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5 Commits
5e4a893af1
...
b37e5a0ee7
Author | SHA1 | Date |
---|---|---|
wuyize | b37e5a0ee7 | |
wuyize | 950a6d7526 | |
wuyize | 87cc489590 | |
wuyize | 5db300520b | |
wuyize | 4aa40addd1 |
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@ -105,6 +105,7 @@
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<None Include="Shaders\final.vert" />
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<None Include="Shaders\model.frag" />
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<None Include="Shaders\model.vert" />
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<None Include="Shaders\painting.comp" />
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<None Include="Shaders\painting.frag" />
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<None Include="Shaders\painting.vert" />
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<None Include="Shaders\shader.frag" />
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@ -92,6 +92,9 @@
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<None Include="Shaders\painting.vert">
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<Filter>Resource Files\Shaders</Filter>
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</None>
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<None Include="Shaders\painting.comp">
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<Filter>Resource Files\Shaders</Filter>
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</None>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Camera.h">
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@ -9,5 +9,6 @@
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<file>container.jpg</file>
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<file>Shaders/painting.frag</file>
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<file>Shaders/painting.vert</file>
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<file>Shaders/painting.comp</file>
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</qresource>
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</RCC>
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@ -6,6 +6,7 @@
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#include <iostream>
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#include "PaintingMesh.h"
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#include <QtMath>
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#include "BvhTree.h"
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Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
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: context(context)
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@ -104,7 +105,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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if (paintingProgram != nullptr && std::strcmp(str.C_Str(), "17876391417123941155.jpg") == 0)
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{
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qDebug() << str.C_Str();
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qDebug() << str.C_Str() << "Replaced";
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// 初始化网格
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PaintingMesh* m_mesh = new PaintingMesh(glFunc, paintingProgram, model);
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// 遍历网格的每个顶点
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@ -143,7 +144,7 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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//root
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1,2,
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3,4, 5,6,
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7,0, 7,30./360* 4294967296 /*右儿子用来表示旋转角度*/, 8,0, 7,0,
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7,0, 7,30. / 360 * 65536 + 1 * 65536 /*右儿子用来表示旋转角度和层数*/, 8,0, 7,0,
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//elememt0
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1,2,
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5 + 28/*contour索引,由于contour不定长,这里需要给到contour在elementIndex中位置*/,5 + 12/*style索引,在elementData中位置*/, 3,4,
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@ -164,14 +165,36 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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//elememt1
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QVector4D(-1,0,1,1),
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};
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BvhTree bvhTree;
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std::vector<QVector4D> initBound;
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for (int i = 0; i < 2000; i++)
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{
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float x = (float)rand() / RAND_MAX * 2 - 1;
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float y = (float)rand() / RAND_MAX * 2 - 1;
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float z = 0.1+x;//(float)rand() / RAND_MAX * (0.1) + x;
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float w = 0.1+y;//(float)rand() / RAND_MAX * (0.1) + y;
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initBound.push_back(QVector4D(x,y,z,w));
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}
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/* initBound.push_back(QVector4D(-0.8, -0.8, -0.7, -0.7));
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initBound.push_back(QVector4D(-0.8, 0.7, -0.7, 0.8));
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initBound.push_back(QVector4D(0.7, -0.8, 0.8, -0.7));
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initBound.push_back(QVector4D(0.7, 0.7, 0.8, 0.8));*/
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bvhTree.buildBvhTree(initBound.data(), initBound.size());
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std::vector<GLuint> children;
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std::vector<QVector4D> bounds;
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bvhTree.getBvhArray(children, bounds);
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qDebug() << children;
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qDebug() << bounds;
