Compare commits
No commits in common. "b37e5a0ee7bdb580e5bfcf617ff6944c18a107a8" and "5e4a893af11fa3aa34fae737d070a5eeb53f7f64" have entirely different histories.
b37e5a0ee7
...
5e4a893af1
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@ -105,7 +105,6 @@
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<None Include="Shaders\final.vert" />
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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.frag" />
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<None Include="Shaders\model.vert" />
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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.frag" />
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<None Include="Shaders\painting.vert" />
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<None Include="Shaders\painting.vert" />
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<None Include="Shaders\shader.frag" />
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<None Include="Shaders\shader.frag" />
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@ -92,9 +92,6 @@
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<None Include="Shaders\painting.vert">
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<None Include="Shaders\painting.vert">
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<Filter>Resource Files\Shaders</Filter>
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<Filter>Resource Files\Shaders</Filter>
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</None>
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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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<ItemGroup>
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<ItemGroup>
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<ClInclude Include="Camera.h">
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<ClInclude Include="Camera.h">
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@ -9,6 +9,5 @@
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<file>container.jpg</file>
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<file>container.jpg</file>
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<file>Shaders/painting.frag</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.vert</file>
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<file>Shaders/painting.comp</file>
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</qresource>
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</qresource>
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</RCC>
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</RCC>
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@ -6,7 +6,6 @@
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#include <iostream>
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#include <iostream>
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#include "PaintingMesh.h"
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#include "PaintingMesh.h"
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#include <QtMath>
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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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Model::Model(QString path, QOpenGLContext* context, QOpenGLShaderProgram* shaderProgram)
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: context(context)
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: context(context)
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@ -105,7 +104,7 @@ 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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if (paintingProgram != nullptr && std::strcmp(str.C_Str(), "17876391417123941155.jpg") == 0)
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{
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{
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qDebug() << str.C_Str() << "Replaced";
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qDebug() << str.C_Str();
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// 初始化网格
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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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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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// 遍历网格的每个顶点
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@ -140,17 +139,17 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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}
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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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//root
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1,2,
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1,2,
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3,4, 5,6,
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3,4, 5,6,
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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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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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//elememt0
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//elememt0
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1,2,
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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+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+36,5+12, 5+32,5+12,
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//elememt1
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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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};
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QVector4D bvhBound[] = {
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QVector4D bvhBound[] = {
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@ -165,36 +164,14 @@ Drawable* Model::processMesh(aiMesh* mesh, const aiScene* scene, aiMatrix4x4 mod
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//elememt1
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//elememt1
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QVector4D(-1,0,1,1),
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QVector4D(-1,0,1,1),
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};
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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->glGenBuffers(1, &m_mesh->bvhSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 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, children.size()*sizeof(GLuint), children.data(), GL_DYNAMIC_DRAW);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER,sizeof(bvhChildren), bvhChildren, GL_DYNAMIC_DRAW);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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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->glGenBuffers(1, &m_mesh->bvhBoundSSBO);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 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, bounds.size()*sizeof(QVector4D), bounds.data(), GL_DYNAMIC_DRAW);
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glFunc->glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(bvhBound), bvhBound, GL_DYNAMIC_DRAW);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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glFunc->glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
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GLuint elementOffset[] = {
