapper *layer)
|
||||
{
|
||||
|
@ -88,19 +90,35 @@ void InfoDisplayWidget::generateLayerForm()
|
|||
QWidget* w = new QWidget;
|
||||
item->setSizeHint(QSize(50, 40));
|
||||
QHBoxLayout* layout = new QHBoxLayout;
|
||||
QPushButton* pushButton = new QPushButton(w);
|
||||
QPushButton* deleteButton = new QPushButton(w);
|
||||
QPushButton* detailButton = new QPushButton(w);
|
||||
QLabel* name = new QLabel(w);
|
||||
name->setText(styleNames[index]);
|
||||
pushButton->setText("×");
|
||||
pushButton->setFixedSize(QSize(20, 20));
|
||||
connect(pushButton, &QPushButton::clicked, [styleList,item,this]() {
|
||||
detailButton->setText("...");
|
||||
detailButton->setFixedSize(QSize(20, 20));
|
||||
deleteButton->setText("×");
|
||||
deleteButton->setFixedSize(QSize(20, 20));
|
||||
connect(detailButton, &QPushButton::clicked, [styleList, item, this]() {
|
||||
QDialog dlg(this);
|
||||
dlg.setWindowTitle("样式详情");
|
||||
dlg.resize(400, 200);
|
||||
auto buttonBox = new QDialogButtonBox(QDialogButtonBox::Save | QDialogButtonBox::Cancel, &dlg);
|
||||
connect(buttonBox, &QDialogButtonBox::accepted, &dlg, &QDialog::accept);
|
||||
connect(buttonBox, &QDialogButtonBox::rejected, &dlg, &QDialog::reject);
|
||||
bool updateStyle = dlg.exec();
|
||||
if (updateStyle) {
|
||||
// 在此处修改新样式信息至内存
|
||||
}
|
||||
});
|
||||
connect(deleteButton, &QPushButton::clicked, [styleList,item,this]() {
|
||||
styleList->removeItemWidget(item);
|
||||
delete item;
|
||||
// delete data in layer
|
||||
// 删除layer对应样式
|
||||
emit requireRefreshPreview();
|
||||
});
|
||||
layout->addWidget(name);
|
||||
layout->addWidget(pushButton);
|
||||
layout->addWidget(detailButton);
|
||||
layout->addWidget(deleteButton);
|
||||
w->setLayout(layout);
|
||||
styleList->addItem(item);
|
||||
styleList->setItemWidget(item, w);
|
||||
|
|
|
@ -3,8 +3,11 @@
|
|||
#include <QDebug>
|
||||
#include <array>
|
||||
#include <glm/glm.hpp>
|
||||
#ifndef STB_IMAGE_IMPLEMENTATION
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image.h>
|
||||
#endif
|
||||
|
||||
|
||||
void Renderer::IblUtils::renderCube(QOpenGLFunctions_4_5_Core* glFunc)
|
||||
{
|
||||
|
|
|
@ -41,9 +41,9 @@ namespace Renderer
|
|||
QVector<Vertex> vertices;
|
||||
QVector<unsigned int> indices;
|
||||
//QVector<Texture*> textures;
|
||||
GLuint textureBasecolor;
|
||||
GLuint textureMetallicRoughness;
|
||||
GLuint textureNormal;
|
||||
GLuint textureBasecolor = 0;
|
||||
GLuint textureMetallicRoughness = 0;
|
||||
GLuint textureNormal = 0;
|
||||
|
||||
QMatrix4x4 model;
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc;
|
||||
|
|
|
@ -14,56 +14,34 @@
|
|||
|
||||
using namespace Renderer;
|
||||
using std::vector;
|
||||
Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
|
||||
: context(context)
|
||||
, glFunc(context->versionFunctions<QOpenGLFunctions_4_5_Compatibility>())
|
||||
, shaderProgram(shaderProgram)
|
||||
, directory(path)
|
||||
{
|
||||
|
||||
Assimp::Importer importer;
|
||||
const aiScene* scene = importer.ReadFile(directory.absolutePath().toUtf8(), aiProcess_Triangulate | aiProcess_FlipUVs);
|
||||
if (!scene || scene->mFlags & AI_SCENE_FLAGS_INCOMPLETE || !scene->mRootNode)
|
||||
{
|
||||
qDebug() << "ERROR::ASSIMP::" << importer.GetErrorString() << endl;
|
||||
return;
|
||||
}
|
||||
qDebug() << directory.absolutePath() << "Loaded Successfully";
|
||||
qDebug() << "NumMeshes: " << scene->mNumMeshes;
|
||||
qDebug() << "NumMaterials: " << scene->mNumMaterials;
|
||||
qDebug() << "NumTextures: " << scene->mNumTextures;
|
||||
directory.cdUp();
|
||||
processNode(scene->mRootNode, scene);
|
||||
}
|
||||
|
||||
Model::Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper)
|
||||
Model::Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram,
