2 * @file objectrenderer.cpp
3 * @brief Implements ObjectRenderer and derived classes
6 #include "objectrenderer.h"
15 * ObjectRenderer constructor
16 * Note we cannot compile the shaders in the ShaderProgram constructor
17 * because the Screen class needs to initialise GL first and it has a
18 * ShaderProgram member
20 ObjectRenderer::ObjectRenderer(const ObjectType & type,
21 const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
22 : m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL)
24 m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
25 m_shader_program.Use();
26 glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
32 void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
34 unsigned first_index = 0;
35 while (m_indexes[first_index] < first_obj_id) first_index ++;
36 unsigned last_index = first_index;
37 while (m_indexes[last_index] < last_obj_id) last_index ++;
39 m_shader_program.Use();
41 glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
46 * Default implementation for rendering using CPU
48 void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
50 Error("Cannot render objects of type %d on CPU", m_type);
51 //TODO: Render a rect or something instead?
55 * Prepare index buffers for both CPU and GPU rendering to receive indexes (but don't add any yet!)
57 void ObjectRenderer::PrepareBuffers(unsigned max_objects)
59 if (m_buffer_builder != NULL) // We already have a BufferBuilder
61 Fatal("Has been called before, without FinaliseBuffers being called since!");
63 // Empty and reserve the indexes vector (for CPU rendering)
65 m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
67 // Initialise and resize the ibo (for GPU rendering)
69 m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
70 m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
71 m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
72 // BufferBuilder is used to construct the ibo
73 m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
78 * Add object index to the buffers for CPU and GPU rendering
80 void ObjectRenderer::AddObjectToBuffers(unsigned index)
82 if (m_buffer_builder == NULL) // No BufferBuilder!
84 Fatal("Called without calling PrepareBuffers");
86 m_buffer_builder->Add(2*index); // ibo for GPU rendering
87 m_buffer_builder->Add(2*index+1);
88 m_indexes.push_back(index); // std::vector of indices for CPU rendering
92 * Finalise the index buffers for CPU and GPU rendering
94 void ObjectRenderer::FinaliseBuffers()
96 if (m_buffer_builder == NULL) // No BufferBuilder!
98 Fatal("Called without calling PrepareBuffers");
100 // For GPU rendering, UnMap the ibo
102 // ... and delete the BufferBuilder used to create it
103 delete m_buffer_builder; // delete matches new in ObjectRenderer::PrepareBuffers
104 m_buffer_builder = NULL;
106 // Nothing is necessary for CPU rendering
113 void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
115 for (unsigned i = 0; i < m_indexes.size(); ++i)
117 if (m_indexes[i] < first_obj_id) continue;
118 if (m_indexes[i] >= last_obj_id) continue;
119 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
120 for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
122 for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
124 int index = (x+target.w*y)*4;
125 target.pixels[index+0] = 0;
126 target.pixels[index+1] = 0;
127 target.pixels[index+2] = 0;
128 target.pixels[index+3] = 255;
137 void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
139 //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
140 for (unsigned i = 0; i < m_indexes.size(); ++i)
142 if (m_indexes[i] < first_obj_id) continue;
143 if (m_indexes[i] >= last_obj_id) continue;
144 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
146 // Using bresenham's lines now mainly because I want to see if they work
148 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
150 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
152 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
154 ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
156 // Diagonal for testing (from bottom left to top right)
157 //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
158 //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
165 void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
167 for (unsigned i = 0; i < m_indexes.size(); ++i)
169 if (m_indexes[i] < first_obj_id) continue;
170 if (m_indexes[i] >= last_obj_id) continue;
171 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
172 int64_t centre_x = bounds.x + bounds.w / 2;
173 int64_t centre_y = bounds.y + bounds.h / 2;
175 //Debug("Centre is %d, %d", centre_x, centre_y);
176 //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
177 //Debug("Windos is %d,%d", target.w, target.h);
178 for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
180 for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
182 Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
183 Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
184 int64_t index = (x+target.w*y)*4;
186 if (dx*dx + dy*dy <= Real(1))
188 target.pixels[index+0] = 0;
189 target.pixels[index+1] = 0;
190 target.pixels[index+2] = 0;
191 target.pixels[index+3] = 255;