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glFunc->glGenBuffers(1, &m_mesh->bvhSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->bvhSSBO);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER,sizeof(bvhChildren), bvhChildren, GL_DYNAMIC_DRAW);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, children.size()*sizeof(GLuint), children.data(), GL_DYNAMIC_DRAW);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glFunc->glGenBuffers(1, &m_mesh->bvhBoundSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, m_mesh->bvhBoundSSBO);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(bvhBound), bvhBound, GL_DYNAMIC_DRAW);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, bounds.size()*sizeof(QVector4D), bounds.data(), GL_DYNAMIC_DRAW);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLuint elementOffset[] = {
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@ -64,6 +64,12 @@ void RendererWidget::initializeGL()
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if (!paintingProgramPtr->link())
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qDebug() << "ERROR:" << paintingProgramPtr->log();
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paintingCompProgramPtr = new QOpenGLShaderProgram;
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if (!paintingCompProgramPtr->addShaderFromSourceFile(QOpenGLShader::Compute, ":/Shaders/painting.comp"))
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qDebug() << "ERROR:" << paintingCompProgramPtr->log();
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if (!paintingCompProgramPtr->link())
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qDebug() << "ERROR:" << paintingCompProgramPtr->log();
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finalProgramPtr = new QOpenGLShaderProgram;
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if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
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qDebug() << "ERROR:" << finalProgramPtr->log();
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@ -72,11 +78,13 @@ void RendererWidget::initializeGL()
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if (!finalProgramPtr->link())
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qDebug() << "ERROR:" << finalProgramPtr->log();
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finalProgramPtr->bind();
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finalProgramPtr->setUniformValue("gBaseColor", 0);
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finalProgramPtr->setUniformValue("gNormal", 1);
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finalProgramPtr->setUniformValue("gPosition", 2);
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finalProgramPtr->setUniformValue("gMetallicRoughness", 3);
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finalProgramPtr->setUniformValue("gPainting", 4);
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finalProgramPtr->release();
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model = new Model("Models/Sponza/Sponza.gltf", context(), modelProgramPtr, paintingProgramPtr);
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@ -131,6 +139,14 @@ void RendererWidget::paintGL()
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fboPtr->release();
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}
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paintingCompProgramPtr->bind();
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, gbuffers[4]);
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glBindImageTexture(0, gbuffers[0], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA8);
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glBindImageTexture(1, gbuffers[3], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG16);
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glBindImageTexture(2, gbuffers[4], 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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glDispatchCompute(ceil(frameWidth / 8.), ceil(frameHeight / 8.), 1);
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//QOpenGLFramebufferObject::blitFramebuffer(nullptr, QRect(0, 0, 2*width(), 2*height()), fboPtr, QRect(0, 0, 1156, 756));
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -142,7 +158,7 @@ void RendererWidget::paintGL()
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finalProgramPtr->setUniformValueArray("lightPositions", lightPositions, 4);
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finalProgramPtr->setUniformValueArray("lightColors", lightColors, 4);
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QVector<GLuint> gbuffers = fboPtr->textures();
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gbuffers[0]);
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glActiveTexture(GL_TEXTURE1);
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@ -151,6 +167,8 @@ void RendererWidget::paintGL()
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glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, gbuffers[3]);
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glActiveTexture(GL_TEXTURE4);
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glBindTexture(GL_TEXTURE_2D, gbuffers[4]);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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finalProgramPtr->release();
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}
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@ -165,12 +183,18 @@ void RendererWidget::resizeGL(int width, int height)
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if (fboPtr != nullptr)
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delete fboPtr;
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fboPtr = new QOpenGLFramebufferObject(frameWidth, frameHeight, QOpenGLFramebufferObject::Depth, GL_TEXTURE_2D);
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fboPtr->bind();
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if (fboPtr->bind())
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{
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fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGB16F);
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fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGB16F);
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fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RG);
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GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3 };
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glDrawBuffers(4, attachments);
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fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RG16);
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fboPtr->addColorAttachment(frameWidth, frameHeight, GL_RGBA32F);