|
||||
QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram,
|
||||
PaintingHelper* paintingHelper, VirtualTextureManager* vtManager)
|
||||
: context(context)
|
||||
, glFunc(context->versionFunctions<QOpenGLFunctions_4_5_Compatibility>())
|
||||
, shaderProgram(shaderProgram)
|
||||
, paintingProgram(paintingProgram)
|
||||
, shadowProgram(shadowProgram)
|
||||
, paintingHelper(paintingHelper)
|
||||
, vtManager(vtManager)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
Model::~Model() //销毁对象
|
||||
{
|
||||
for (auto& it : meshes) {
|
||||
delete it;
|
||||
}
|
||||
}
|
||||
|
||||
void Model::draw() {
|
||||
//shaderProgram->bind();
|
||||
for (Drawable* mesh : meshes) {
|
||||
for (auto& mesh : meshes) {
|
||||
mesh->draw();
|
||||
}
|
||||
}
|
||||
|
||||
void Model::drawShadow() {
|
||||
//shaderProgram->bind();
|
||||
for (Drawable* mesh : meshes) {
|
||||
for (auto& mesh : meshes) {
|
||||
mesh->drawShadow();
|
||||
}
|
||||
}
|
||||
|
@ -74,11 +52,6 @@ void Model::destroy()
|
|||
delete this;
|
||||
}
|
||||
|
||||
Model* Model::createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
|
||||
{
|
||||
return new Model(path, context, shaderProgram);
|
||||
}
|
||||
|
||||
void Renderer::Model::loadModel(QString path)
|
||||
{
|
||||
directory = path;
|
||||
|
@ -94,6 +67,12 @@ void Renderer::Model::loadModel(QString path)
|
|||
qDebug() << "NumMaterials: " << scene->mNumMaterials;
|
||||
qDebug() << "NumTextures: " << scene->mNumTextures;
|
||||
directory.cdUp();
|
||||
minX = std::numeric_limits<float>::max();
|
||||
maxX = std::numeric_limits<float>::min();
|
||||
minY = std::numeric_limits<float>::max();
|
||||
maxY = std::numeric_limits<float>::min();
|
||||
minZ = std::numeric_limits<float>::max();
|
||||
maxZ = std::numeric_limits<float>::min();
|
||||
processNode(scene->mRootNode, scene);
|
||||
AABB.push_back(QVector3D(minX, minY, minZ));
|
||||
AABB.push_back(QVector3D(minX, minY, maxZ));
|
||||
|
@ -111,8 +90,8 @@ void Model::processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4)
|
|||
// 处理节点所有的网格(如果有的话)
|
||||
for (unsigned int i = 0; i < node->mNumMeshes; i++)
|
||||
{
|
||||
aiMesh* mesh = scene->mMeshes[node->mMeshes[i]];
|
||||
meshes.push_back(processMesh(mesh, scene, mat4));
|
||||
if (auto mesh = processMesh(scene->mMeshes[node->mMeshes[i]], scene, mat4))
|
||||
meshes.emplace_back(std::move(mesh));
|
||||
|
||||
}
|
||||
// 接下来对它的子节点重复这一过程
|
||||
|
@ -131,7 +110,7 @@ GLuint encodeZIndexAngle(GLuint zIndex, float angle)
|
|||
return GLuint(angle / 360 * 65536 + zIndex * 65536);
|
||||
}
|
||||
|
||||
Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model)
|
||||
std::unique_ptr<Drawable> Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model)
|
||||
{
|
||||
aiMaterial* material = scene->mMaterials[mesh->mMaterialIndex];
|
||||
QMatrix4x4 modelQ((float*)&model);
|
||||
|
@ -143,7 +122,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
|||
{
|
||||
qDebug() << str.C_Str() << "Replaced";
|
||||
// 初始化网格
|
||||
PaintingMesh* m_mesh = new PaintingMesh(glFunc, paintingProgram, shadowProgram, modelQ);
|
||||
auto m_mesh = std::make_unique<PaintingMesh>(glFunc, paintingProgram, shadowProgram, modelQ);
|
||||
// 遍历网格的每个顶点
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
|
@ -170,13 +149,16 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
|||
}
|
||||
|
||||
m_mesh->paintingIndex = loadPainting(std::string(str.C_Str()));
|
||||
auto& handle = vtManager->paintings[m_mesh->paintingIndex];
|
||||
m_mesh->textureBasecolor = handle.baseColor;
|
||||
m_mesh->textureMetallicRoughness = handle.metallicRoughness;
|
||||
m_mesh->setupMesh();
|
||||
return m_mesh;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 初始化网格
