23d09c37a815cb32ad2e2efb3368ec826ea6cce1
[ipdf/code.git] / src / objectrenderer.cpp
1 /**
2  * @file objectrenderer.cpp
3  * @brief Implements ObjectRenderer and derived classes
4  */
5
6 #include "objectrenderer.h"
7 #include "view.h"
8
9 using namespace std;
10
11 namespace IPDF
12 {
13
14 /**
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
19  */
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)
23 {
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
27 }
28
29 /**
30  * Render using GPU
31  */
32 void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
33 {
34         // If we don't have anything to render, return.
35         if (first_obj_id == last_obj_id) return;
36         // If there are no objects of this type, return.
37         if (m_indexes.empty()) return;
38         unsigned first_index = 0;
39         while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
40         unsigned last_index = first_index;
41         while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
42
43         m_shader_program.Use();
44         m_ibo.Bind();
45         glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
46 }
47
48
49 /**
50  * Default implementation for rendering using CPU
51  */
52 void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
53 {
54         Error("Cannot render objects of type %d on CPU", m_type);
55         //TODO: Render a rect or something instead?
56 }
57
58 /**
59  * Prepare index buffers for both CPU and GPU rendering to receive indexes (but don't add any yet!)
60  */
61 void ObjectRenderer::PrepareBuffers(unsigned max_objects)
62 {
63         if (m_buffer_builder != NULL) // We already have a BufferBuilder
64         {
65                 Fatal("Has been called before, without FinaliseBuffers being called since!");
66         }
67         // Empty and reserve the indexes vector (for CPU rendering)
68         m_indexes.clear();
69         m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
70
71         // Initialise and resize the ibo (for GPU rendering)
72         m_ibo.Invalidate();
73         m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
74         m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
75         m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
76         // BufferBuilder is used to construct the ibo
77         m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
78
79 }
80
81 /**
82  * Add object index to the buffers for CPU and GPU rendering
83  */
84 void ObjectRenderer::AddObjectToBuffers(unsigned index)
85 {
86         if (m_buffer_builder == NULL) // No BufferBuilder!
87         {
88                 Fatal("Called without calling PrepareBuffers");
89         }
90         m_buffer_builder->Add(2*index); // ibo for GPU rendering
91         m_buffer_builder->Add(2*index+1);
92         m_indexes.push_back(index); // std::vector of indices for CPU rendering
93 }
94
95 /**
96  * Finalise the index buffers for CPU and GPU rendering
97  */
98 void ObjectRenderer::FinaliseBuffers()
99 {
100         if (m_buffer_builder == NULL) // No BufferBuilder!
101         {
102                 Fatal("Called without calling PrepareBuffers");
103         }
104         // For GPU rendering, UnMap the ibo
105         m_ibo.UnMap();
106         // ... and delete the BufferBuilder used to create it
107         delete m_buffer_builder; // delete matches new in ObjectRenderer::PrepareBuffers
108         m_buffer_builder = NULL;
109         
110         // Nothing is necessary for CPU rendering
111 }
112
113
114 /**
115  * Rectangle (filled)
116  */
117 void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
118 {
119         for (unsigned i = 0; i < m_indexes.size(); ++i)
120         {
121                 if (m_indexes[i] < first_obj_id) continue;
122                 if (m_indexes[i] >= last_obj_id) continue;
123                 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
124                 for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
125                 {
126                         for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
127                         {
128                                 int index = (x+target.w*y)*4;
129                                 target.pixels[index+0] = 0;
130                                 target.pixels[index+1] = 0;
131                                 target.pixels[index+2] = 0;
132                                 target.pixels[index+3] = 255;
133                         }
134                 }
135         }
136 }
137
138 /**
139  * Rectangle (outine)
140  */
141 void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
142 {
143         //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
144         for (unsigned i = 0; i < m_indexes.size(); ++i)
145         {
146                 if (m_indexes[i] < first_obj_id) continue;
147                 if (m_indexes[i] >= last_obj_id) continue;
148                 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
149                 
150                 // Using bresenham's lines now mainly because I want to see if they work
151                 // top
152                 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
153                 // bottom
154                 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
155                 // left
156                 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
157                 // right
158                 ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
159
160                 // Diagonal for testing (from bottom left to top right)
161                 //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
162                 //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
163         }
164 }
165
166 /**
167  * Circle (filled)
168  */
169 void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
170 {
171         for (unsigned i = 0; i < m_indexes.size(); ++i)
172         {
173                 if (m_indexes[i] < first_obj_id) continue;
174                 if (m_indexes[i] >= last_obj_id) continue;
175                 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
176                 int64_t centre_x = bounds.x + bounds.w / 2;
177                 int64_t centre_y = bounds.y + bounds.h / 2;
178                 
179                 //Debug("Centre is %d, %d", centre_x, centre_y);
180                 //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
181                 //Debug("Windos is %d,%d", target.w, target.h);
182                 for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
183                 {
184                         for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
185                         {
186                                 Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
187                                 Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
188                                 int64_t index = (x+target.w*y)*4;
189                                 
190                                 if (dx*dx + dy*dy <= Real(1))
191                                 {
192                                         target.pixels[index+0] = 0;
193                                         target.pixels[index+1] = 0;
194                                         target.pixels[index+2] = 0;
195                                         target.pixels[index+3] = 255;
196                                 }
197                         }
198                 }
199         }
200 }
201
202 Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
203 {
204         Rect result = view.TransformToViewCoords(bounds);