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GLuint elementOffset[] = {
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@ -64,12 +64,6 @@ void RendererWidget::initializeGL()
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if (!paintingProgramPtr->link())
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if (!paintingProgramPtr->link())
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qDebug() << "ERROR:" << paintingProgramPtr->log();
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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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finalProgramPtr = new QOpenGLShaderProgram;
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if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
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if (!finalProgramPtr->addShaderFromSourceFile(QOpenGLShader::Vertex, ":/Shaders/final.vert"))
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qDebug() << "ERROR:" << finalProgramPtr->log();
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qDebug() << "ERROR:" << finalProgramPtr->log();
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@ -78,13 +72,11 @@ void RendererWidget::initializeGL()
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if (!finalProgramPtr->link())
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if (!finalProgramPtr->link())
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qDebug() << "ERROR:" << finalProgramPtr->log();
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qDebug() << "ERROR:" << finalProgramPtr->log();
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finalProgramPtr->bind();
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finalProgramPtr->bind();
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finalProgramPtr->setUniformValue("gBaseColor", 0);
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finalProgramPtr->setUniformValue("gBaseColor", 0);
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finalProgramPtr->setUniformValue("gNormal", 1);
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finalProgramPtr->setUniformValue("gNormal", 1);
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finalProgramPtr->setUniformValue("gPosition", 2);
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finalProgramPtr->setUniformValue("gPosition", 2);
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finalProgramPtr->setUniformValue("gMetallicRoughness", 3);
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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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finalProgramPtr->release();
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model = new Model("Models/Sponza/Sponza.gltf", context(), modelProgramPtr, paintingProgramPtr);
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model = new Model("Models/Sponza/Sponza.gltf", context(), modelProgramPtr, paintingProgramPtr);
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@ -139,14 +131,6 @@ void RendererWidget::paintGL()
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fboPtr->release();
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fboPtr->release();
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}
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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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//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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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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@ -158,7 +142,7 @@ void RendererWidget::paintGL()
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finalProgramPtr->setUniformValueArray("lightPositions", lightPositions, 4);
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finalProgramPtr->setUniformValueArray("lightPositions", lightPositions, 4);
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finalProgramPtr->setUniformValueArray("lightColors", lightColors, 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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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, gbuffers[0]);
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glBindTexture(GL_TEXTURE_2D, gbuffers[0]);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE1);
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@ -167,8 +151,6 @@ void RendererWidget::paintGL()
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glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
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glBindTexture(GL_TEXTURE_2D, gbuffers[2]);
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glActiveTexture(GL_TEXTURE3);
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glActiveTexture(GL_TEXTURE3);
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glBindTexture(GL_TEXTURE_2D, gbuffers[3]);
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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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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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finalProgramPtr->release();
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finalProgramPtr->release();
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}
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}
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@ -183,18 +165,12 @@ void RendererWidget::resizeGL(int width, int height)
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if (fboPtr != nullptr)
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if (fboPtr != nullptr)
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delete fboPtr;
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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 = new QOpenGLFramebufferObject(frameWidth, frameHeight, QOpenGLFramebufferObject::Depth, GL_TEXTURE_2D);
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if (fboPtr->bind())
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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_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_RG);
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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 };
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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(4, attachments);
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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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|
||||||
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|
||||||
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std::cout << "\033[?25l";
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std::cout << "\033[?25l";
|
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@ -207,7 +183,7 @@ void RendererWidget::timerEvent(QTimerEvent* event)
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lastFrame = currentFrame;
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lastFrame = currentFrame;
|
||||||
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|
||||||
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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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accTime += deltaTime;
|
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frameCnt++;
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frameCnt++;
|
||||||
if (accTime > 1.)
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if (accTime > 1.)