|
||||
Mesh* m_mesh = new Mesh(glFunc, shaderProgram, shadowProgram, modelQ);
|
||||
auto m_mesh = std::make_unique<Mesh>(glFunc, shaderProgram, shadowProgram, modelQ);
|
||||
// 遍历网格的每个顶点
|
||||
for (unsigned int i = 0; i < mesh->mNumVertices; i++)
|
||||
{
|
||||
|
@ -199,13 +181,22 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
|
|||
m_mesh->indices.push_back(*indice);
|
||||
|
||||
// 处理材质
|
||||
m_mesh->textureBasecolor = loadMaterialTextures(material, aiTextureType_BASE_COLOR);
|
||||
m_mesh->textureMetallicRoughness = loadMaterialTextures(material, aiTextureType_METALNESS);
|
||||
m_mesh->textureNormal = loadMaterialTextures(material, aiTextureType_NORMALS);
|
||||
if (!(m_mesh->textureBasecolor = loadMaterialTextures(material, aiTextureType_BASE_COLOR)))
|
||||
qWarning() << "Basecolor Texture Loading Failed!";
|
||||
if (!(m_mesh->textureMetallicRoughness = loadMaterialTextures(material, aiTextureType_METALNESS)))
|
||||
qWarning() << "MetallicRoughness Texture Loading Failed!";
|
||||
if (!(m_mesh->textureNormal = loadMaterialTextures(material, aiTextureType_NORMALS)))
|
||||
qWarning() << "Normal Texture Loading Failed!";
|
||||
|
||||
if (m_mesh->textureBasecolor && m_mesh->textureMetallicRoughness && m_mesh->textureNormal)
|
||||
{
|
||||
m_mesh->setupMesh();
|
||||
return m_mesh;
|
||||
}
|
||||
else
|
||||
return nullptr;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
GLuint Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type)
|
||||
|
@ -226,7 +217,7 @@ GLuint Model::loadMaterialTextures(aiMaterial* mat, aiTextureType type)
|
|||
return 0;
|
||||
|
||||
//qDebug() << "Loading" << path.c_str();
|
||||
auto [it, _] = texturesLoaded.emplace(std::piecewise_construct, std::make_tuple(path), std::make_tuple(QOpenGLTexture::Target2D));
|
||||
auto [it, _] = texturesLoaded.emplace(path, QOpenGLTexture::Target2D);
|
||||
auto& texture = it->second;
|
||||
texture.create();
|
||||
texture.setWrapMode(QOpenGLTexture::DirectionS, QOpenGLTexture::Repeat);
|
||||
|
@ -338,7 +329,7 @@ GLuint Renderer::Model::loadPainting(std::string path)
|
|||
//painting.addElement(element[1], QVector4D(-0.7, 0.2, -0.2, 0.7), 0, 0);
|
||||
//painting.addElement(element[2], QVector4D(0.2, -0.8, 0.8, -0.1), 0, 0);
|
||||
|
||||
painting.generateBuffers();
|
||||
painting.generateBuffers(glFunc);
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
std::vector<GLuint> bvhChildren0 = {
|
||||
//root
|
||||
|
@ -474,7 +465,10 @@ GLuint Renderer::Model::loadPainting(std::string path)
|
|||
// elementOffset, elementIndex, elementData);
|
||||
/*GLuint index = paintingHelper->addPainting(bvhChildren0, bvhBounds0,
|
||||
elementOffset0, elementIndex0, elementData0);*/
|
||||
GLuint index = paintingHelper->addPainting(painting);
|
||||
paintingLoaded.insert({ path, index });
|
||||
//GLuint index = paintingHelper->addPainting(painting);
|
||||
//paintingLoaded.insert({ path, index });
|
||||
|
||||
auto index = vtManager->createVirtualTexture(painting);
|
||||
paintingLoaded.emplace(path, index);
|
||||
return index;
|
||||
}
|
||||
|
|
|
@ -2,6 +2,7 @@
|
|||
#include "Mesh.h"
|
||||
#include "Drawable.h"
|
||||
#include "Painting/PaintingHelper.h"
|
||||
#include "VirtualTextureManager.h"
|
||||
#include <QDir>
|
||||
#include <assimp/scene.h>
|
||||
|
||||
|
@ -15,39 +16,33 @@ namespace Renderer
|
|||
void draw();
|
||||
void drawShadow();
|
||||
void destroy();
|
||||
static Model* createModel(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
|
||||
void loadModel(QString path);
|
||||
Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper);
|
||||
