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[FEATURE] rendering of 3d wide lines, rendering of polygon edges

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wonder-sk committed Apr 4, 2019
1 parent d15cae9 commit 28b349f04a86f5378f15d3cbe47db6d955c87329
@@ -35,6 +35,8 @@ SET(QGIS_3D_SRCS
symbols/qgsabstract3dsymbol.cpp
symbols/qgsline3dsymbol.cpp
symbols/qgsline3dsymbol_p.cpp
symbols/qgslinematerial_p.cpp
symbols/qgslinevertexdata_p.cpp
symbols/qgsmesh3dsymbol.cpp
symbols/qgsmesh3dsymbol_p.cpp
symbols/qgspoint3dsymbol.cpp
@@ -75,6 +77,8 @@ SET(QGIS_3D_MOC_HDRS

processing/qgs3dalgorithms.h

symbols/qgslinematerial_p.h

terrain/qgsdemterraintileloader_p.h
terrain/qgsflatterraingenerator.h
terrain/qgsterrainentity_p.h
@@ -122,6 +126,8 @@ SET(QGIS_3D_HDRS
symbols/qgsabstract3dsymbol.h
symbols/qgsline3dsymbol.h
symbols/qgsline3dsymbol_p.h
symbols/qgslinematerial_p.h
symbols/qgslinevertexdata_p.h
symbols/qgsmesh3dsymbol.h
symbols/qgsmesh3dsymbol_p.h
symbols/qgspoint3dsymbol.h
@@ -50,6 +50,8 @@
#include "qgsvectorlayer.h"
#include "qgsvectorlayer3drenderer.h"

#include "qgslinematerial_p.h"

Qgs3DMapScene::Qgs3DMapScene( const Qgs3DMapSettings &map, QgsAbstract3DEngine *engine )
: mMap( map )
, mEngine( engine )
@@ -570,6 +572,25 @@ void Qgs3DMapScene::addLayerEntity( QgsMapLayer *layer )
newEntity->addComponent( picker );
connect( picker, &Qt3DRender::QObjectPicker::pressed, this, &Qgs3DMapScene::onLayerEntityPickEvent );
}

// this is probably not the best place for material-specific configuration,
// maybe this could be more generalized when other materials need some specific treatment
QgsLineMaterial *lm = newEntity->findChild<QgsLineMaterial *>();
if ( lm )
{
connect( mCameraController, &QgsCameraController::cameraChanged, lm, [lm, this]
{
Qt3DRender::QCamera *cam = mCameraController->camera();
lm->setCameraParameters( cam->position(), cam->viewVector(), cam->nearPlane() );
} );
connect( mCameraController, &QgsCameraController::viewportChanged, lm, [lm, this]
{
lm->setViewportSize( mCameraController->viewport().size() );
} );

lm->setCameraParameters( cameraController()->camera()->position(), cameraController()->camera()->viewVector(), cameraController()->camera()->nearPlane() );
lm->setViewportSize( cameraController()->viewport().size() );
}
}
}

@@ -3,5 +3,8 @@
<file>shaders/instanced.frag</file>
<file>shaders/instanced.vert</file>
<file>shaders/light.inc.frag</file>
<file>shaders/lines.vert</file>
<file>shaders/lines.geom</file>
<file>shaders/lines.frag</file>
</qresource>
</RCC>
@@ -0,0 +1,30 @@
#version 150

uniform vec4 lineColor;
uniform bool useTex;
uniform sampler2D tex0;

in VertexData{
vec2 mTexCoord;
// vec3 mColor;
} VertexIn;

out vec4 oColor;

void main(void)
{
if (!useTex)
{
// option 1: plain color
oColor = lineColor;
}
else
{
// option 2: textured color
oColor = texture(tex0, VertexIn.mTexCoord.xy );
}

