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2423 changed files with 52364 additions and 162020 deletions

5
.gitignore vendored
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@ -360,7 +360,4 @@ MigrationBackup/
.ionide/
# Fody - auto-generated XML schema
FodyWeavers.xsd
/UnitTest/Qt.x64.runsettings
/ArchitectureColoredPainting/ClassDiagram.cd
/ArchitectureColoredPainting/res/Shaders/Fxaa3_11.glsl
FodyWeavers.xsd

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@ -14,7 +14,7 @@
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@ -32,12 +32,12 @@
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@ -55,40 +55,28 @@
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<Filter>Header Files\Editor\third-party modules\qquick</Filter>
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<Filter>Header Files\Editor\ThirdPartyLib</Filter>
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<Filter>Header Files\Renderer\Painting</Filter>
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<Filter>Header Files\Editor\util</Filter>
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<Filter>Header Files</Filter>
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<Filter>Resource Files</Filter>
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<ResourceCompile Include="Resource.rc" />
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<ItemGroup>
<Image Include="res\images\icon.ico" />
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View File

@ -1,97 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>EditorLayerInfoWidget</class>
<widget class="QWidget" name="EditorLayerInfoWidget">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>333</width>
<height>321</height>
</rect>
</property>
<property name="windowTitle">
<string/>
</property>
<layout class="QGridLayout" name="widgetLayout">
<item row="0" column="0" colspan="2">
<widget class="QtMaterialTextField" name="name">
<property name="readOnly">
<bool>true</bool>
</property>
</widget>
</item>
<item row="1" column="0" colspan="2">
<widget class="QtMaterialTextField" name="rotation">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="2" column="0">
<widget class="QtMaterialTextField" name="offsetX">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="2" column="1">
<widget class="QtMaterialTextField" name="offsetY">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="3" column="0">
<widget class="QtMaterialTextField" name="scaleX">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="3" column="1">
<widget class="QtMaterialTextField" name="scaleY">
<property name="readOnly">
<bool>false</bool>
</property>
</widget>
</item>
<item row="4" column="0">
<widget class="QtMaterialCheckBox" name="flipX">
<property name="text">
<string>水平翻转</string>
</property>
</widget>
</item>
<item row="4" column="1">
<widget class="QtMaterialCheckBox" name="flipY">
<property name="text">
<string>竖直翻转</string>
</property>
</widget>
</item>
<item row="5" column="0" colspan="2">
<widget class="LayerContainerListWidget" name="styleList" native="true"/>
</item>
</layout>
</widget>
<customwidgets>
<customwidget>
<class>QtMaterialTextField</class>
<extends>QLineEdit</extends>
<header location="global">qtmaterialtextfield.h</header>
</customwidget>
<customwidget>
<class>QtMaterialCheckBox</class>
<extends>QCheckBox</extends>
<header location="global">qtmaterialcheckbox.h</header>
</customwidget>
<customwidget>
<class>LayerContainerListWidget</class>
<extends>QWidget</extends>
<header location="global">EditorWidgetComponent/LayerContainerListWidget.h</header>
</customwidget>
</customwidgets>
<resources/>
<connections/>
</ui>

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@ -1,32 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>EditorSettingWidget</class>
<widget class="QWidget" name="EditorSettingWidget">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<layout class="QVBoxLayout" name="verticalLayout">
<item>
<widget class="QPushButton" name="backgroundColorButton">
<property name="text">
<string>设置背景颜色</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

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@ -1,76 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>EditorSettingWidget</class>
<widget class="QWidget" name="EditorSettingWidget">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<layout class="QVBoxLayout" name="verticalLayout">
<item alignment="Qt::AlignHCenter">
<widget class="QPushButton" name="backgroundColorButton">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="maximumSize">
<size>
<width>120</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>设置背景颜色</string>
</property>
</widget>
</item>
<item alignment="Qt::AlignHCenter">
<widget class="QPushButton" name="renameButton">
<property name="sizePolicy">
<sizepolicy hsizetype="Minimum" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="maximumSize">
<size>
<width>120</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>设置项目名称</string>
</property>
</widget>
</item>
<item alignment="Qt::AlignHCenter">
<widget class="QPushButton" name="resizeButton">
<property name="maximumSize">
<size>
<width>120</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>设置画布尺寸</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -1,144 +1,83 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>EditorWidget</class>
<widget class="QWidget" name="EditorWidget">
<class>EditorWidgetClass</class>
<widget class="QWidget" name="EditorWidgetClass">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>1139</width>
<height>862</height>
<width>1124</width>
<height>695</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
<string>RendererWidget</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout_2">
<layout class="QVBoxLayout" name="verticalLayout">
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<layout class="QVBoxLayout" name="verticalLayout" stretch="1,20">
<property name="topMargin">
<number>0</number>
</property>
<item>
<widget class="QWidget" name="widget" native="true">
<property name="autoFillBackground">
<bool>false</bool>
</property>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<property name="leftMargin">
<number>0</number>
<widget class="QWidget" name="MainWindow" native="true">
<layout class="QVBoxLayout" name="verticalLayout_2" stretch="1,30">
<item>
<widget class="QLabel" name="Title">
<property name="text">
<string>纹理编辑</string>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
<property name="alignment">
<set>Qt::AlignCenter</set>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout" stretch="1,18,5">
<item>
<layout class="QHBoxLayout" name="horizontalLayout_2" stretch="1,1,0">
<property name="spacing">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<item>
<widget class="FluentMenuButton" name="fileMenuButton">
<property name="minimumSize">
<size>
<width>80</width>
<height>40</height>
</size>
</property>
<property name="maximumSize">
<size>
<width>80</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>文件</string>
</property>
</widget>
</item>
<item>
<widget class="FluentMenuButton" name="projectMenuButton">
<property name="minimumSize">
<size>
<width>80</width>
<height>40</height>
</size>
</property>
<property name="maximumSize">
<size>
<width>80</width>
<height>16777215</height>
</size>
</property>
<property name="text">
<string>项目</string>
</property>
</widget>
</item>
<item>
<spacer name="horizontalSpacer_2">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>40</width>
<height>20</height>
</size>
</property>
</spacer>
</item>
</layout>
<widget class="QWidget" name="LeftBar" native="true"/>
</item>
<item>
<widget class="PreviewWindow" name="Preview"/>
</item>
<item>
<widget class="QWidget" name="RightBar" native="true">
<layout class="QVBoxLayout" name="verticalLayout_4">
<item>
<widget class="LayerTreeWidget" name="LayerTree">
<property name="contextMenuPolicy">
<enum>Qt::CustomContextMenu</enum>
</property>
</widget>
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</layout>
</widget>
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<item>
<widget class="QTabWidget" name="tabWidget">
<property name="minimumSize">
<size>
<width>0</width>
<height>800</height>
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<property name="currentIndex">
<number>0</number>
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<property name="tabsClosable">
<bool>true</bool>
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<widget class="QWidget" name="tab">
<attribute name="title">
<string>Tab 1</string>
</attribute>
</widget>
<widget class="QWidget" name="tab_2">
<attribute name="title">
<string>Tab 2</string>
</attribute>
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</widget>
</item>
</layout>
</item>
</layout>
</widget>
</item>
</layout>
</widget>
<layoutdefault spacing="6" margin="11"/>
<customwidgets>
<customwidget>
<class>FluentMenuButton</class>
<extends>QPushButton</extends>
<header location="global">../FluentMenuButton.h</header>
<class>PreviewWindow</class>
<extends>QOpenGLWidget</extends>
<header>PreviewWindow.h</header>
</customwidget>
<customwidget>
<class>LayerTreeWidget</class>
<extends>QTreeWidget</extends>
<header location="global">LayerTreeWidget.h</header>
</customwidget>
</customwidgets>
<resources/>