Model(QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram, QOpenGLShaderProgram* paintingProgram, QOpenGLShaderProgram* shadowProgram, PaintingHelper* paintingHelper, VirtualTextureManager* vtManager);
|
||||
private:
|
||||
Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram);
|
||||
|
||||
~Model();
|
||||
QOpenGLContext* context; //opengl函数入口
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc;
|
||||
QOpenGLContext* context;
|
||||
QOpenGLFunctions_4_5_Compatibility* glFunc = nullptr;
|
||||
QOpenGLShaderProgram* shaderProgram = nullptr;
|
||||
QOpenGLShaderProgram* paintingProgram = nullptr; //彩绘着色器程序
|
||||
QOpenGLShaderProgram* shadowProgram = nullptr;
|
||||
PaintingHelper* paintingHelper = nullptr;
|
||||
VirtualTextureManager* vtManager = nullptr;
|
||||
|
||||
/* 模型数据 */
|
||||
std::unordered_map<std::string, GLuint> paintingLoaded;
|
||||
std::unordered_map<std::string, QOpenGLTexture> texturesLoaded;
|
||||
//std::vector<Texture*> textures_loaded; //纹理
|
||||
QVector<Drawable*> meshes; //网格
|
||||
QDir directory; //模型所在路径
|
||||
std::vector<std::unique_ptr<Drawable>> meshes;
|
||||
|
||||
float minX = std::numeric_limits<float>::max();
|
||||
float maxX = std::numeric_limits<float>::min();
|
||||
float minY = std::numeric_limits<float>::max();
|
||||
float maxY = std::numeric_limits<float>::min();
|
||||
float minZ = std::numeric_limits<float>::max();
|
||||
float maxZ = std::numeric_limits<float>::min();
|
||||
/// Ä£ÐÍËùÔÚ·¾¶
|
||||
QDir directory;
|
||||
|
||||
float minX, maxX, minY, maxY, minZ, maxZ;
|
||||
|
||||
//递归遍历结点
|
||||
void processNode(aiNode* node, const aiScene* scene, aiMatrix4x4 mat4 = aiMatrix4x4());
|
||||
|
||||
//加载网格
|
||||
Drawable* processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
|
||||
std::unique_ptr<Drawable> processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 model);
|
||||
|
||||
//加载材质纹理
|
||||
GLuint loadMaterialTextures(aiMaterial* mat, aiTextureType type);
|
||||
|
|
|
@ -1,6 +1,7 @@
|
|||
#pragma once
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include <qopengl.h>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <QColor>
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
|
|
|
@ -1,6 +1,6 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include <qopengl.h>
|
||||
#include "Line.h"
|
||||
#include "ElementStyle.h"
|
||||
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include "BaseStyle.h"
|
||||
|
||||
namespace Renderer
|
||||
|
|
|
@ -1,5 +1,6 @@
|
|||
#pragma once
|
||||
#include "BaseStyle.h"
|
||||
#include <map>
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
|
|
|
@ -105,13 +105,12 @@ BvhTreeData Painting::encodeElementLeaf(ElementWithTransform e)
|
|||
return BvhTreeData(bound, elementPool[e.element], rightSon);
|
||||
}
|
||||
|
||||
void Painting::generateBuffers()
|
||||
void Painting::generateBuffers(QOpenGLFunctions_4_5_Compatibility* glFunc)
|
||||
{
|
||||
qDebug() << "Element Count: " << elementPool.size();
|
||||
qDebug() << "Coutour Count: " << contourPool.size();
|
||||
qDebug() << " Style Count: " << stylePool.size();
|
||||
|
||||
|
||||
bvhChildren.clear();
|
||||
bvhBounds.clear();
|
||||
elementOffset.clear();
|
||||
|
@ -161,6 +160,19 @@ void Painting::generateBuffers()
|
|||
elementOffset.push_back({ contourBuffer->bvhOffset, stylePool[i.first.style], contourBuffer->pointsOffset, contourBuffer->linesOffset });
|
||||
//std::cout << std::format("{} {} {} {}\n", contourBuffer->bvhOffset, stylePool[i.first->style], contourBuffer->pointsOffset, contourBuffer->linesOffset);
|
||||
}
|
||||
|
||||
glFunc->glCreateBuffers(5, buffers.data());
|
||||
GLuint& bvhSSBO = buffers[0];
|
||||
GLuint& bvhBoundSSBO = buffers[1];
|
||||
GLuint& elementOffsetSSBO = buffers[2];
|
||||
GLuint& elementIndexSSBO = buffers[3];
|
||||
GLuint& elementDataSSBO = buffers[4];