|
||||||
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@ -267,7 +243,7 @@ void RendererWidget::keyReleaseEvent(QKeyEvent* event)
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||||||
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|
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void RendererWidget::wheelEvent(QWheelEvent* event)
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void RendererWidget::wheelEvent(QWheelEvent* event)
|
||||||
{
|
{
|
||||||
camera.ProcessMouseScroll(event->delta() / 15.);
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camera.ProcessMouseScroll(event->delta()/15.);
|
||||||
}
|
}
|
||||||
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|
||||||
void RendererWidget::focusInEvent(QFocusEvent* event)
|
void RendererWidget::focusInEvent(QFocusEvent* event)
|
||||||
|
|
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@ -36,10 +36,8 @@ private:
|
||||||
float deltaTime;
|
float deltaTime;
|
||||||
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
QOpenGLShaderProgram* modelProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
|
QOpenGLShaderProgram* paintingProgramPtr = nullptr;
|
||||||
QOpenGLShaderProgram* paintingCompProgramPtr = nullptr;
|
|
||||||
QOpenGLShaderProgram* finalProgramPtr = nullptr;
|
QOpenGLShaderProgram* finalProgramPtr = nullptr;
|
||||||
QOpenGLFramebufferObject* fboPtr = nullptr;
|
QOpenGLFramebufferObject* fboPtr = nullptr;
|
||||||
QVector<GLuint> gbuffers;
|
|
||||||
QOpenGLBuffer quadVBO;
|
QOpenGLBuffer quadVBO;
|
||||||
QOpenGLVertexArrayObject quadVAO;
|
QOpenGLVertexArrayObject quadVAO;
|
||||||
Model* model;
|
Model* model;
|
||||||
|
|
|
@ -8,7 +8,7 @@ uniform sampler2D gBaseColor;
|
||||||
uniform sampler2D gNormal;
|
uniform sampler2D gNormal;
|
||||||
uniform sampler2D gPosition;
|
uniform sampler2D gPosition;
|
||||||
uniform sampler2D gMetallicRoughness;
|
uniform sampler2D gMetallicRoughness;
|
||||||
uniform sampler2D gPainting;
|
|
||||||
// lights
|
// lights
|
||||||
uniform vec3 lightPositions[4];
|
uniform vec3 lightPositions[4];
|
||||||
uniform vec3 lightColors[4];
|
uniform vec3 lightColors[4];
|
||||||
|
@ -108,6 +108,4 @@ void main()
|
||||||
color = pow(color, vec3(1.0/2.2));
|
color = pow(color, vec3(1.0/2.2));
|
||||||
|
|
||||||
FragColor = vec4(color, 1.0);
|
FragColor = vec4(color, 1.0);
|
||||||
//FragColor = vec4(texture(gPainting, TexCoords).rgb, 1.0);
|
|
||||||
|
|
||||||
}
|
}
|
|
@ -9,7 +9,6 @@ layout (location = 0) out vec4 gBaseColor;
|
||||||
layout (location = 1) out vec3 gNormal;
|
layout (location = 1) out vec3 gNormal;
|
||||||
layout (location = 2) out vec3 gPosition;
|
layout (location = 2) out vec3 gPosition;
|
||||||
layout (location = 3) out vec2 gMetallicRoughness;
|
layout (location = 3) out vec2 gMetallicRoughness;
|
||||||
layout(location = 4) out vec3 gPainting;
|
|
||||||
|
|
||||||
in vec2 TexCoords;
|
in vec2 TexCoords;
|
||||||
in vec3 WorldPos;
|
in vec3 WorldPos;
|
||||||
|
@ -43,6 +42,6 @@ void main()
|
||||||
gPosition = WorldPos;
|
gPosition = WorldPos;
|
||||||
gNormal = getNormalFromMap();
|
gNormal = getNormalFromMap();
|
||||||
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
|
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
|
||||||
gPainting = vec3(0);
|
|
||||||
|
|
||||||
}
|
}
|
|
@ -1,149 +0,0 @@
|
||||||
#version 450 core
|
|
||||||
|
|
||||||
layout (local_size_x = 8, local_size_y = 8) in;
|
|
||||||
|
|
||||||
layout(rgba8, binding = 0) uniform image2D gBaseColor;