View File

@ -1,235 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>EditorWidgetItem</class>
<widget class="QWidget" name="EditorWidgetItem">
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<x>0</x>
<y>0</y>
<width>1473</width>
<height>1103</height>
</rect>
</property>
<property name="minimumSize">
<size>
<width>0</width>
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<property name="windowTitle">
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<layout class="QVBoxLayout" name="verticalLayout_2" stretch="20,1">
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<layout class="QHBoxLayout" name="horizontalLayout" stretch="0,7,4,3">
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<widget class="QWidget" name="LeftBar" native="true"/>
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<sizepolicy hsizetype="Preferred" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimumSize">
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</item>
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<widget class="QWidget" name="RightBar" native="true">
<layout class="QVBoxLayout" name="verticalLayout_4" stretch="0,3,2">
<property name="spacing">
<number>20</number>
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<property name="leftMargin">
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<number>11</number>
</property>
<property name="rightMargin">
<number>0</number>
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<number>11</number>
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<horstretch>0</horstretch>
<verstretch>0</verstretch>
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<property name="text">
<string>图层信息</string>
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<property name="alignment">
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<item>
<widget class="InfoDisplayWidget" name="LayerDisplay" native="true"/>
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<widget class="LayerTreeWidget" name="LayerTree">
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<column>
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<column>
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<string>关联图元</string>
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<item>
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<extends>QWidget</extends>
<header>ElementPoolWidget.h</header>
<container>1</container>
</customwidget>
</customwidgets>
<resources/>
<connections/>
</ui>

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@ -0,0 +1,208 @@
<?xml version="1.0" encoding="UTF-8"?>
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<item>
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<string notr="true">#windowFrame{ background-color:palette(Window);}</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout">
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</property>
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</size>
</property>
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<property name="contextMenuPolicy">
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<widget class="CaptionButton" name="restoreButton" native="true"/>
</item>
<item>
<widget class="CaptionButton" name="maximizeButton" native="true"/>
</item>
<item>
<widget class="CaptionButton" name="closeButton" native="true"/>
</item>
</layout>
</widget>
</item>
<item>
<widget class="QWidget" name="windowContent" native="true">
<property name="autoFillBackground">
<bool>false</bool>
</property>
<property name="styleSheet">
<string notr="true">#windowContent{
border: 0px none palette(base);
border-radius:0px 0px 5px 5px;
}</string>
</property>
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</item>
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</widget>
</item>
</layout>
</widget>
<layoutdefault spacing="6" margin="11"/>
<customwidgets>
<customwidget>
<class>CaptionButton</class>
<extends>QWidget</extends>
<header>CaptionButton.h</header>
<container>1</container>
</customwidget>
<customwidget>
<class>IconWidget</class>
<extends>QWidget</extends>
<header>IconWidget.h</header>
</customwidget>
<customwidget>
<class>TitleWidget</class>
<extends>QWidget</extends>
<header>TitleWidget.h</header>
<container>1</container>
</customwidget>
</customwidgets>
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<connections/>
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@ -1,87 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>LibraryWidgetClass</class>
<widget class="QWidget" name="LibraryWidgetClass">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>1124</width>
<height>695</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout" stretch="0,1">
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<layout class="QHBoxLayout" name="horizontalLayout">
<item>
<widget class="QComboBox" name="classComboBox">
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<size>
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</size>
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<property name="maximumSize">
<size>
<width>16777215</width>
<height>30</height>
</size>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="amountLabel">
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<item>
<widget class="QScrollArea" name="scrollArea">
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<enum>QFrame::NoFrame</enum>
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<property name="frameShadow">
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View File

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<file>lightstyle.qss</file>
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<file>Shaders/cubemap.frag</file>
<file>Shaders/cubemap.vert</file>
<file>Shaders/skybox.frag</file>
<file>Shaders/skybox.vert</file>
<file>Shaders/irradiance_convolution.frag</file>
<file>Shaders/cubemap_prefilter.frag</file>
<file>Shaders/brdf_lut.comp</file>
<file>Shaders/pageId_downsample.comp</file>
<file>Shaders/tone_mapping.comp</file>
<file>Shaders/painting_shadow.frag</file>
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<widget class="QWidget" name="MainWindowClass">
<widget class="QMainWindow" name="MainWindowClass">
<property name="geometry">
<rect>
<x>0</x>
@ -10,46 +10,101 @@
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</rect>
</property>
<property name="windowTitle">
<string>MainWindow</string>
</property>
<property name="styleSheet">
<string notr="true">font: 10pt &quot;Segoe UI, Microsoft YaHei UI&quot;;</string>
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<widget class="QStackedWidget" name="stackedWidget">
<widget class="EditorWidget" name="editorWidget"/>
<widget class="Library::LibraryWidget" name="libraryWidget"/>
<widget class="Renderer::RendererWidget" name="rendererWidget"/>
</widget>
</item>
</layout>
</item>
</layout>
<layout class="QVBoxLayout" name="verticalLayout">
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<italic>false</italic>
<bold>false</bold>
</font>
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height: 0px;
margin-top:0px;
}
QTabWidget::tab-bar
{
height: 0px;
top:0px;
}
QTabWidget::pane {
border: 0px;
background-color: rgba(0, 0, 0, 0);
}
</string>
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<enum>QTabWidget::North</enum>
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<enum>QTabWidget::Rounded</enum>
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<property name="currentIndex">
<number>0</number>
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<property name="elideMode">
<enum>Qt::ElideNone</enum>
</property>
<property name="tabsClosable">
<bool>false</bool>
</property>
<widget class="EditorWidget" name="editorWidget">
<attribute name="title">
<string>纹理编辑</string>
</attribute>
</widget>
<widget class="Renderer::RendererWidget" name="rendererWidget">
<attribute name="title">
<string>场景渲染</string>
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</widget>
</item>
</layout>
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</layout>
</widget>
</widget>
<layoutdefault spacing="6" margin="11"/>
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<header>Library/LibraryWidget.h</header>
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"include": "/svg/T.svg"
},
"name": "T.svg",
"type": "svg-file"
},
{
"data": {
"reference-layer": "0.0"
},
"name": "T",
"type": "group"
},
{
"data": {
"reference-layer": "0.0"
},
"name": "图源T丄",
"type": "group"
},
{
"data": {
"reference-layer": "0.0"
},
"name": "图源3",
"type": "group"
}
],
"height": 16,
"metallic": 0,
"project-name": "样例1",
"root-layer": {
"children": [
{
"children": [
{
"children": [
{
"children": [
{
"element": 0,
"is-folder": false,
"name": "子图层-1",
"styles": [
{
"material": "AH8A/341HP8=",
"type": "fill"
}
],
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 0,
"y": 0
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
}
],
"is-folder": true,
"name": "子图层-1",
"referenced-by": 1,
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 275,
"y": 26
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
},
{
"element": 1,
"is-folder": false,
"name": "子图层-2",
"styles": [
],
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 31,
"y": -4
},
"rotation": 180,
"scale": {
"x": 1,
"y": 1
}
}
}
],
"is-folder": true,
"name": "T丄",
"referenced-by": 2,
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": -175,
"y": 0
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
},
{
"element": 2,
"is-folder": false,
"name": "子图层-2",
"styles": [
],
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 62,
"y": 0
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
},
{
"element": 2,
"is-folder": false,
"name": "子图层-3",
"styles": [
],
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 124,
"y": 0
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
}
],
"is-folder": true,
"name": "子图层",
"referenced-by": 3,
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 0,
"y": 0
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
},
{
"element": 3,
"is-folder": false,
"name": "子图层-2",
"styles": [
],
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 186,
"y": 0
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
},
{
"element": 3,
"is-folder": false,
"name": "子图层-3",
"styles": [
],
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 372,
"y": 0
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
},
{
"element": 3,
"is-folder": false,
"name": "子图层-4",
"styles": [
],
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": 558,
"y": 0
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
}
],
"is-folder": true,
"name": "root",
"referenced-by": null,
"transform": {
"flipX": false,
"flipY": false,
"offset": {
"x": -155,
"y": -24
},
"rotation": 0,
"scale": {
"x": 1,
"y": 1
}
}
},
"roughness": 0.5,
"width": 450
}