|
||||
|
||||
glFunc->glNamedBufferData(bvhSSBO, bvhChildren.size() * sizeof(GLuint), bvhChildren.data(), GL_STATIC_READ);
|
||||
glFunc->glNamedBufferData(bvhBoundSSBO, bvhBounds.size() * sizeof(QVector4D), bvhBounds.data(), GL_STATIC_READ);
|
||||
glFunc->glNamedBufferData(elementOffsetSSBO, elementOffset.size() * sizeof(glm::uvec4), elementOffset.data(), GL_STATIC_READ);
|
||||
glFunc->glNamedBufferData(elementIndexSSBO, elementIndex.size() * sizeof(GLuint), elementIndex.data(), GL_STATIC_READ);
|
||||
glFunc->glNamedBufferData(elementDataSSBO, elementData.size() * sizeof(GLfloat), elementData.data(), GL_STATIC_READ);
|
||||
}
|
||||
|
||||
GLuint Renderer::Painting::getElementCount()
|
||||
|
|
|
@ -1,12 +1,13 @@
|
|||
#pragma once
|
||||
#include <vector>
|
||||
#include <array>
|
||||
#include <set>
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
#include <glm/glm.hpp>
|
||||
#include "Line.h"
|
||||
#include "BvhTree.h"
|
||||
#include "ElementStyle.h"
|
||||
#include "Element.h"
|
||||
#include <QOpenGLFunctions_4_5_Compatibility>
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
|
@ -65,12 +66,13 @@ namespace Renderer
|
|||
std::vector<GLuint> elementIndex;
|
||||
std::vector<GLfloat> elementData;
|
||||
int paintingId = 0;
|
||||
std::array<GLuint, 5> buffers;
|
||||
|
||||
Painting();
|
||||
void addElement(ElementWithTransform element);
|
||||
void addElement(const Element& element, const ElementTransform& transform);
|
||||
void addElement(std::shared_ptr<Element> element, QVector4D bound, float rotation, int zIndex);
|
||||
void generateBuffers();
|
||||
void generateBuffers(QOpenGLFunctions_4_5_Compatibility* glFunc);
|
||||
GLuint getElementCount();
|
||||
private:
|
||||
std::unordered_map<std::shared_ptr<Contour>, std::pair<std::shared_ptr<ContourBuffer>/*Ãæ*/, std::shared_ptr<ContourBuffer>/*Ïß*/>> contourPool;
|
||||
|
|
|
@ -13,6 +13,13 @@ void PaintingMesh::draw()
|
|||
{
|
||||
if (shaderProgram->bind())
|
||||
{
|
||||
glFunc->glActiveTexture(GL_TEXTURE0);
|
||||
glFunc->glBindTexture(GL_TEXTURE_2D, textureBasecolor);
|
||||
glFunc->glActiveTexture(GL_TEXTURE1);
|
||||
glFunc->glBindTexture(GL_TEXTURE_2D, textureMetallicRoughness);
|
||||
shaderProgram->setUniformValue("texture_basecolor", 0);
|
||||
shaderProgram->setUniformValue("texture_metallic_roughness", 1);
|
||||
|
||||
QOpenGLVertexArrayObject::Binder bind(&VAO);
|
||||
shaderProgram->setUniformValue("model", model);
|
||||
EBO.bind();
|
||||
|
|
|
@ -37,15 +37,15 @@ std::vector<glm::vec2> generatePathBuffer(const QPainterPath& path)
|
|||
switch (element.type)
|
||||
{
|
||||
case QPainterPath::MoveToElement:
|
||||
qDebug() << "MoveToElement";
|
||||
qDebug() << element;
|
||||
//qDebug() << "MoveToElement";
|
||||
//qDebug() << element;
|
||||
pathBuffer.push_back(glm::vec2(std::numeric_limits<float>::infinity()));
|
||||
pathBuffer.push_back(glm::vec2(element.x, element.y));
|
||||
break;
|
||||
case QPainterPath::LineToElement:
|
||||
{
|
||||
qDebug() << "LineToElement";
|
||||
qDebug() << element;
|
||||
//qDebug() << "LineToElement";
|
||||
//qDebug() << element;
|
||||
glm::vec2 end = glm::vec2(element.x, element.y);
|
||||
glm::vec2 mid = (pathBuffer.back() + end) / 2.f;
|
||||
pathBuffer.push_back(mid);
|
||||
|
@ -55,14 +55,14 @@ std::vector<glm::vec2> generatePathBuffer(const QPainterPath& path)
|
|||
}
|
||||
case QPainterPath::CurveToElement:
|
||||
{
|
||||
qDebug() << "CurveToElement";
|
||||
qDebug() << element;
|
||||
//qDebug() << "CurveToElement";
|
||||
//qDebug() << element;
|
||||
glm::vec2 p1 = glm::vec2(element.x, element.y);
|
||||
element = path.elementAt(++i);
|
||||
qDebug() << element;
|
||||
//qDebug() << element;
|
||||