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GLenum attachments[] = { GL_COLOR_ATTACHMENT0, GL_COLOR_ATTACHMENT1, GL_COLOR_ATTACHMENT2, GL_COLOR_ATTACHMENT3, GL_COLOR_ATTACHMENT4 };
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glDrawBuffers(5, attachments);
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gbuffers = fboPtr->textures();
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fboPtr->release();
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}
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std::cout << "\033[?25l";
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@ -36,8 +36,10 @@ private:
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float deltaTime;
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QOpenGLShaderProgram* modelProgramPtr = nullptr;
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QOpenGLShaderProgram* paintingProgramPtr = nullptr;
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QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
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QOpenGLShaderProgram* finalProgramPtr = nullptr;
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QOpenGLFramebufferObject* fboPtr = nullptr;
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QVector<GLuint> gbuffers;
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QOpenGLBuffer quadVBO;
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QOpenGLVertexArrayObject quadVAO;
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Model* model;
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@ -8,7 +8,7 @@ uniform sampler2D gBaseColor;
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uniform sampler2D gNormal;
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uniform sampler2D gPosition;
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uniform sampler2D gMetallicRoughness;
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uniform sampler2D gPainting;
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// lights
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uniform vec3 lightPositions[4];
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uniform vec3 lightColors[4];
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@ -108,4 +108,6 @@ void main()
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color = pow(color, vec3(1.0/2.2));
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FragColor = vec4(color, 1.0);
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//FragColor = vec4(texture(gPainting, TexCoords).rgb, 1.0);
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}
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@ -9,6 +9,7 @@ layout (location = 0) out vec4 gBaseColor;
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layout (location = 1) out vec3 gNormal;
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layout (location = 2) out vec3 gPosition;
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layout (location = 3) out vec2 gMetallicRoughness;
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layout(location = 4) out vec3 gPainting;
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in vec2 TexCoords;
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in vec3 WorldPos;
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@ -42,6 +43,6 @@ void main()
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gPosition = WorldPos;
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gNormal = getNormalFromMap();
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gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
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gPainting = vec3(0);
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}
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@ -0,0 +1,149 @@
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#version 450 core
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layout (local_size_x = 8, local_size_y = 8) in;
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layout(rgba8, binding = 0) uniform image2D gBaseColor;
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layout(rg16, binding = 1) uniform image2D gMetallicRoughness;
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layout(rgba32f, binding = 2) uniform image2D gPainting;
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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[]; //线和面
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};
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layout(std430, binding = 5) buffer elementDataBuffer
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{
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float elementData[]; //点和Style
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};
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const float PI = 3.14159265358979;
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const uint STACK_SIZE = 30;
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struct Stack
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{
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uint top;
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uint data[STACK_SIZE];
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bool empty()
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{
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return top == 0;
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}
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bool full()
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{
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return top == STACK_SIZE;
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}
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bool getTop(out uint x)
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{
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if (empty())
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return false;
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x = data[top - 1];
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return true;
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}
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bool pop()
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{
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if (empty())
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return false;
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top--;
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return true;
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}
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bool push(in uint x)