//vec4 clr = texture( tex0, VertexIn.mTexCoord.xy );
//oColor.rgb = VertexIn.mColor * clr.rgb;
//oColor.a = clr.a;
}
@@ -0,0 +1,174 @@
#version 150

uniform float THICKNESS; // the thickness of the line in pixels
uniform float MITER_LIMIT; // 1.0: always miter, -1.0: never miter, 0.75: default
uniform vec2 WIN_SCALE; // the size of the viewport in pixels

uniform mat4 modelViewProjection;

uniform vec3 camNearPlanePoint;
uniform vec3 camNearPlaneNormal;

layout( lines_adjacency ) in;
layout( triangle_strip, max_vertices = 7 ) out;


in VertexData{
vec3 worldPosition;
// vec3 mColor;
} VertexIn[4];

out VertexData{
vec2 mTexCoord;
// vec3 mColor;
} VertexOut;

vec2 toScreenSpace( vec4 vertex )
{
return vec2( vertex.xy / vertex.w ) * WIN_SCALE;
}

vec4 clip_line_point(vec3 pt0, vec3 pt1, vec4 projected)
{
// we have line segment given by pt0 and pt1 (in world coordinates) and 'projected' point
// (in clip coordinates) that is one of the endpoints. If the projected point's w >= 1
// then everything is fine because the point is in front of the camera's near plane and
// it is projected correctly. If not, the projected point is wrong and needs to be adjusted.
// we place it at the intersection of the line and near plane to fix its position.

if (projected.w < 1)
{
vec3 lineDir = pt1 - pt0;
float d = dot(camNearPlaneNormal, camNearPlanePoint - pt0) / dot(lineDir, camNearPlaneNormal);
if (d > 0 && d < 1)
{
// figure out the intersection point of line and near plane
vec3 wpIntersect = pt0 + lineDir * d;
vec4 wpIntersectProj = modelViewProjection * vec4( wpIntersect, 1.0 );
return wpIntersectProj;
}
}
return projected;
}

void main( void )
{
// these are original positions in world coordinates
vec3 wp0 = VertexIn[0].worldPosition;
vec3 wp1 = VertexIn[1].worldPosition;
vec3 wp2 = VertexIn[2].worldPosition;
vec3 wp3 = VertexIn[3].worldPosition;

// Perform line clipping first. we search for intersection between the line and the near plane.
// In case the near plane intersects line between segment's endpoints, we need to adjust the line
// otherwise we would use completely non-sense points when points get 'behind' the camera.
// We do this also for the 'previous' and 'next' segments to get the miters right.
vec4 projp0 = clip_line_point(wp0, wp1, gl_in[0].gl_Position);
vec4 projp1 = clip_line_point(wp1, wp2, gl_in[1].gl_Position);
vec4 projp2 = clip_line_point(wp1, wp2, gl_in[2].gl_Position);
vec4 projp3 = clip_line_point(wp2, wp3, gl_in[3].gl_Position);

// get the four vertices passed to the shader:
vec2 p0 = toScreenSpace( projp0 ); // start of previous segment
vec2 p1 = toScreenSpace( projp1 ); // end of previous segment, start of current segment
vec2 p2 = toScreenSpace( projp2 ); // end of current segment, start of next segment
vec2 p3 = toScreenSpace( projp3 ); // end of next segment

// these are already 'final' depths in range [0,1] so we don't need to further transform them
float p1z = projp1.z / projp1.w;
float p2z = projp2.z / projp2.w;

// determine the direction of each of the 3 segments (previous, current, next)
vec2 v0 = normalize( p1 - p0 );
vec2 v1 = normalize( p2 - p1 );
vec2 v2 = normalize( p3 - p2 );

// Martin's addition to fix flicker on starting ending point of lines
if (p1 == p0) v0 = v1;
if (p3 == p2) v2 = v1;

// determine the normal of each of the 3 segments (previous, current, next)
vec2 n0 = vec2( -v0.y, v0.x );
vec2 n1 = vec2( -v1.y, v1.x );
vec2 n2 = vec2( -v2.y, v2.x );