glm::vec2 p2 = glm::vec2(element.x, element.y);
|
||||
element = path.elementAt(++i);
|
||||
qDebug() << element;
|
||||
//qDebug() << element;
|
||||
glm::vec2 p3 = glm::vec2(element.x, element.y);
|
||||
if (p3 != pathBuffer.back())
|
||||
{
|
||||
|
|
|
@ -9,6 +9,7 @@
|
|||
#include <random>
|
||||
#include <glm/gtc/matrix_transform.hpp>
|
||||
#include "IblUtils.h"
|
||||
#include "VirtualTextureManager.h"
|
||||
|
||||
using namespace Renderer;
|
||||
|
||||
|
@ -74,10 +75,10 @@ void RendererGLWidget::setModel()
|
|||
//model = new Model("E:\\3D Objects\\gallery_gltf\\gallery_gltf.gltf", context(), modelProgramPtr, paintingProgramPtr, shadowProgramPtr, paintingHelper);
|
||||
light.model = model;
|
||||
qDebug() << model->AABB;
|
||||
paintingHelper->allocateBuffers();
|
||||
paintingCompProgramPtr->bind();
|
||||
paintingHelper->bindPaintingBuffers();
|
||||
paintingCompProgramPtr->release();
|
||||
//paintingHelper->allocateBuffers();
|
||||
//paintingCompProgramPtr->bind();
|
||||
//paintingHelper->bindPaintingBuffers();
|
||||
//paintingCompProgramPtr->release();
|
||||
doneCurrent();
|
||||
}
|
||||
|
||||
|
@ -231,8 +232,9 @@ void RendererGLWidget::initializeGL()
|
|||
finalProgramPtr->setUniformValue("gBaseColor", 0);
|
||||
finalProgramPtr->release();
|
||||
|
||||
vtManager = std::make_unique<VirtualTextureManager>(gl.get());
|
||||
paintingHelper = new PaintingHelper(glFunc);
|
||||
model = new Model(context(), modelProgramPtr, paintingProgramPtr, shadowProgramPtr, paintingHelper);
|
||||
model = new Model(context(), modelProgramPtr, paintingProgramPtr, shadowProgramPtr, paintingHelper, vtManager.get());
|
||||
|
||||
skyBoxProgramPtr->bind();
|
||||
skyBoxProgramPtr->setUniformValue("environmentMap", 0);
|
||||
|
@ -353,7 +355,7 @@ void RendererGLWidget::paintGL()
|
|||
gl->BindImageTexture(2, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_R16UI);
|
||||
gl->BindImageTexture(3, gbuffers[5], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
|
||||
|
||||
gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||
//gl->DispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
|
||||
paintingCompProgramPtr->release();
|
||||
|
||||
gl->EndQuery(GL_TIME_ELAPSED);
|
||||
|
|
|
@ -15,6 +15,8 @@ struct GladGLContext;
|
|||
|
||||
namespace Renderer
|
||||
{
|
||||
class VirtualTextureManager;
|
||||
|
||||
class RendererGLWidget : public QOpenGLWidget
|
||||
{
|
||||
Q_OBJECT
|
||||
|
@ -77,5 +79,6 @@ namespace Renderer
|
|||
QOpenGLVertexArrayObject quadVAO;
|
||||
Model* model = nullptr;
|
||||
PaintingHelper* paintingHelper;
|
||||
std::unique_ptr<VirtualTextureManager> vtManager;
|
||||
};
|
||||
}
|
||||
|
|
|
@ -1,7 +1,108 @@
|
|||
#include "VirtualTextureManager.h"
|
||||
#include <glad/gl.h>
|
||||
#include "VirtualTextureManager.h"
|
||||
#include <array>
|
||||
#include <QDebug>
|
||||
#include <stb_image.h>
|
||||
#include <glm/gtc/integer.hpp>
|
||||
#define GLM_ENABLE_EXPERIMENTAL
|
||||
#include <glm/gtx/component_wise.hpp>
|
||||
|
||||
|
||||
Renderer::VirtualTextureManager::VirtualTextureManager(GladGLContext* gl)
|
||||
:gl(gl)
|
||||
{
|
||||
GLint numPageSizes;
|
||||
|
||||
// Figure out how many page sizes are available for a 2D texture
|
||||
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_NUM_VIRTUAL_PAGE_SIZES_ARB, sizeof(GLint), &numPageSizes);
|
||||
std::vector<GLint> pageSizesX(numPageSizes);
|
||||
std::vector<GLint> pageSizesY(numPageSizes);
|
||||
std::vector<GLint> pageSizesZ(numPageSizes);
|
||||
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_X_ARB, numPageSizes * sizeof(GLint), pageSizesX.data());
|
||||
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_Y_ARB, numPageSizes * sizeof(GLint), pageSizesY.data());
|
||||