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{
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if (full())
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return false;
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data[top] = x;
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top++;
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return true;
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}
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} stack, elementStack;
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void main()
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{
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ivec2 pixelLocation = ivec2(gl_GlobalInvocationID.xy);
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if(imageLoad(gPainting, pixelLocation).r==0)
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return;
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imageStore(gMetallicRoughness, pixelLocation, vec4(0 /*金属度*/, 0.8 /*粗糙度*/, 0, 1));
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vec2 uv = imageLoad(gPainting, pixelLocation).gb;
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vec3 debugBVH = vec3(0);
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bool debugHit = false;
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stack.top = 0;
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uint index = 0, visitTime = 0;
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while (index < bvhLength || !stack.empty())
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{
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while (index < bvhLength)
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{
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visitTime++;
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vec4 bound = bvhBound[index];
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uint leftChild = bvhChildren[index].x;
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if (leftChild >= bvhLength)
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{
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uint zIndex = bvhChildren[index].y / 65535;
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float angle = (bvhChildren[index].y / 65535. - zIndex) * 2 * PI;
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mat2 rotation = {{cos(angle), -sin(angle)}, {sin(angle), cos(angle)}};
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vec2 localUV = uv - (bound.xy + bound.zw) / 2;
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localUV = rotation * localUV;
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localUV /= (bound.zw - bound.xy) / 2;
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if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))))
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{
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if (zIndex == 1)
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debugBVH = vec3(1, 0, 1);
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uint elementIndex = leftChild - bvhLength;
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debugBVH.bg += 0.5 * (localUV + vec2(1));
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// debugBVH = vec3(0);
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//debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
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}
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index = bvhLength;
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}
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else if (all(lessThan(bound.xy, uv)) && all(lessThan(uv, bound.zw)))
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{
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debugBVH.r += 0.2;
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stack.push(index);
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index = leftChild;
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}
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else
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index = bvhLength;
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}
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if (!stack.empty())
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{
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stack.getTop(index);
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stack.pop();
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index = bvhChildren[index].y;
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}
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}
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if (debugHit)
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imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1));
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else
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imageStore(gBaseColor, pixelLocation, vec4(debugBVH,1));
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}
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@ -4,6 +4,7 @@ layout(location = 0) out vec4 gBaseColor;
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layout(location = 1) out vec3 gNormal;
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layout(location = 2) out vec3 gPosition;
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layout(location = 3) out vec2 gMetallicRoughness;
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layout(location = 4) out vec3 gPainting;
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in vec2 TexCoords;
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in vec3 WorldPos;
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@ -493,7 +494,7 @@ void mainImage(out vec3 fragColor, in vec2 fragCoord)
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}
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///////////////////////////////
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const uint STACK_SIZE = 10;
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const uint STACK_SIZE = 40;
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struct Stack
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{
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@ -532,36 +533,9 @@ struct Stack
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}
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} stack, elementStack;
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void main()