|
|
||||||
layout(rg16, binding = 1) uniform image2D gMetallicRoughness;
|
|
||||||
layout(rgba32f, binding = 2) uniform image2D gPainting;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
layout(std430, binding = 1) buffer bvhBuffer
|
|
||||||
{
|
|
||||||
uint bvhLength;
|
|
||||||
uvec2 bvhChildren[];
|
|
||||||
};
|
|
||||||
layout(std430, binding = 2) buffer bvhBoundBuffer
|
|
||||||
{
|
|
||||||
vec4 bvhBound[];
|
|
||||||
};
|
|
||||||
layout(std430, binding = 3) buffer elementOffsetBuffer
|
|
||||||
{
|
|
||||||
/**********************
|
|
||||||
** @x elementBvhRoot
|
|
||||||
** @y elementBvhLength
|
|
||||||
** @z pointsOffset
|
|
||||||
** @w linesOffset
|
|
||||||
**********************/
|
|
||||||
uvec4 elementOffset[];
|
|
||||||
};
|
|
||||||
layout(std430, binding = 4) buffer elementIndexBuffer
|
|
||||||
{
|
|
||||||
uint elementIndexs[]; //线和面
|
|
||||||
};
|
|
||||||
layout(std430, binding = 5) buffer elementDataBuffer
|
|
||||||
{
|
|
||||||
float elementData[]; //点和Style
|
|
||||||
};
|
|
||||||
|
|
||||||
const float PI = 3.14159265358979;
|
|
||||||
|
|
||||||
|
|
||||||
const uint STACK_SIZE = 30;
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
void main()
|
|
||||||
{
|
|
||||||
ivec2 pixelLocation = ivec2(gl_GlobalInvocationID.xy);
|
|
||||||
if(imageLoad(gPainting, pixelLocation).r==0)
|
|
||||||
return;
|
|
||||||
|
|
||||||
imageStore(gMetallicRoughness, pixelLocation, vec4(0 /*金属度*/, 0.8 /*粗糙度*/, 0, 1));
|
|
||||||
|
|
||||||
vec2 uv = imageLoad(gPainting, pixelLocation).gb;
|
|
||||||
|
|
||||||
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);
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
index = bvhLength;
|
|
||||||
}
|
|
||||||
else if (all(lessThan(bound.xy, uv)) && all(lessThan(uv, bound.zw)))
|
|
||||||
{
|
|
||||||
debugBVH.r += 0.2;
|
|
||||||
stack.push(index);
|
|
||||||
index = leftChild;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
index = bvhLength;
|
|
||||||
}
|
|
||||||
if (!stack.empty())
|
|
||||||
{
|
|
||||||
stack.getTop(index);
|
|
||||||
stack.pop();
|
|
||||||
index = bvhChildren[index].y;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (debugHit)
|
|
||||||
imageStore(gBaseColor, pixelLocation, vec4(vec3(1, 1, 0),1));
|
|
||||||
else
|
|
||||||
imageStore(gBaseColor, pixelLocation, vec4(debugBVH,1));
|
|
||||||
|
|
||||||
}
|
|
|
@ -4,7 +4,6 @@ layout(location = 0) out vec4 gBaseColor;
|
||||||
layout(location = 1) out vec3 gNormal;
|
layout(location = 1) out vec3 gNormal;
|
||||||
layout(location = 2) out vec3 gPosition;
|
layout(location = 2) out vec3 gPosition;
|
||||||
layout(location = 3) out vec2 gMetallicRoughness;
|
layout(location = 3) out vec2 gMetallicRoughness;
|
||||||
layout(location = 4) out vec3 gPainting;
|
|
||||||
|
|
||||||
in vec2 TexCoords;
|
in vec2 TexCoords;
|
||||||
in vec3 WorldPos;
|
in vec3 WorldPos;
|
||||||
|
@ -494,7 +493,7 @@ void mainImage(out vec3 fragColor, in vec2 fragCoord)
|
||||||
}
|
}
|
||||||
///////////////////////////////
|
///////////////////////////////
|
||||||
|
|
||||||
const uint STACK_SIZE = 40;
|
const uint STACK_SIZE = 10;
|
||||||
|
|
||||||
struct Stack
|
struct Stack
|
||||||
{
|
{
|
||||||
|
@ -533,9 +532,36 @@ struct Stack
|
||||||
}
|
}
|
||||||
} stack, elementStack;
|
} stack, elementStack;
|
||||||
|
|
||||||
vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
|
void main()
|
||||||
{
|
{
|
||||||
vec4 elementColor = vec4(0);
|
