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 constructor because the Screen class needs to initialise GL and it has a ShaderProgram member
18 ObjectRenderer::ObjectRenderer(const ObjectType & type,
19 const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
20 : m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL)
22 m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
23 m_shader_program.Use();
24 glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
30 void ObjectRenderer::RenderUsingGPU()
32 if (!m_shader_program.Valid())
33 Warn("Shader is invalid (objects are of type %d)", m_type);
34 m_shader_program.Use();
36 glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
41 * Default implementation for rendering using CPU
43 void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
45 Error("Cannot render objects of type %d on CPU", m_type);
46 //TODO: Render a rect or something instead?
50 * Prepare index buffers for both CPU and GPU rendering to receive indexes (but don't add any yet!)
52 void ObjectRenderer::PrepareBuffers(unsigned max_objects)
54 if (m_buffer_builder != NULL) // We already have a BufferBuilder
56 Fatal("Has been called before, without FinaliseBuffers being called since!");
58 // Empty and reserve the indexes vector (for CPU rendering)
60 m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
62 // Initialise and resize the ibo (for GPU rendering)
64 m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
65 m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
66 m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
67 // BufferBuilder is used to construct the ibo
68 m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
73 * Add object index to the buffers for CPU and GPU rendering
75 void ObjectRenderer::AddObjectToBuffers(unsigned index)
77 if (m_buffer_builder == NULL) // No BufferBuilder!
79 Fatal("Called without calling PrepareBuffers");
81 m_buffer_builder->Add(2*index); // ibo for GPU rendering
82 m_buffer_builder->Add(2*index+1);
83 m_indexes.push_back(index); // std::vector of indices for CPU rendering
87 * Finalise the index buffers for CPU and GPU rendering
89 void ObjectRenderer::FinaliseBuffers()
91 if (m_buffer_builder == NULL) // No BufferBuilder!
93 Fatal("Called without calling PrepareBuffers");
95 // For GPU rendering, UnMap the ibo
97 // ... and delete the BufferBuilder used to create it
98 delete m_buffer_builder; // delete matches new in ObjectRenderer::PrepareBuffers
99 m_buffer_builder = NULL;
101 // Nothing is necessary for CPU rendering
108 void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
110 for (unsigned i = 0; i < m_indexes.size(); ++i)
112 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
113 for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
115 for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
117 int index = (x+target.w*y)*4;
118 target.pixels[index+0] = 0;
119 target.pixels[index+1] = 0;
120 target.pixels[index+2] = 0;
121 target.pixels[index+3] = 255;
130 void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
132 //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
133 for (unsigned i = 0; i < m_indexes.size(); ++i)
135 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
137 // Using bresenham's lines now mainly because I want to see if they work
139 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
141 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
143 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
145 ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
147 // Diagonal for testing (from bottom left to top right)
148 //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
149 //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
156 void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
158 for (unsigned i = 0; i < m_indexes.size(); ++i)
160 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
161 int64_t centre_x = bounds.x + bounds.w / 2;
162 int64_t centre_y = bounds.y + bounds.h / 2;
164 //Debug("Centre is %d, %d", centre_x, centre_y);
165 //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
166 //Debug("Windos is %d,%d", target.w, target.h);
167 for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
169 for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
171 double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w);
172 double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h);
173 int64_t index = (x+target.w*y)*4;
175 if (dx*dx + dy*dy <= 1.0)
177 target.pixels[index+0] = 0;
178 target.pixels[index+1] = 0;
179 target.pixels[index+2] = 0;
180 target.pixels[index+3] = 255;
188 Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
190 Rect result = view.TransformToViewCoords(bounds);
191 result.x *= Real(target.w);
192 result.y *= Real(target.h);
193 result.w *= Real(target.w);
194 result.h *= Real(target.h);
201 * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
203 void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
205 //Warn("Rendering Beziers on CPU. Things may explode.");
206 for (unsigned i = 0; i < m_indexes.size(); ++i)
208 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
209 PixelBounds pix_bounds(bounds);
212 Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
213 //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
214 // Draw a rectangle around the bezier for debugging the coord transforms
215 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target);
216 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
217 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target);
218 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
220 // Draw lines between the control points for debugging
221 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
222 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
226 Real x[2]; Real y[2];
227 control.Evaluate(x[0], y[0], Real(0));
228 for (unsigned j = 1; j <= 100; ++j)
230 control.Evaluate(x[j % 2],y[j % 2], Real(0.01)*j);
231 ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
239 Real x; Real y; control.Evaluate(x,y,u);
240 int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
241 if (index >= 0 && index < 4*(target.w*target.h))
243 target.pixels[index+0] = 0;
244 target.pixels[index+1] = 0;
245 target.pixels[index+2] = 0;
246 target.pixels[index+3] = 255;
254 void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
256 m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
257 m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
258 m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
259 BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
261 for (auto bez : objects.beziers)
263 GPUBezierCoeffs coeffs = {
264 Float(bez.x0), Float(bez.y0),
265 Float(bez.x1 - bez.x0), Float(bez.y1 - bez.y0),
266 Float(bez.x2 - bez.x0), Float(bez.y2 - bez.y0)
270 m_bezier_coeffs.UnMap();
271 glGenTextures(1, &m_bezier_buffer_texture);
272 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
273 glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
275 m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
276 m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
277 m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
279 glGenTextures(1, &m_bezier_id_buffer_texture);
280 glActiveTexture(GL_TEXTURE1);
281 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
282 glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
283 glActiveTexture(GL_TEXTURE0);
286 void BezierRenderer::RenderUsingGPU()
288 if (!m_shader_program.Valid())
289 Warn("Shader is invalid (objects are of type %d)", m_type);
290 m_shader_program.Use();
291 glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
292 glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
294 glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
298 * For debug, save pixels to bitmap
300 void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
302 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
303 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
304 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
306 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
307 #endif //SDL_BYTEORDER
310 Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
311 if (SDL_SaveBMP(surf, filename) != 0)
312 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
315 SDL_FreeSurface(surf);
321 void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
323 int64_t dx = x1 - x0;
324 int64_t dy = y1 - y0;
325 bool neg_m = (dy*dx < 0);
329 // If positive slope > 1, just swap x and y
332 RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
336 int64_t two_dy = 2*dy;
337 int64_t p = two_dy - dx;
338 int64_t two_dxdy = 2*(dy-dx);
339 int64_t x; int64_t y; int64_t x_end;
340 int64_t width = (transpose ? target.h : target.w);
341 int64_t height = (transpose ? target.w : target.h);
344 rgba[0] = 255*colour.r;
345 rgba[1] = 255*colour.g;
346 rgba[2] = 255*colour.b;
347 rgba[3] = 255*colour.a;
364 if (x_end < 0) return;
365 y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
371 if (x > width) return;
375 // TODO: Avoid extra inner conditionals
378 if (x >= 0 && x < width && y >= 0 && y < height)
380 int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
381 for (int i = 0; i < 4; ++i)
382 target.pixels[index+i] = rgba[i];
389 if (neg_m) --y; else ++y;
392 } while (++x < x_end);