// determine miter lines by averaging the normals of the 2 segments
vec2 miter_a = normalize( n0 + n1 ); // miter at start of current segment
vec2 miter_b = normalize( n1 + n2 ); // miter at end of current segment

// determine the length of the miter by projecting it onto normal and then inverse it
float length_a = THICKNESS / dot( miter_a, n1 );
float length_b = THICKNESS / dot( miter_b, n1 );

// prevent excessively long miters at sharp corners
if( dot( v0, v1 ) < -MITER_LIMIT ) {
miter_a = n1;
length_a = THICKNESS;

// close the gap
if( dot( v0, n1 ) > 0 ) {
VertexOut.mTexCoord = vec2( 0, 0 );
//VertexOut.mColor = VertexIn[1].mColor;
gl_Position = vec4( ( p1 + THICKNESS * n1 ) / WIN_SCALE, p1z, 1.0 );
EmitVertex();

VertexOut.mTexCoord = vec2( 0, 0 );
//VertexOut.mColor = VertexIn[1].mColor;
gl_Position = vec4( ( p1 + THICKNESS * n0 ) / WIN_SCALE, p1z, 1.0 );
EmitVertex();

VertexOut.mTexCoord = vec2( 0, 0.5 );
//VertexOut.mColor = VertexIn[1].mColor;
gl_Position = vec4( p1 / WIN_SCALE, p1z, 1.0 );
EmitVertex();

EndPrimitive();
}
else {
VertexOut.mTexCoord = vec2( 0, 1 );
//VertexOut.mColor = VertexIn[1].mColor;
gl_Position = vec4( ( p1 - THICKNESS * n0 ) / WIN_SCALE, p1z, 1.0 );
EmitVertex();

VertexOut.mTexCoord = vec2( 0, 1 );
//VertexOut.mColor = VertexIn[1].mColor;
gl_Position = vec4( ( p1 - THICKNESS * n1 ) / WIN_SCALE, p1z, 1.0 );
EmitVertex();

VertexOut.mTexCoord = vec2( 0, 0.5 );
//VertexOut.mColor = VertexIn[1].mColor;
gl_Position = vec4( p1 / WIN_SCALE, p1z, 1.0 );
EmitVertex();

EndPrimitive();
}
}

if( dot( v1, v2 ) < -MITER_LIMIT ) {
miter_b = n1;
length_b = THICKNESS;
}

// generate the triangle strip
VertexOut.mTexCoord = vec2( 0, 0 );
//VertexOut.mColor = VertexIn[1].mColor;
gl_Position = vec4( ( p1 + length_a * miter_a ) / WIN_SCALE, p1z, 1.0 );
EmitVertex();

VertexOut.mTexCoord = vec2( 0, 1 );
//VertexOut.mColor = VertexIn[1].mColor;
gl_Position = vec4( ( p1 - length_a * miter_a ) / WIN_SCALE, p1z, 1.0 );
EmitVertex();

VertexOut.mTexCoord = vec2( 0, 0 );
//VertexOut.mColor = VertexIn[2].mColor;
gl_Position = vec4( ( p2 + length_b * miter_b ) / WIN_SCALE, p2z, 1.0 );
EmitVertex();

VertexOut.mTexCoord = vec2( 0, 1 );
//VertexOut.mColor = VertexIn[2].mColor;
gl_Position = vec4( ( p2 - length_b * miter_b ) / WIN_SCALE, p2z, 1.0 );
EmitVertex();

EndPrimitive();
}
@@ -0,0 +1,19 @@
#version 150

uniform mat4 modelViewProjection;

in vec3 vertexPosition;
//in vec3 ciColor;

out VertexData{
// vec3 mColor;
vec3 worldPosition;
} VertexOut;


void main(void)
{
//VertexOut.mColor = ciColor;
gl_Position = modelViewProjection * vec4( vertexPosition, 1.0 );
VertexOut.worldPosition = vertexPosition;
}

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