View File

@ -0,0 +1,100 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>NavigationBarWidgetClass</class>
<widget class="QWidget" name="NavigationBarWidgetClass">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>612</width>
<height>41</height>
</rect>
</property>
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimumSize">
<size>
<width>0</width>
<height>40</height>
</size>
</property>
<property name="baseSize">
<size>
<width>0</width>
<height>0</height>
</size>
</property>
<property name="windowTitle">
<string>NavigationBarWidget</string>
</property>
<property name="styleSheet">
<string notr="true">QRadioButton::indicator {
width: 0px;
border: 0px;
background-color: rgba(0, 0, 0, 0);
}</string>
</property>
<layout class="QHBoxLayout" name="horizontalLayout">
<property name="spacing">
<number>0</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<widget class="QPushButton" name="radioButton0">
<property name="sizePolicy">
<sizepolicy hsizetype="Minimum" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="baseSize">
<size>
<width>0</width>
<height>0</height>
</size>
</property>
<property name="text">
<string>纹理编辑</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="radioButton1">
<property name="sizePolicy">
<sizepolicy hsizetype="Minimum" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="text">
<string>场景渲染</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</widget>
<layoutdefault spacing="6" margin="11"/>
<resources/>
<connections/>
</ui>

View File

@ -1,22 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>Form</class>
<widget class="QWidget" name="Form">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>400</width>
<height>300</height>
</rect>
</property>
<property name="windowTitle">
<string>Form</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout"/>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -14,9 +14,6 @@
<string>RendererWidget</string>
</property>
<layout class="QVBoxLayout" name="verticalLayout" stretch="0,1">
<property name="spacing">
<number>0</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
@ -30,140 +27,26 @@
<number>0</number>
</property>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<property name="leftMargin">
<number>6</number>
<spacer name="verticalSpacer">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="topMargin">
<number>5</number>
<property name="sizeType">
<enum>QSizePolicy::Fixed</enum>
</property>
<property name="bottomMargin">
<number>5</number>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>40</height>
</size>
</property>
<item>
<widget class="FluentMenuButton" name="openButton">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimumSize">
<size>
<width>50</width>
<height>30</height>
</size>
</property>
<property name="maximumSize">
<size>
<width>50</width>
<height>30</height>
</size>
</property>
<property name="text">
<string>文件</string>
</property>
<property name="flat">
<bool>false</bool>
</property>
</widget>
</item>
<item>
<spacer name="horizontalSpacer">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>40</width>
<height>20</height>
</size>
</property>
</spacer>
</item>
<item>
<widget class="QCheckBox" name="ssaoCheckBox">
<property name="text">
<string>SSAO</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QCheckBox" name="fxaaCheckBox">
<property name="text">
<string>FXAA</string>
</property>
<property name="checked">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</spacer>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout" stretch="0,1,0">
<property name="spacing">
<number>0</number>
</property>
<layout class="QHBoxLayout" name="horizontalLayout" stretch="1,0">
<property name="sizeConstraint">
<enum>QLayout::SetDefaultConstraint</enum>
</property>
<item>
<widget class="QTabWidget" name="tabWidget">
<property name="sizePolicy">
<sizepolicy hsizetype="Maximum" vsizetype="Expanding">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="maximumSize">
<size>
<width>260</width>
<height>16777215</height>
</size>
</property>
<property name="tabPosition">
<enum>QTabWidget::West</enum>
</property>
<widget class="QWidget" name="textureTab">
<attribute name="title">
<string>纹理</string>
</attribute>
<layout class="QVBoxLayout" name="vboxLayout">
<property name="spacing">
<number>0</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_4"/>
</item>
<item>
<widget class="QListWidget" name="textureListWidget">
<property name="styleSheet">
<string notr="true">QListWidget{
border: 0
}</string>
</property>
</widget>
</item>
</layout>
</widget>
</widget>
</item>
<item>
<widget class="Renderer::RendererGLWidget" name="openGLWidget">
<property name="sizePolicy">
@ -175,33 +58,11 @@
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_2">
<property name="spacing">
<number>12</number>
</property>
<property name="leftMargin">
<number>12</number>
</property>
<property name="rightMargin">
<number>12</number>
</property>
<item>
<widget class="QSlider" name="lightRadianceSlider">
<property name="minimum">
<number>0</number>
</property>
<property name="maximum">
<number>600</number>
</property>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</widget>
</item>
<layout class="QVBoxLayout" name="verticalLayout_3">
<item>
<widget class="QSlider" name="horizontalSlider">
<property name="sizePolicy">
<sizepolicy hsizetype="Fixed" vsizetype="Expanding">
<sizepolicy hsizetype="Preferred" vsizetype="Fixed">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
@ -210,7 +71,7 @@
<number>180</number>
</property>
<property name="orientation">
<enum>Qt::Vertical</enum>
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
@ -220,23 +81,7 @@
<number>360</number>
</property>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
</widget>
</item>
<item>
<widget class="QSlider" name="exposureSlider">
<property name="minimum">
<number>1</number>
</property>
<property name="maximum">
<number>200</number>
</property>
<property name="singleStep">
<number>1</number>
</property>
<property name="orientation">
<enum>Qt::Vertical</enum>
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
@ -253,11 +98,6 @@
<extends>QOpenGLWidget</extends>
<header>RendererGLWidget.h</header>
</customwidget>
<customwidget>
<class>FluentMenuButton</class>
<extends>QPushButton</extends>
<header>../FluentMenuButton.h</header>
</customwidget>
</customwidgets>
<resources/>
<connections/>