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RGBA8, GL_VIRTUAL_PAGE_SIZE_Z_ARB, numPageSizes * sizeof(GLint), pageSizesZ.data());
|
||||
qDebug() << "RGBA8" << numPageSizes;
|
||||
for (int i = 0; i < numPageSizes; i++)
|
||||
qDebug() << pageSizesX[i] << pageSizesY[i] << pageSizesZ[i];
|
||||
|
||||
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RG8, GL_NUM_VIRTUAL_PAGE_SIZES_ARB, sizeof(GLint), &numPageSizes);
|
||||
std::vector<GLint> pageSizesRG8X(numPageSizes);
|
||||
std::vector<GLint> pageSizesRG8Y(numPageSizes);
|
||||
std::vector<GLint> pageSizesRG8Z(numPageSizes);
|
||||
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RG8, GL_VIRTUAL_PAGE_SIZE_X_ARB, numPageSizes * sizeof(GLint), pageSizesRG8X.data());
|
||||
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RG8, GL_VIRTUAL_PAGE_SIZE_Y_ARB, numPageSizes * sizeof(GLint), pageSizesRG8Y.data());
|
||||
gl->GetInternalformativ(GL_TEXTURE_2D, GL_RG8, GL_VIRTUAL_PAGE_SIZE_Z_ARB, numPageSizes * sizeof(GLint), pageSizesRG8Z.data());
|
||||
qDebug() << "RG8" << numPageSizes;
|
||||
for (int i = 0; i < numPageSizes; i++)
|
||||
qDebug() << pageSizesRG8X[i] << pageSizesRG8Y[i] << pageSizesRG8Z[i];
|
||||
|
||||
pageSize = std::max(pageSizesRG8X[0], pageSizesRG8Y[0]);
|
||||
qDebug() << "pageSize:" << pageSize;
|
||||
|
||||
|
||||
if (!program.addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/painting.comp"))
|
||||
qDebug() << "ERROR:" << program.log();
|
||||
if (!program.link())
|
||||
qDebug() << "ERROR:" << program.log();
|
||||
|
||||
}
|
||||
|
||||
GLuint Renderer::VirtualTextureManager::createVirtualTexture(Painting painting)
|
||||
{
|
||||
const GLsizei levels = glm::log2(textureSize / pageSize) + 1;
|
||||
qDebug() << "levels:" << levels;
|
||||
|
||||
GLuint textures[2];
|
||||
gl->CreateTextures(GL_TEXTURE_2D, 2, textures);
|
||||
GLuint& baseColor = textures[0];
|
||||
GLuint& metallicRoughness = textures[1];
|
||||
|
||||
gl->TextureParameteri(baseColor, GL_TEXTURE_SPARSE_ARB, GL_TRUE);
|
||||
gl->TextureParameteri(baseColor, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
gl->TextureParameteri(baseColor, GL_TEXTURE_MAX_LEVEL, levels - 1);
|
||||
gl->TextureParameteri(baseColor, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
gl->TextureParameteri(baseColor, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
gl->TextureParameteri(baseColor, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
|
||||
gl->TextureParameteri(baseColor, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
gl->TextureStorage2D(baseColor, levels, GL_RGBA8, GLsizei(textureSize), GLsizei(textureSize));
|
||||
|
||||
gl->TextureParameteri(metallicRoughness, GL_TEXTURE_SPARSE_ARB, GL_TRUE);
|
||||
gl->TextureParameteri(metallicRoughness, GL_TEXTURE_BASE_LEVEL, 0);
|
||||
gl->TextureParameteri(metallicRoughness, GL_TEXTURE_MAX_LEVEL, levels - 1);
|
||||
gl->TextureParameteri(metallicRoughness, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
gl->TextureParameteri(metallicRoughness, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
gl->TextureParameteri(metallicRoughness, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
|
||||
gl->TextureParameteri(metallicRoughness, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
gl->TextureStorage2D(metallicRoughness, levels, GL_RG8, GLsizei(textureSize), GLsizei(textureSize));
|
||||
|
||||
for (int i = 0; i < 5; i++)
|
||||
gl->BindBufferBase(GL_SHADER_STORAGE_BUFFER, i, painting.buffers[i]);
|
||||
|
||||
for (auto level = levels - 1; level < levels; ++level)
|
||||
{
|
||||
GLsizei levelSize = (textureSize >> level);
|
||||
for (GLsizei j = 0; j < levelSize / pageSize; ++j)
|
||||
for (GLsizei i = 0; i < levelSize / pageSize; ++i)
|
||||
{
|
||||