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vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
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{
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// gBaseColor = vec4(TexCoords,1,1);
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// gBaseColor = vec4(240./255, 220./255,157./255,1);
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// gBaseColor = vec4(bvh[0].bound==vec4(0,0,1,1));
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vec2 uv = vec2(1., 1.) - TexCoords * 2;
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vec3 debugBVH = vec3(0);
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bool debugHit = false;
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stack.top = 0;
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uint index = 0;
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while (index < bvhLength || !stack.empty())
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{
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while (index < bvhLength)
|
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{
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vec4 bound = bvhBound[index];
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uint leftChild = bvhChildren[index].x;
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if (leftChild >= bvhLength)
|
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{
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float angle = float(bvhChildren[index].y) / 4294967296. * 2 * PI;
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mat2 rotation = {{cos(angle), -sin(angle)}, {sin(angle), cos(angle)}};
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vec2 localUV = uv - (bound.xy + bound.zw) / 2;
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localUV = rotation * localUV;
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localUV /= (bound.zw - bound.xy) / 2;
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if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))))
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{
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uint elementIndex = leftChild - bvhLength;
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//debugBVH.bg += 0.5 * (localUV + vec2(1));
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debugBVH = vec3(0);
|
||||
////////////////////////////ͼԪÄÚBVH/////////////////////////////////
|
||||
vec4 elementColor = vec4(0);
|
||||
|
||||
uvec4 currentOffset = elementOffset[elementIndex];
|
||||
uint elementBvhRoot = currentOffset.x;
|
||||
|
@ -585,15 +559,16 @@ void main()
|
|||
{
|
||||
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++ )
|
||||
|
||||
for (uint contourIterator = leftChild - elementBvhLength + 1;
|
||||
contourIterator <= leftChild - elementBvhLength + lineCount; contourIterator++)
|
||||
{
|
||||
uint lineIndex = elementIndexs[contourIterator];
|
||||
uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
|
||||
|
@ -601,12 +576,14 @@ void main()
|
|||
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]);
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
|
@ -617,20 +594,14 @@ void main()
|
|||
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
if (num_its % 2 == 1)
|
||||
{
|
||||
debugHit = true;
|
||||
elementColor = vec4(1);
|
||||
//debugHit = true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
else if (elementData[styleIndex] == 1) //Ïß
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
elementBvhIndex = elementBvhLength;
|
||||
|
@ -641,7 +612,6 @@ void main()
|
|||
elementStack.push(elementBvhIndex);
|
||||
elementBvhIndex = leftChild;
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
elementBvhIndex = elementBvhLength;
|
||||
|
@ -653,7 +623,57 @@ void main()
|
|||
elementBvhIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
|
||||
}
|
||||
}
|
||||
//////////////////////////////////////////////
|
||||
return elementColor.xyz;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
gBaseColor = vec4( vec3(1,0,0),1 );
|
||||
// mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
|
||||
gPosition = WorldPos;
|
||||
gNormal = normalize(Normal);
|
||||
// gMetallicRoughness = vec2(1, 46./255);
|
||||
gMetallicRoughness = vec2(0 /*½ðÊô¶È*/, 0.8 /*´Ö²Ú¶È*/);
|
||||
gPainting = vec3(1, vec2(1., 1.) - TexCoords * 2);
|
||||
return;
|
||||
// gBaseColor = vec4(TexCoords,1,1);
|
||||
// gBaseColor = vec4(240./255, 220./255,157./255,1);
|
||||
// gBaseColor = vec4(bvh[0].bound==vec4(0,0,1,1));
|
||||
|
||||
//vec2 uv = vec2(1., 1.) - TexCoords * 2;
|
||||
vec2 uv = vec2(0., -0.7) ;
|
||||
vec3 debugBVH = vec3(0);
|
||||
bool debugHit = false;
|
||||
stack.top = 0;
|
||||
uint index = 0, visitTime = 0;
|
||||
while (index < bvhLength || !stack.empty())
|
||||
{
|
||||
while (index < bvhLength)
|
||||
{
|
||||
visitTime++;
|
||||
vec4 bound = bvhBound[index];
|
||||
uint leftChild = bvhChildren[index].x;
|
||||
if (leftChild >= bvhLength)
|
||||
{
|
||||
uint zIndex = bvhChildren[index].y / 65535;
|
||||
float angle = (bvhChildren[index].y / 65535. - zIndex) * 2 * PI;
|
||||
|
||||
mat2 rotation = {{cos(angle), -sin(angle)}, {sin(angle), cos(angle)}};
|
||||
vec2 localUV = uv - (bound.xy + bound.zw) / 2;
|
||||
localUV = rotation * localUV;
|
||||
localUV /= (bound.zw - bound.xy) / 2;
|
||||
if (all(lessThan(vec2(-1), localUV)) && all(lessThan(localUV, vec2(1))))
|
||||
{
|
||||
if (zIndex == 1)
|
||||
debugBVH = vec3(1, 0, 1);
|
||||
uint elementIndex = leftChild - bvhLength;
|
||||
debugBVH.bg += 0.5 * (localUV + vec2(1));
|
||||
// debugBVH = vec3(0);
|
||||
|
||||
//debugHit = drawElement(leftChild - bvhLength, localUV, debugBVH) == vec3(1);
|
||||
|
||||
|
||||
// mainImage(debugBVH,localUV);
|
||||
|
@ -702,14 +722,10 @@ void main()
|
|||
index = bvhChildren[index].y;
|
||||
}
|
||||
}
|
||||
|
||||
if (debugHit)
|
||||
gBaseColor = vec4(vec3(1, 1, 0), 1);
|
||||
else
|
||||
gBaseColor = vec4(debugBVH, 1);
|
||||
// gBaseColor = vec4( vec3(elementData[6]<0.5),1 );
|
||||
// mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
|
||||
gPosition = WorldPos;
|
||||
gNormal = normalize(Normal);
|
||||
// gMetallicRoughness = vec2(1, 46./255);
|
||||
gMetallicRoughness = vec2(0 /*½ðÊô¶È*/, 0.8 /*´Ö²Ú¶È*/);
|
||||
gBaseColor = vec4(vec3(int(visitTime)-9), 1);
|
||||
|
||||
}
|
|
@ -1,5 +1,6 @@
|
|||
#include "MainWindow.h"
|
||||
#include <QtWidgets/QApplication>
|
||||
#include <QGuiApplication>
|
||||
|
||||
extern "C" {
|
||||
_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
|
||||
|
|
Loading…
Reference in New Issue