// 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;
|
||||||
|
vec3 debugBVH = vec3(0);
|
||||||
|
bool debugHit = false;
|
||||||
|
stack.top = 0;
|
||||||
|
uint index = 0;
|
||||||
|
while (index < bvhLength || !stack.empty())
|
||||||
|
{
|
||||||
|
while (index < bvhLength)
|
||||||
|
{
|
||||||
|
vec4 bound = bvhBound[index];
|
||||||
|
uint leftChild = bvhChildren[index].x;
|
||||||
|
if (leftChild >= bvhLength)
|
||||||
|
{
|
||||||
|
float angle = float(bvhChildren[index].y) / 4294967296. * 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))))
|
||||||
|
{
|
||||||
|
uint elementIndex = leftChild - bvhLength;
|
||||||
|
//debugBVH.bg += 0.5 * (localUV + vec2(1));
|
||||||
|
debugBVH = vec3(0);
|
||||||
|
////////////////////////////ͼԪÄÚBVH/////////////////////////////////
|
||||||
|
|
||||||
uvec4 currentOffset = elementOffset[elementIndex];
|
uvec4 currentOffset = elementOffset[elementIndex];
|
||||||
uint elementBvhRoot = currentOffset.x;
|
uint elementBvhRoot = currentOffset.x;
|
||||||
|
@ -555,37 +581,34 @@ vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
|
||||||
|
|
||||||
if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw)))
|
if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw)))
|
||||||
{
|
{
|
||||||
if (leftChild >= elementBvhLength)
|
if (leftChild >= elementBvhLength )
|
||||||
{
|
{
|
||||||
debugBVH.g += 0.5;
|
debugBVH.g += 0.5;
|
||||||
|
|
||||||
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y - elementBvhLength;
|
|
||||||
// for(int i = 0; i<200;i++)
|
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y-elementBvhLength;
|
||||||
if (elementData[styleIndex] == 0.) //Ãæ
|
|
||||||
|
if(elementData[styleIndex]==0. )//Ãæ
|
||||||
{
|
{
|
||||||
|
|
||||||
uint lineCount = elementIndexs[leftChild - elementBvhLength];
|
uint lineCount = elementIndexs[leftChild-elementBvhLength];
|
||||||
uint num_its = 0;
|
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 lineIndex = elementIndexs[contourIterator];
|
||||||
uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
|
uint p0Index = elementIndexs[linesOffset+4*lineIndex];
|
||||||
uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
|
uint p1Index = elementIndexs[linesOffset+4*lineIndex+1];
|
||||||
uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
|
uint p2Index = elementIndexs[linesOffset+4*lineIndex+2];
|
||||||
uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
|
uint p3Index = elementIndexs[linesOffset+4*lineIndex+3];
|
||||||
|
|
||||||
vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
|
vec2 p0 = vec2(elementData[pointsOffset+2*p0Index], elementData[pointsOffset+2*p0Index+1]);
|
||||||
elementData[pointsOffset + 2 * p0Index + 1]);
|
vec2 p1 = vec2(elementData[pointsOffset+2*p1Index], elementData[pointsOffset+2*p1Index+1]);
|
||||||
vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
|
vec2 p2 = vec2(elementData[pointsOffset+2*p2Index], elementData[pointsOffset+2*p2Index+1]);
|
||||||
elementData[pointsOffset + 2 * p1Index + 1]);
|
vec2 p3 = vec2(elementData[pointsOffset+2*p3Index], elementData[pointsOffset+2*p3Index+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)
|
|
||||||
|
|
||||||
|
if(p0==p1 && p2==p3)
|
||||||
{
|
{
|
||||||
num_its += segment_int_test(localUV, p0, p3);
|
num_its += segment_int_test(localUV, p0, p3);
|
||||||
}
|
}
|
||||||
|
@ -594,24 +617,31 @@ vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
|
||||||
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
|