View File

@ -0,0 +1,159 @@
#version 450 core
out vec4 FragColor;
in vec2 TexCoords;
uniform sampler2D gBaseColor;
uniform sampler2D gNormal;
uniform sampler2D gPosition;
uniform sampler2D gMetallicRoughness;
uniform sampler2D gDepth;
uniform sampler2D gDirectLight;
uniform sampler2D gIndirectLight;
uniform vec3 mainLightDirection;
uniform vec3 mainLightRadiance;
uniform vec3 camPos;
const float PI = 3.14159265359;
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
// ----------------------------------------------------------------------------
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
void main()
{
//FragColor = vec4(vec3(textureLod(gDepth, TexCoords, 1).x), 1.0);
//FragColor -= vec4(vec3(textureLod(gDepth, TexCoords, 0).x), 1.0);
//ivec2 depthCoords = ivec2(TexCoords*(textureSize(gDepth,0)-ivec2(1)) + vec2(0.5));
//float depth = texelFetch(gDepth, depthCoords/64, 6).x;
//depth -= texelFetch(gDepth, depthCoords, 0).x;
//FragColor = vec4(vec3(depth*10000),1);
//FragColor = vec4(vec3(textureSize(gShadowMap, 0)-vec3(1)),1);
//FragColor = vec4(texture(gRadiance, TexCoords).rgb, 1);
vec3 albedo = pow(texture(gBaseColor, TexCoords).rgb, vec3(2.2));
vec3 color = albedo * texture(gIndirectLight, TexCoords).rgb + texture(gDirectLight, TexCoords).rgb;
color = color / (color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0);
return;
float metallic = texture(gMetallicRoughness, TexCoords).r;
float roughness = texture(gMetallicRoughness, TexCoords).g;
vec3 N = texture(gNormal, TexCoords).xyz;
vec3 WorldPos = texture(gPosition, TexCoords).xyz;
if(N==vec3(0))
{
vec3 color = mainLightRadiance;
color = color / (color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0);
return;
}
vec3 V = normalize(camPos - WorldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
// calculate per-light radiance
vec3 L = normalize(mainLightDirection);
vec3 H = normalize(V + L);
//float distance = length(lightPositions[i] - WorldPos);
//float attenuation = 1.0 / (distance * distance);
vec3 radiance = mainLightRadiance ;//* attenuation;
// cook-torrance brdf
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(clamp(dot(H, V),0.,1.), F0);
//F = clamp(F,vec3(0),vec3(1));
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 nominator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
vec3 specular = nominator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(N, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
vec3 ambient = vec3(0.03) * albedo;
//vec4 FragPosLightSpace = lightSpaceMatrix * vec4(WorldPos, 1.0);
//float bias = 0.08 * max(0.05 * (1.0 - dot(N, L)), 0.005);
//int debugLayer;
//float shadow = ShadowCalculation(WorldPos, N, debugLayer);
//vec3 color = ambient + Lo;
//vec3 color = indirect*1;
float directLight = texture(gDirectLight, TexCoords).r;
color = ambient + directLight * Lo;
//color*=mix(mix(vec3(1,0,0), vec3(0,1,0), float(debugLayer)/shadowCascadeCount/0.5),
//mix(vec3(0,1,0), vec3(0,0,1), float(debugLayer)/(shadowCascadeCount)/0.5-1), float(debugLayer)/(shadowCascadeCount));
//vec3 color = (1.0 - shadow) * Lo;
//vec3 color = (1.0 - shadow) * Lo + indirect*10;
color = color / (color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0);
//FragColor = vec4(vec3(shadow), 1);
//FragColor = vec4(texture(gShadowNormal, TexCoords).rgb, 1.0);
}

View File

@ -1,25 +1,22 @@
#version 450 core
uniform sampler2D texture_basecolor;
uniform sampler2D texture_metallic_roughness;
uniform sampler2D texture_normal;
uniform bool texture_basecolor_available = false;
uniform bool texture_metallic_roughness_available = false;
uniform bool texture_normal_available = false;
uniform vec3 baseColor;
uniform vec2 metallicRoughness;
layout (location = 0) out vec4 gBaseColor;
layout (location = 1) out vec3 gNormal;
layout (location = 2) out vec3 gPosition;
layout (location = 3) out vec2 gMetallicRoughness;
layout (location = 4) out uvec2 gPaintingIndex;
layout (location = 4) out uint gPaintingIndex;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;
vec3 getNormalFromMap()
{
vec3 tangentNormal = texture(texture_normal, TexCoords).xyz * 2.0 - 1.0;
@ -39,26 +36,13 @@ vec3 getNormalFromMap()
void main()
{
if(texture_basecolor_available)
gBaseColor = texture(texture_basecolor, TexCoords);
else
gBaseColor = vec4(baseColor, 1);
//gBaseColor = vec4(1,0,0,1);
gBaseColor = texture(texture_basecolor, TexCoords);
if(gBaseColor.a<0.4)
discard;
gPosition = WorldPos;
gNormal = getNormalFromMap();
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
gPaintingIndex = 0;
if(texture_normal_available)
gNormal = getNormalFromMap();
else
gNormal = Normal;
if(!gl_FrontFacing)
gNormal = -gNormal;
gNormal = normalize(gNormal) / 2. + vec3(0.5);
if(texture_metallic_roughness_available)
gMetallicRoughness = texture(texture_metallic_roughness, TexCoords).bg;
else
gMetallicRoughness = metallicRoughness;
gPaintingIndex = uvec2(0);
}

View File

@ -1,5 +1,4 @@
#version 450 core
#extension GL_ARB_sparse_texture2 : enable
uniform sampler2D texture_basecolor;
@ -7,7 +6,8 @@ in vec2 TexCoords;
void main()
{
vec4 baseColor = texture(texture_basecolor, TexCoords);
//gBaseColor = vec4(1,0,0,1);
vec4 baseColor = texture(texture_basecolor, TexCoords);
if(baseColor.a<0.4)
discard;
}