gl->TexturePageCommitmentEXT(baseColor, static_cast<GLint>(level),
|
||||
static_cast<GLsizei>(pageSize) * i, static_cast<GLsizei>(pageSize) * j, 0,
|
||||
static_cast<GLsizei>(pageSize), static_cast<GLsizei>(pageSize), 1,
|
||||
GL_TRUE);
|
||||
gl->TexturePageCommitmentEXT(metallicRoughness, static_cast<GLint>(level),
|
||||
static_cast<GLsizei>(pageSize) * i, static_cast<GLsizei>(pageSize) * j, 0,
|
||||
static_cast<GLsizei>(pageSize), static_cast<GLsizei>(pageSize), 1,
|
||||
GL_TRUE);
|
||||
|
||||
program.bind();
|
||||
gl->Uniform2i(gl->GetUniformLocation(program.programId(), "pixelOffset"), static_cast<GLsizei>(pageSize) * i, static_cast<GLsizei>(pageSize) * j);
|
||||
gl->BindImageTexture(0, baseColor, level, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
|
||||
gl->BindImageTexture(1, metallicRoughness, level, GL_FALSE, 0, GL_READ_WRITE, GL_RG8);
|
||||
gl->DispatchCompute(pageSize / 8, pageSize / 8, 1);
|
||||
program.release();
|
||||
|
||||
}
|
||||
}
|
||||
paintings.emplace_back(baseColor, metallicRoughness, painting.buffers);
|
||||
|
||||
return paintings.size() - 1;
|
||||
}
|
||||
|
|
|
@ -1,17 +1,37 @@
|
|||
#pragma once
|
||||
|
||||
#include "Painting/Painting.h"
|
||||
#include <QOpenGLShaderProgram>
|
||||
|
||||
struct GladGLContext;
|
||||
|
||||
namespace Renderer
|
||||
{
|
||||
struct PaintingHandle
|
||||
{
|
||||
GLuint baseColor;
|
||||
GLuint metallicRoughness;
|
||||
std::array<GLuint, 5> buffers;
|
||||
};
|
||||
|
||||
class VirtualTextureManager
|
||||
{
|
||||
public:
|
||||
static constexpr GLsizei textureSize = 16384;
|
||||
std::vector<PaintingHandle> paintings;
|
||||
|
||||
VirtualTextureManager(GladGLContext* gl);
|
||||
|
||||
/**
|
||||
* @brief
|
||||
* @param painting
|
||||
* @return ÔÚpaintingsÖÐË÷Òý
|
||||
*/
|
||||
GLuint createVirtualTexture(Painting painting);
|
||||
private:
|
||||
GladGLContext* gl;
|
||||
GLint pageSize;
|
||||
QOpenGLShaderProgram program;
|
||||
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -2,6 +2,9 @@
|
|||
#include <QGuiApplication>
|
||||
#include <QtWidgets/QApplication>
|
||||
#include <FramelessHelper/Core/private/framelessconfig_p.h>
|
||||
#include <iostream>
|
||||
#include <format>
|
||||
#include "consoleapi2.h"
|
||||
|
||||
extern "C"
|
||||
{
|
||||
|
@ -10,8 +13,38 @@ extern "C"
|
|||
|
||||
FRAMELESSHELPER_USE_NAMESPACE
|
||||
|
||||
void messageHandler(QtMsgType type, const QMessageLogContext& context, const QString& msg)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case QtInfoMsg:
|
||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY);
|
||||
break;
|
||||
case QtDebugMsg:
|
||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
|
||||
break;
|
||||
case QtWarningMsg:
|
||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN);
|
||||
break;
|
||||
case QtCriticalMsg:
|
||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_BLUE);
|
||||
break;
|
||||
case QtFatalMsg:
|
||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED);
|
||||
break;
|
||||
|
||||
}
|
||||
std::cout << std::format("{}({},{}) {}\n",
|
||||
QString(context.file).splitRef("\\").back().toLocal8Bit().data(),
|
||||
context.line,
|
||||
QString(context.function).splitRef("(").first().split(" ").back().split(":").back().toLocal8Bit().data(),
|
||||
msg.toStdString());
|
||||
SetConsoleTextAttribute(GetStdHandle(STD_OUTPUT_HANDLE), FOREGROUND_INTENSITY | FOREGROUND_RED | FOREGROUND_GREEN | FOREGROUND_BLUE);
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
qInstallMessageHandler(messageHandler);
|
||||
//FramelessHelper::Widgets::initialize();
|
||||
FramelessHelper::Core::initialize();
|
||||
//QGuiApplication::setAttribute(Qt::AA_EnableHighDpiScaling);
|
||||
|
|
Loading…
Reference in New Issue