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
if (num_its % 2 == 1)
|
if (num_its % 2 == 1)
|
||||||
{
|
{
|
||||||
elementColor = vec4(1);
|
debugHit = true;
|
||||||
//debugHit = true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
else if (elementData[styleIndex] == 1) //Ïß
|
else if(elementData[styleIndex]==1)//Ïß
|
||||||
{
|
{
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
elementBvhIndex = elementBvhLength;
|
elementBvhIndex = elementBvhLength;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// debugBVH.b += 0.2;
|
//debugBVH.b += 0.2;
|
||||||
elementStack.push(elementBvhIndex);
|
elementStack.push(elementBvhIndex);
|
||||||
elementBvhIndex = leftChild;
|
elementBvhIndex = leftChild;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
elementBvhIndex = elementBvhLength;
|
elementBvhIndex = elementBvhLength;
|
||||||
|
@ -623,57 +653,7 @@ vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
|
||||||
elementBvhIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
|
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);
|
// mainImage(debugBVH,localUV);
|
||||||
|
@ -681,7 +661,7 @@ void main()
|
||||||
// for(uint i=elementOffset[elementIndex][1];i<elementOffset[elementIndex][2];i+=7)
|
// for(uint i=elementOffset[elementIndex][1];i<elementOffset[elementIndex][2];i+=7)
|
||||||
// {
|
// {
|
||||||
// if(tri_test(localUV, vec2(elementData[i],elementData[i+1]),
|
// if(tri_test(localUV, vec2(elementData[i],elementData[i+1]),
|
||||||
// vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]), true))
|
//vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]), true))
|
||||||
// {
|
// {
|
||||||
// if(elementData[i+6]==0)
|
// if(elementData[i+6]==0)
|
||||||
// {
|
// {
|
||||||
|
@ -690,13 +670,13 @@ void main()
|
||||||
// else if(elementData[i+6]==1)
|
// else if(elementData[i+6]==1)
|
||||||
// {
|
// {
|
||||||
// if(-bezier_sd(localUV, vec2(elementData[i],elementData[i+1]),
|
// if(-bezier_sd(localUV, vec2(elementData[i],elementData[i+1]),
|
||||||
// vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]))>0)
|
//vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]))>0)
|
||||||
// debugHit=true;
|
// debugHit=true;
|
||||||
// }
|
// }
|
||||||
// else
|
// else
|
||||||
// {
|
// {
|
||||||
// if(bezier_sd(localUV, vec2(elementData[i],elementData[i+1]),
|
// if(bezier_sd(localUV, vec2(elementData[i],elementData[i+1]),
|
||||||
// vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]))>0)
|
//vec2(elementData[i+2],elementData[i+3]), vec2(elementData[i+4],elementData[i+5]))>0)
|
||||||
// debugHit=true;
|
// debugHit=true;
|
||||||
// }
|
// }
|
||||||
//
|
//
|
||||||
|
@ -722,10 +702,14 @@ void main()
|
||||||
index = bvhChildren[index].y;
|
index = bvhChildren[index].y;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (debugHit)
|
if (debugHit)
|
||||||
gBaseColor = vec4(vec3(1, 1, 0), 1);
|
gBaseColor = vec4(vec3(1, 1, 0), 1);
|
||||||
else
|
else
|
||||||
gBaseColor = vec4(vec3(int(visitTime)-9), 1);
|
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*/);
|
||||||
}
|
}
|
|
@ -1,6 +1,5 @@
|
||||||
#include "MainWindow.h"
|
#include "MainWindow.h"
|
||||||
#include <QtWidgets/QApplication>
|
#include <QtWidgets/QApplication>
|
||||||
#include <QGuiApplication>
|
|
||||||
|
|
||||||
extern "C" {
|
extern "C" {
|
||||||
_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
|
_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
|
||||||
|
|
Loading…
Reference in New Issue