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,647 @@
#version 450 core
layout(location = 0) out vec4 gBaseColor;
layout(location = 1) out vec3 gNormal;
layout(location = 2) out vec3 gPosition;
layout(location = 3) out vec2 gMetallicRoughness;
layout(location = 4) out uint gPaintingIndex;
layout(location = 5) out vec2 gPaintingTexCoord;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;
void main()
{
gBaseColor = vec4( vec3(1),1 );
// mainImage(gBaseColor, vec2(1.,1.)-TexCoords);
gPosition = WorldPos;
gNormal = normalize(Normal);
// gMetallicRoughness = vec2(1, 46./255);
gMetallicRoughness = vec2(0);
gPaintingIndex = 1;
gPaintingTexCoord = vec2(1., 1.) - TexCoords * 2;
return;
}
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[]; //ÏߺÍÃæ
};
layout(std430, binding = 5) buffer elementDataBuffer
{
float elementData[]; //µãºÍStyle
};
const float PI = 3.14159265358979;
////////////////////////////////////////////////////////////////////////////
float border = 0;
mat2 inv(mat2 m)
{
return mat2(m[1][1], -m[0][1], -m[1][0], m[0][0]) / (m[0][0] * m[1][1] - m[1][0] * m[0][1]);
}
float abs_min(float a, float b)
{
if (abs(a) < abs(b))
{
return a;
}
else
{
return b;
}
}
int i_mod(int a, int m)
{
return int(mod(float(a), float(m)));
}
float line_dist(vec2 uv, const vec2 p0, vec2 p1)
{
vec2 tang = p1 - p0;
vec2 nor = normalize(vec2(tang.y, -tang.x));
if (dot(tang, uv) < dot(tang, p0))
{
return distance(p0, uv);
}
else if (dot(tang, uv) > dot(tang, p1))
{
return distance(p1, uv);
}
else
{
return dot(nor, uv) - dot(nor, p0);
}
}
bool int_test(vec2 uv, vec2 last_point, vec2 p0, vec2 p1)
{
last_point -= uv;
p0 -= uv;
p1 -= uv;
bool ret;
if (p0.y == 0.)
{
ret = (p0.x >= 0. && p1.y * last_point.y < 0.);
}
else if (p1.y == 0.)
{
ret = false;
}
else if (p0.y * p1.y < 0.)
{
if (p0.x >= 0. && p1.x >= 0.)
{
ret = true;
}
else if (p0.x < 0. && p1.x < 0.)
{
ret = false;
}
else
{
vec2 nor;
if (p0.y > p1.y)
{
nor = p0 - p1;
}
else
{
nor = p1 - p0;
}
nor = vec2(nor.y, -nor.x);
if (dot(nor, p0) < 0.)
{
ret = false;
}
else
{
ret = true;
}
}
}
else
{
ret = false;
}
return ret;
}
bool tri_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, bool inside)
{
vec2 nor1 = normalize(p0 - p1);
nor1 = vec2(nor1.y, -nor1.x);
vec2 nor2 = normalize(p1 - p2);
nor2 = vec2(nor2.y, -nor2.x);
vec2 tan3 = normalize(p2 - p0);
vec2 nor3 = vec2(tan3.y, -tan3.x);
if (inside)
{
if (dot(tan3, p0) >= dot(tan3, uv) || dot(tan3, p2) <= dot(tan3, uv))
{
return false;
}
float brd = max(dot(nor3, nor1), dot(nor3, nor2)) * border;
return (dot(uv, nor1) >= dot(p0, nor1) && dot(uv, nor2) >= dot(p1, nor2) &&
dot(uv, nor3) >= dot(p2, nor3) + brd) ||
(dot(uv, nor1) <= dot(p0, nor1) && dot(uv, nor2) <= dot(p1, nor2) &&
dot(uv, nor3) <= dot(p2, nor3) - brd);
}
else
{
float brd1 = dot(nor1, tan3) * border;
float brd2 = dot(nor2, tan3) * border;
if (dot(tan3, p0) >= dot(tan3, uv) - brd1 || dot(tan3, p2) <= dot(tan3, uv) - brd2)
{
return false;
}
return (dot(uv, nor1) >= dot(p0, nor1) - border && dot(uv, nor2) >= dot(p1, nor2) - border &&
dot(uv, nor3) >= dot(p2, nor3)) ||
(dot(uv, nor1) <= dot(p0, nor1) + border && dot(uv, nor2) <= dot(p1, nor2) + border &&
dot(uv, nor3) <= dot(p2, nor3));
}
}
float bezier_sd(vec2 uv, vec2 p0, vec2 p1, vec2 p2)
{
const mat2 trf1 = mat2(-1, 2, 1, 2);
mat2 trf2 = inv(mat2(p0 - p1, p2 - p1));
mat2 trf = trf1 * trf2;
uv -= p1;
vec2 xy = trf * uv;
xy.y -= 1.;
vec2 gradient;
gradient.x = 2. * trf[0][0] * (trf[0][0] * uv.x + trf[1][0] * uv.y) - trf[0][1];
gradient.y = 2. * trf[1][0] * (trf[0][0] * uv.x + trf[1][0] * uv.y) - trf[1][1];
return (xy.x * xy.x - xy.y) / length(gradient);
}
////////////////////////////////
// Modified from http://tog.acm.org/resources/GraphicsGems/gems/Roots3And4.c
// Credits to Doublefresh for hinting there
int solve_quadric(vec2 coeffs, inout vec2 roots)
{
// normal form: x^2 + px + q = 0
float p = coeffs[1] / 2.;
float q = coeffs[0];
float D = p * p - q;
if (D < 0.)
{
return 0;
}
else
{
roots[0] = -sqrt(D) - p;
roots[1] = sqrt(D) - p;
return 2;
}
}
// From Trisomie21
// But instead of his cancellation fix i'm using a newton iteration
int solve_cubic(vec3 coeffs, inout vec3 r)
{
float a = coeffs[2];
float b = coeffs[1];
float c = coeffs[0];
float p = b - a * a / 3.0;
float q = a * (2.0 * a * a - 9.0 * b) / 27.0 + c;
float p3 = p * p * p;
float d = q * q + 4.0 * p3 / 27.0;
float offset = -a / 3.0;
if (d >= 0.0)
{ // Single solution
float z = sqrt(d);
float u = (-q + z) / 2.0;
float v = (-q - z) / 2.0;
u = sign(u) * pow(abs(u), 1.0 / 3.0);
v = sign(v) * pow(abs(v), 1.0 / 3.0);
r[0] = offset + u + v;
// Single newton iteration to account for cancellation
float f = ((r[0] + a) * r[0] + b) * r[0] + c;
float f1 = (3. * r[0] + 2. * a) * r[0] + b;
r[0] -= f / f1;
return 1;
}
float u = sqrt(-p / 3.0);
float v = acos(-sqrt(-27.0 / p3) * q / 2.0) / 3.0;
float m = cos(v), n = sin(v) * 1.732050808;
// Single newton iteration to account for cancellation
//(once for every root)
r[0] = offset + u * (m + m);
r[1] = offset - u * (n + m);
r[2] = offset + u * (n - m);
vec3 f = ((r + a) * r + b) * r + c;
vec3 f1 = (3. * r + 2. * a) * r + b;
r -= f / f1;
return 3;
}
float cubic_bezier_normal_iteration(float t, vec2 a0, vec2 a1, vec2 a2, vec2 a3)
{
// horner's method
vec2 a_2 = a2 + t * a3;
vec2 a_1 = a1 + t * a_2;
vec2 b_2 = a_2 + t * a3;
vec2 uv_to_p = a0 + t * a_1;
vec2 tang = a_1 + t * b_2;
float l_tang = dot(tang, tang);
return t - dot(tang, uv_to_p) / l_tang;
}
float cubic_bezier_dis_approx_sq(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
{
vec2 a3 = (-p0 + 3. * p1 - 3. * p2 + p3);
vec2 a2 = (3. * p0 - 6. * p1 + 3. * p2);
vec2 a1 = (-3. * p0 + 3. * p1);
vec2 a0 = p0 - uv;
float d0 = 1e38;
float t;
vec3 params = vec3(0, .5, 1);
for (int i = 0; i < 3; i++)
{
t = params[i];
for (int j = 0; j < 3; j++)
{
t = cubic_bezier_normal_iteration(t, a0, a1, a2, a3);
}
t = clamp(t, 0., 1.);
vec2 uv_to_p = ((a3 * t + a2) * t + a1) * t + a0;
d0 = min(d0, dot(uv_to_p, uv_to_p));
}
return d0;
}
// segment_dis_sq by iq
float length2(vec2 v)
{
return dot(v, v);
}
float segment_dis_sq(vec2 p, vec2 a, vec2 b)
{
vec2 pa = p - a, ba = b - a;
float h = clamp(dot(pa, ba) / dot(ba, ba), 0.0, 1.0);
return length2(pa - ba * h);
}
int segment_int_test(vec2 uv, vec2 p0, vec2 p1)
{
p0 -= uv;
p1 -= uv;
int ret;
if (p0.y * p1.y < 0.)
{
vec2 nor = p0 - p1;
nor = vec2(nor.y, -nor.x);
float sgn;
if (p0.y > p1.y)
{
sgn = 1.;
}
else
{
sgn = -1.;
}
if (dot(nor, p0) * sgn < 0.)
{
ret = 0;
}
else
{
ret = 1;
}
}
else
{
ret = 0;
}
return ret;
}
int cubic_bezier_int_test(vec2 uv, vec2 p0, vec2 p1, vec2 p2, vec2 p3)
