Compare commits
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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@ -139,17 +140,17 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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}
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GLuint bvhChildren[] = {7/*rootBVH长度*/,0/*与显存对齐*/,
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GLuint bvhChildren[] = { 7/*rootBVH长度*/,0/*与显存对齐*/,
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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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5+36,5+12, 5+32,5+12,
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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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5 + 36,5 + 12, 5 + 32,5 + 12,
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//elememt1
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1+0/*line索引,element中第几条*/,1 + 25
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1 + 0/*line索引,element中第几条*/,1 + 25
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};
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QVector4D bvhBound[] = {
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@ -161,17 +162,39 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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QVector4D(-1,-1,1,1),
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QVector4D(-1,-0.5,1,1), QVector4D(-1,-1,1,0.5),
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QVector4D(-1,-1,1,-0.5), QVector4D(-1,-0.5,1,0.5),
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//elememt1
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QVector4D(-1,0,1,1),
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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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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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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_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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@ -183,7 +207,7 @@ void RendererWidget::timerEvent(QTimerEvent* event)
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lastFrame = currentFrame;
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static float accTime = 0,frameCnt = 0;
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static float accTime = 0, frameCnt = 0;
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accTime += deltaTime;
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frameCnt++;
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if (accTime > 1.)
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@ -243,7 +267,7 @@ void RendererWidget::keyReleaseEvent(QKeyEvent* event)
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void RendererWidget::wheelEvent(QWheelEvent* event)
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{
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camera.ProcessMouseScroll(event->delta()/15.);
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camera.ProcessMouseScroll(event->delta() / 15.);
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}
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void RendererWidget::focusInEvent(QFocusEvent* event)
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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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File diff suppressed because it is too large
Load Diff
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@ -1,5 +1,6 @@
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#include "MainWindow.h"
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#include <QtWidgets/QApplication>
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#include <QGuiApplication>
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extern "C" {
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_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
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||||
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Reference in New Issue