198 Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
200 Rect result = view.TransformToViewCoords(bounds);
201 result.x *= Real(target.w);
202 result.y *= Real(target.h);
203 result.w *= Real(target.w);
204 result.h *= Real(target.h);
211 * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
213 void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
215 //Warn("Rendering Beziers on CPU. Things may explode.");
216 for (unsigned i = 0; i < m_indexes.size(); ++i)
218 if (m_indexes[i] < first_obj_id) continue;
219 if (m_indexes[i] >= last_obj_id) continue;
220 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
221 PixelBounds pix_bounds(bounds);
224 Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
225 //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
226 // Draw a rectangle around the bezier for debugging the coord transforms
227 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target);
228 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
229 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target);
230 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
232 // Draw lines between the control points for debugging
233 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
234 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
238 Real x[2]; Real y[2];
239 control.Evaluate(x[0], y[0], Real(0));
240 int64_t blen = max(2L, min(100L, pix_bounds.w));
241 Real invblen(1); invblen /= blen;
242 Debug("Using %li lines, inverse %f", blen, Double(invblen));
243 for (int64_t j = 1; j <= blen; ++j)
245 control.Evaluate(x[j % 2],y[j % 2], invblen*j);
246 ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
254 Real x; Real y; control.Evaluate(x,y,u);
255 int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
256 if (index >= 0 && index < 4*(target.w*target.h))
258 target.pixels[index+0] = 0;
259 target.pixels[index+1] = 0;
260 target.pixels[index+2] = 0;
261 target.pixels[index+3] = 255;
269 void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
271 m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
272 m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
273 m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
274 BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
276 for (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez)
278 GPUBezierCoeffs coeffs = {
279 Float(bez->x0), Float(bez->y0),
280 Float(bez->x1 - bez->x0), Float(bez->y1 - bez->y0),
281 Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0)
285 m_bezier_coeffs.UnMap();
286 glGenTextures(1, &m_bezier_buffer_texture);
287 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
288 glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
290 m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
291 m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
292 m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
294 glGenTextures(1, &m_bezier_id_buffer_texture);
295 glActiveTexture(GL_TEXTURE1);
296 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
297 glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
298 glActiveTexture(GL_TEXTURE0);
301 void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
303 if (!m_shader_program.Valid())
304 Warn("Shader is invalid (objects are of type %d)", m_type);
306 unsigned first_index = 0;
307 while (m_indexes[first_index] < first_obj_id) first_index ++;
308 unsigned last_index = first_index;
309 while (m_indexes[last_index] < last_obj_id) last_index ++;
311 m_shader_program.Use();
312 glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
313 glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
315 glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
319 * For debug, save pixels to bitmap
321 void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
323 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
324 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
325 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
327 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
328 #endif //SDL_BYTEORDER
331 Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
332 if (SDL_SaveBMP(surf, filename) != 0)
333 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
336 SDL_FreeSurface(surf);
342 void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
344 int64_t dx = x1 - x0;
345 int64_t dy = y1 - y0;
346 bool neg_m = (dy*dx < 0);
350 // If positive slope > 1, just swap x and y
353 RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
357 int64_t two_dy = 2*dy;
358 int64_t p = two_dy - dx;
359 int64_t two_dxdy = 2*(dy-dx);
360 int64_t x; int64_t y; int64_t x_end;
361 int64_t width = (transpose ? target.h : target.w);
362 int64_t height = (transpose ? target.w : target.h);
365 rgba[0] = 255*colour.r;
366 rgba[1] = 255*colour.g;
367 rgba[2] = 255*colour.b;
368 rgba[3] = 255*colour.a;
385 if (x_end < 0) return;
386 y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
392 if (x > width) return;
396 // TODO: Avoid extra inner conditionals
399 if (x >= 0 && x < width && y >= 0 && y < height)
401 int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
402 for (int i = 0; i < 4; ++i)
403 target.pixels[index+i] = rgba[i];
410 if (neg_m) --y; else ++y;
413 } while (++x < x_end);