{
float cu = (-p0.y + 3. * p1.y - 3. * p2.y + p3.y);
float qu = (3. * p0.y - 6. * p1.y + 3. * p2.y);
float li = (-3. * p0.y + 3. * p1.y);
float co = p0.y - uv.y;
vec3 roots = vec3(1e38);
int n_roots;
int n_ints = 0;
if (uv.x < min(min(p0.x, p1.x), min(p2.x, p3.x)))
{
if (uv.y >= min(p0.y, p3.y) && uv.y <= max(p0.y, p3.y))
{
n_ints = 1;
}
}
else
{
if (abs(cu) < .0001)
{
n_roots = solve_quadric(vec2(co / qu, li / qu), roots.xy);
}
else
{
n_roots = solve_cubic(vec3(co / cu, li / cu, qu / cu), roots);
}
for (int i = 0; i < n_roots; i++)
{
if (roots[i] >= 0. && roots[i] <= 1.)
{
float x_pos = -p0.x + 3. * p1.x - 3. * p2.x + p3.x;
x_pos = x_pos * roots[i] + 3. * p0.x - 6. * p1.x + 3. * p2.x;
x_pos = x_pos * roots[i] + -3. * p0.x + 3. * p1.x;
x_pos = x_pos * roots[i] + p0.x;
if (x_pos > uv.x)
{
n_ints++;
}
}
}
}
return n_ints;
}
float path2_dis_sq(vec2 uv)
{
float dis_sq = 1e38;
int num_its = 0;
vec2[45] p = vec2[](vec2(-0.124919, 0.0496896), vec2(-0.127105, 0.0391554), vec2(-0.127105, 0.0405467),
vec2(-0.127105, 0.0463107), vec2(-0.131876, 0.0506833), vec2(-0.143205, 0.0506833),
vec2(-0.177789, 0.0506833), vec2(-0.194286, 0.00795032), vec2(-0.194286, -0.018882),
vec2(-0.194286, -0.0425342), vec2(-0.181366, -0.0508821), vec2(-0.167851, -0.0508821),
vec2(-0.153739, -0.0508821), vec2(-0.144397, -0.0417392), vec2(-0.138236, -0.0325963),
vec2(-0.137043, -0.0445217), vec2(-0.129888, -0.0508821), vec2(-0.118758, -0.0508821),
vec2(-0.108025, -0.0508821), vec2(-0.0901364, -0.0465093), vec2(-0.0788071, -0.0141118),
vec2(-0.087155, -0.0141118), vec2(-0.0901364, -0.0240497), vec2(-0.0955028, -0.0327951),
vec2(-0.103254, -0.0327951), vec2(-0.10882, -0.0327951), vec2(-0.111403, -0.0298137),
vec2(-0.111403, -0.0242485), vec2(-0.111403, -0.0224597), vec2(-0.111205, -0.0204721),
vec2(-0.110609, -0.0178882), vec2(-0.0962985, 0.0496896), vec2(-0.137043, 0.0383603),
vec2(-0.130683, 0.0383603), vec2(-0.128894, 0.0331926), vec2(-0.128894, 0.0308075),
vec2(-0.138435, -0.0141118), vec2(-0.14082, -0.0256398), vec2(-0.149168, -0.0316026),
vec2(-0.154931, -0.0316026), vec2(-0.158509, -0.0316026), vec2(-0.164869, -0.0314042),
vec2(-0.164869, -0.0160994), vec2(-0.164869, 0.00258385), vec2(-0.153938, 0.0383603));
ivec2[6] seg = ivec2[](ivec2(0, 1), ivec2(1, 2), ivec2(20, 21), ivec2(30, 31), ivec2(31, 0), ivec2(35, 36));
ivec4[13] c_bez =
ivec4[](ivec4(2, 3, 4, 5), ivec4(5, 6, 7, 8), ivec4(8, 9, 10, 11), ivec4(11, 12, 13, 14), ivec4(14, 15, 16, 17),
ivec4(17, 18, 19, 20), ivec4(21, 22, 23, 24), ivec4(24, 25, 26, 27), ivec4(27, 28, 29, 30),
ivec4(32, 33, 34, 35), ivec4(36, 37, 38, 39), ivec4(39, 40, 41, 42), ivec4(42, 43, 44, 32));
if (all(lessThan(uv, vec2(-0.0788071, 0.0506833) + border)) &&
all(greaterThan(uv, vec2(-0.194286, -0.0508821) - border)))
{
for (int i = 0; i < 6; i++)
{
dis_sq = min(dis_sq, segment_dis_sq(uv, p[seg[i][0]], p[seg[i][1]]));
num_its += segment_int_test(uv, p[seg[i][0]], p[seg[i][1]]);
}
for (int i = 0; i < 13; i++)
{
dis_sq = min(
dis_sq, cubic_bezier_dis_approx_sq(uv, p[c_bez[i][0]], p[c_bez[i][1]], p[c_bez[i][2]], p[c_bez[i][3]]));
num_its += cubic_bezier_int_test(uv, p[c_bez[i][0]], p[c_bez[i][1]], p[c_bez[i][2]], p[c_bez[i][3]]);
}
}
float sgn = 1.;
if (num_its % 2 == 1)
{
sgn = -1.;
}
return sgn * dis_sq;
}
void mainImage(out vec3 fragColor, in vec2 fragCoord)
{
border = 0.01;
vec2 uv = fragCoord;
uv -= .5;
float dis_sq = 1e38;
if (all(lessThan(uv, vec2(0.4, 0.0993791) + border)) && all(greaterThan(uv, vec2(-0.4, -0.0993791) - border)))
{
dis_sq = min(dis_sq, path2_dis_sq(uv));
}
float dis = sign(dis_sq) * sqrt(abs(dis_sq));
fragColor = vec3(smoothstep(0., border, dis));
if (dis > 0 && dis <= border)
fragColor = vec3(1, 1, 0);
}
///////////////////////////////
const uint STACK_SIZE = 40;
struct Stack
{
uint top;
uint data[STACK_SIZE];
bool empty()
{
return top == 0;
}
bool full()
{
return top == STACK_SIZE;
}
bool getTop(out uint x)
{
if (empty())
return false;
x = data[top - 1];
return true;
}
bool pop()
{
if (empty())
return false;
top--;
return true;
}
bool push(in uint x)
{
if (full())
return false;
data[top] = x;
top++;
return true;
}
} stack, elementStack;
vec3 drawElement(uint elementIndex, vec2 localUV, inout vec3 debugBVH = vec3(0))
{
vec4 elementColor = vec4(0);
uvec4 currentOffset = elementOffset[elementIndex];
uint elementBvhRoot = currentOffset.x;
uint elementBvhLength = currentOffset.y;
uint pointsOffset = currentOffset.z;
uint linesOffset = currentOffset.w;
elementStack.top = 0;
uint elementBvhIndex = 0;
while (elementBvhIndex < elementBvhLength || !elementStack.empty())
{
while (elementBvhIndex < elementBvhLength)
{
vec4 bound = bvhBound[elementBvhRoot + elementBvhIndex];
uint leftChild = bvhChildren[elementBvhRoot + elementBvhIndex].x;
if (all(lessThan(bound.xy, localUV)) && all(lessThan(localUV, bound.zw)))
{
if (leftChild >= elementBvhLength)
{
debugBVH.g += 0.5;
uint styleIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y - elementBvhLength;
// for(int i = 0; i<200;i++)
if (elementData[styleIndex] == 0.) //Ãæ
{
uint lineCount = elementIndexs[leftChild - elementBvhLength];
uint num_its = 0;
for (uint contourIterator = leftChild - elementBvhLength + 1;
contourIterator <= leftChild - elementBvhLength + lineCount; contourIterator++)
{
uint lineIndex = elementIndexs[contourIterator];
uint p0Index = elementIndexs[linesOffset + 4 * lineIndex];
uint p1Index = elementIndexs[linesOffset + 4 * lineIndex + 1];
uint p2Index = elementIndexs[linesOffset + 4 * lineIndex + 2];
uint p3Index = elementIndexs[linesOffset + 4 * lineIndex + 3];
vec2 p0 = vec2(elementData[pointsOffset + 2 * p0Index],
elementData[pointsOffset + 2 * p0Index + 1]);
vec2 p1 = vec2(elementData[pointsOffset + 2 * p1Index],
elementData[pointsOffset + 2 * p1Index + 1]);
vec2 p2 = vec2(elementData[pointsOffset + 2 * p2Index],
elementData[pointsOffset + 2 * p2Index + 1]);
vec2 p3 = vec2(elementData[pointsOffset + 2 * p3Index],
elementData[pointsOffset + 2 * p3Index + 1]);
if (p0 == p1 && p2 == p3)
{
num_its += segment_int_test(localUV, p0, p3);
}
else
num_its += cubic_bezier_int_test(localUV, p0, p1, p2, p3);
}
if (num_its % 2 == 1)
{
elementColor = vec4(1);
//debugHit = true;
}
}
else if (elementData[styleIndex] == 1) //Ïß
{
}
elementBvhIndex = elementBvhLength;
}
else
{
// debugBVH.b += 0.2;
elementStack.push(elementBvhIndex);
elementBvhIndex = leftChild;
}
}
else
elementBvhIndex = elementBvhLength;
}
if (!elementStack.empty())
{
elementStack.getTop(elementBvhIndex);
elementStack.pop();
elementBvhIndex = bvhChildren[elementBvhRoot + elementBvhIndex].y;
}
}
return elementColor.xyz;
}

View File

@ -0,0 +1,133 @@
#version 330 core
uniform sampler2D texture_basecolor;
uniform sampler2D texture_metallic_roughness;
uniform sampler2D texture_normal;
out vec4 FragColor;
in vec2 TexCoords;
in vec3 WorldPos;
in vec3 Normal;
// lights
uniform vec3 lightPositions[4];
uniform vec3 lightColors[4];
uniform vec3 camPos;
const float PI = 3.14159265359;
vec3 getNormalFromMap()
{
vec3 tangentNormal = texture(texture_normal, TexCoords).xyz * 2.0 - 1.0;
vec3 Q1 = dFdx(WorldPos);
vec3 Q2 = dFdy(WorldPos);
vec2 st1 = dFdx(TexCoords);
vec2 st2 = dFdy(TexCoords);
vec3 N = normalize(Normal);
vec3 T = normalize(Q1*st2.t - Q2*st1.t);
vec3 B = -normalize(cross(N, T));
mat3 TBN = mat3(T, B, N);
return normalize(TBN * tangentNormal);
}
// ----------------------------------------------------------------------------
float DistributionGGX(vec3 N, vec3 H, float roughness)
{
float a = roughness*roughness;
float a2 = a*a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH*NdotH;
float nom = a2;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
denom = PI * denom * denom;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySchlickGGX(float NdotV, float roughness)
{
float r = (roughness + 1.0);
float k = (r*r) / 8.0;
float nom = NdotV;
float denom = NdotV * (1.0 - k) + k;
return nom / denom;
}
// ----------------------------------------------------------------------------
float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness)
{
float NdotV = max(dot(N, V), 0.0);
float NdotL = max(dot(N, L), 0.0);
float ggx2 = GeometrySchlickGGX(NdotV, roughness);
float ggx1 = GeometrySchlickGGX(NdotL, roughness);
return ggx1 * ggx2;
}
// ----------------------------------------------------------------------------
vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
void main()
{
vec4 baseColor = texture(texture_basecolor, TexCoords);
if(baseColor.a<0.4)
discard;
vec3 albedo = pow(baseColor.rgb, vec3(2.2));
float metallic = texture(texture_metallic_roughness, TexCoords).b;
float roughness = texture(texture_metallic_roughness, TexCoords).g;
vec3 N = getNormalFromMap();
vec3 V = normalize(camPos - WorldPos);
vec3 F0 = vec3(0.04);
F0 = mix(F0, albedo, metallic);
// reflectance equation
vec3 Lo = vec3(0.0);
for(int i = 0; i < 1; ++i)
{
// calculate per-light radiance
vec3 L = normalize(lightPositions[i] - WorldPos);
vec3 H = normalize(V + L);
float distance = length(lightPositions[i] - WorldPos);
float attenuation = 1.0 / (distance * distance);
vec3 radiance = lightColors[i] * attenuation;
// cook-torrance brdf
float NDF = DistributionGGX(N, H, roughness);
float G = GeometrySmith(N, V, L, roughness);
vec3 F = fresnelSchlick(max(dot(H, V), 0.0), F0);
F = clamp(F,vec3(0),vec3(1));
vec3 kS = F;
vec3 kD = vec3(1.0) - kS;
kD *= 1.0 - metallic;
vec3 nominator = NDF * G * F;
float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.001;
vec3 specular = nominator / denominator;
// add to outgoing radiance Lo
float NdotL = max(dot(N, L), 0.0);
Lo += (kD * albedo / PI + specular) * radiance * NdotL;
}
vec3 ambient = vec3(0.03) * albedo;
vec3 color = ambient + Lo;
color = color / (color + vec3(1.0));
color = pow(color, vec3(1.0/2.2));
FragColor = vec4(color, 1.0);
}

View File

@ -2,17 +2,12 @@
layout (local_size_x = 8, local_size_y = 8) in;
layout(rgba8, binding = 0) uniform image2D gBaseColor;
uniform sampler2D gBaseColor;
uniform sampler2D gNormal;
uniform sampler2D gPosition;
uniform sampler2D gMetallicRoughnessAO;
uniform sampler2D gMetallicRoughness;
uniform sampler2DArray gShadowMap;
uniform samplerCube irradianceMap;
uniform samplerCube prefilterMap;
uniform sampler2D brdfLUT;
//layout(rgba16f, binding = 1) uniform image2D gDirectLight;
layout(rgba16f, binding = 1) uniform image2D gDirectLight;
layout (std140, binding = 0) uniform LightSpaceMatrices
{
mat4 lightSpaceMatrices[16];
@ -70,34 +65,6 @@ vec3 fresnelSchlick(float cosTheta, vec3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 fresnelSchlickRoughness(float cosTheta, vec3 F0, float roughness)
{
return F0 + (max(vec3(1.0 - roughness), F0) - F0) * pow(1.0 - cosTheta, 5.0);
}
vec3 ambientLighting(vec3 N, vec3 V, vec3 F0, vec3 albedo, float metallic, float roughness, float ao)
{
// ambient lighting (we now use IBL as the ambient term)
vec3 F = fresnelSchlickRoughness(clamp(dot(N, V),0.,1.), F0, roughness);
vec3 kS = F;
vec3 kD = 1.0 - kS;
kD *= 1.0 - metallic;
vec3 irradiance = texture(irradianceMap, N).rgb;
vec3 diffuse = irradiance * albedo;
// sample both the pre-filter map and the BRDF lut and combine them together as per the Split-Sum approximation to get the IBL specular part.
const float MAX_REFLECTION_LOD = 4.0;
vec3 R = reflect(-V, N);
vec3 prefilteredColor = textureLod(prefilterMap, R, roughness * MAX_REFLECTION_LOD).rgb;
vec2 brdf = texture(brdfLUT, vec2(clamp(dot(N, V),0.,1.), roughness)).rg;
vec3 specular = prefilteredColor * (F * brdf.x + brdf.y);
return (kD * diffuse + specular) * ao;
}
const int pcfRadius = 3;
float getShadowFromLayer(vec3 fragPosWorldSpace, vec3 normal,int layer)
{
@ -165,36 +132,28 @@ float ShadowCalculation(vec3 fragPosWorldSpace, vec3 normal, out int layer)
return shadow;
}
vec4 encodeRGBM(vec3 color)
{
if(dot(color,color)==0)
return vec4(0,0,0,1);
vec4 rgbm;
float range = 8;
color /= range;
rgbm.a = clamp(max(max(color.r, color.g), max(color.b, 1e-6)), 0.0, 1.0);
rgbm.a = ceil(rgbm.a * 255.0) / 255.0;
rgbm.rgb = color / rgbm.a;
return rgbm;
}
void main()
{
ivec2 pixelLocation = ivec2(gl_GlobalInvocationID.xy);
vec4 baseColor = imageLoad(gBaseColor, pixelLocation);
if(baseColor.a == 0) return;
vec3 albedo = pow(baseColor.rgb, vec3(2.2));
float metallic = texelFetch(gMetallicRoughnessAO, pixelLocation, 0).r;
float roughness = texelFetch(gMetallicRoughnessAO, pixelLocation, 0).g;
float ambientOcclusion = 1.0 - texelFetch(gMetallicRoughnessAO, pixelLocation, 0).b;
vec3 albedo = pow(texelFetch(gBaseColor, pixelLocation, 0).rgb, vec3(2.2));
float metallic = texelFetch(gMetallicRoughness, pixelLocation, 0).r;
float roughness = texelFetch(gMetallicRoughness, pixelLocation, 0).g;
vec3 worldPos = texelFetch(gPosition, pixelLocation,0).xyz;
vec3 normal = (texelFetch(gNormal, pixelLocation,0).xyz - vec3(0.5)) * 2;
vec3 normal = texelFetch(gNormal, pixelLocation,0).xyz;
if(normal==vec3(0))
{
vec3 color = mainLightRadiance;
//color = color / (color + vec3(1.0));
//color = pow(color, vec3(1.0/2.2));
imageStore(gDirectLight, pixelLocation, vec4(color, 1.0));
return;
}
normal = normalize(normal);
vec3 V = normalize(camPos - worldPos);
@ -225,11 +184,8 @@ void main()
float NdotL = max(dot(normal, L), 0.0);
vec3 Lo = (kD * albedo / PI + specular) * radiance * NdotL;
vec3 ambient = ambientLighting(normal, V, F0, albedo, metallic, roughness, 1) * ambientOcclusion;
int debugLayer;
float shadow = ShadowCalculation(worldPos, normal, debugLayer);
vec3 color = (1-shadow)*Lo + ambient;
imageStore(gBaseColor, pixelLocation, encodeRGBM(color));
imageStore(gDirectLight, pixelLocation, vec4((1-shadow)*Lo, 1));
}

View File

@ -1,120 +0,0 @@
{
"project-name": "样例1",
"background-color": "#ffffff",
"height": 1080,
"width": 1080,
"elements": [
{
"name": "ababa",
"type": "svg-file",
"data": {
"include": "/svg/2.svg"
}
},
{
"name": "ababa-group",
"type": "group",
"data": {
"reference-layer": "0.0"
}
},
{
"name": "ababa2",
"type": "svg-file",
"data": {
"include": "/svg/0.svg"
}
}
],
"root-layer": {
"name": "root",
"transform": {
"offset": {
"x": 0,
"y": 0
},
"scale": {
"x": 1.0,
"y": 1.0
},
"rotation": 0.0
},
"effects": [],
"is-folder": true,
"referenced-by": null,
"children": [
{
"name": "GroupFolderExample",
"transform": {
"offset": {
"x": 50,
"y": 50
},
"scale": {
"x": 1.0,
"y": 1.0
},
"rotation": 0.0
},
"effects": [],
"is-folder": true,
"referenced-by": 1,
"children": [
{
"name": "Leaf1",
"transform": {
"offset": {
"x": 0,
"y": 0
},
"scale": {
"x": 1.0,
"y": 1.0
},
"rotation": 0.0
},
"effects": [],
"is-folder": false,
"element": 0
},
{
"name": "Leaf2",
"transform": {
"offset": {
"x": 150,
"y": 0
},
"scale": {
"x": 1.5,
"y": 1.5
},
"rotation": 0.0
},
"effects": [],
"is-folder": false,
"element": 0
}
]
},
{
"name": "ReferencingGroupLayer",
"transform": {
"offset": {
"x": 100,
"y": 0
},
"scale": {
"x": 1,
"y": 1
},
"rotation": 45
},
"effects": [],
"is-folder": false,
"element": 1
}
]
}
}

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@ -1 +0,0 @@
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View File

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