205         result.x *= Real(target.w);
206         result.y *= Real(target.h);
207         result.w *= Real(target.w);
208         result.h *= Real(target.h);
209         return result;
210 }
211         
212
213 /**
214  * Bezier curve
215  * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
216  */
217 void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
218 {
219         //Warn("Rendering Beziers on CPU. Things may explode.");
220         for (unsigned i = 0; i < m_indexes.size(); ++i)
221         {
222                 if (m_indexes[i] < first_obj_id) continue;
223                 if (m_indexes[i] >= last_obj_id) continue;
224                 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
225                 PixelBounds pix_bounds(bounds);
226
227                 Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]],CPURenderBounds(Rect(0,0,1,1), view, target));
228                 //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
229                 // Draw a rectangle around the bezier for debugging the bounds rectangle calculations
230                 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1));
231                 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,1,0,1));
232                 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1));
233                 ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,1,0,1));
234         
235                 // Draw lines between the control points for debugging
236                 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
237                 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
238                                                                                 
239
240                 
241                 Real x[2]; Real y[2];
242                 control.Evaluate(x[0], y[0], Real(0));
243                 //Debug("target is (%lu, %lu)", target.w, target.h);
244                 int64_t blen = 100;
245                 //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
246                 
247                 Real invblen(1); invblen /= blen;
248                 //Debug("Using %li lines, inverse %f", blen, Double(invblen));
249                 for (int64_t j = 1; j <= blen; ++j)
250                 {
251                         control.Evaluate(x[j % 2],y[j % 2], invblen*j);
252                         ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
253                 }
254                 
255                 /*
256                 Real u(0);
257                 while (u < Real(1))
258                 {
259                         u += Real(1e-6);
260                         Real x; Real y; control.Evaluate(x,y,u);
261                         int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
262                         if (index >= 0 && index < 4*(target.w*target.h))
263                         {
264                                 target.pixels[index+0] = 0;
265                                 target.pixels[index+1] = 0;
266                                 target.pixels[index+2] = 0;
267                                 target.pixels[index+3] = 255;
268                         }       
269                 }
270                 */
271                 
272         }
273 }
274
275 void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
276 {
277         m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
278         m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
279         m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
280         BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
281
282
283         for (unsigned i = 0; i < objects.types.size(); ++i)
284         {
285                 if (objects.types[i] != BEZIER) continue;
286                 Bezier bez = objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[i]);
287                 
288                 GPUBezierCoeffs coeffs = {
289                         Float(bez.x0), Float(bez.y0),
290                         Float(bez.x1), Float(bez.y1),
291                         Float(bez.x2), Float(bez.y2),
292                         Float(bez.x3), Float(bez.y3)
293                         };
294                 builder.Add(coeffs);
295         }
296         m_bezier_coeffs.UnMap();
297         glGenTextures(1, &m_bezier_buffer_texture);
298         glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
299         glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
300
301         m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
302         m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
303         m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
304         
305         glGenTextures(1, &m_bezier_id_buffer_texture);
306         glActiveTexture(GL_TEXTURE1);
307         glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
308         glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
309         glActiveTexture(GL_TEXTURE0);
310 }
311
312 void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
313 {
314         if (!m_shader_program.Valid())
315                 Warn("Shader is invalid (objects are of type %d)", m_type);
316
317         // If we don't have anything to render, return.
318         if (first_obj_id == last_obj_id) return;
319         // If there are no objects of this type, return.
320         if (m_indexes.empty()) return;
321
322         unsigned first_index = 0;
323         while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
324         unsigned last_index = first_index;
325         while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
326
327         m_shader_program.Use();
328         glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
329         glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
330         m_ibo.Bind();
331         glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
332 }
333
334 /**
335  * Render Group (shading)
336  */
337 void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
338 {
339         for (unsigned i = 0; i < m_indexes.size(); ++i)
340         {
341                 if (m_indexes[i] < first_obj_id) continue;
342                 if (m_indexes[i] >= last_obj_id) continue;
343                 
344                 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
345                 PixelBounds pix_bounds(bounds);
346         
347
348                 Colour c(0.5,0.5,1,1);
349                 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c);
350                 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
351                 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c);
352                 ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
353                 
354         
355         }       
356 }
357
358 /**
359  * For debug, save pixels to bitmap
360  */
361 void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
362 {
363         SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
364         #if SDL_BYTEORDER == SDL_LIL_ENDIAN
365                 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
366         #else
367                 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
368         #endif //SDL_BYTEORDER  
369         );      
370         if (surf == NULL)
371                 Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
372         if (SDL_SaveBMP(surf, filename) != 0)
373                 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
374
375         // Cleanup
376         SDL_FreeSurface(surf);
377 }
378
379 /**
380  * Bresenham's lines
381  */
382 void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
383 {
384         int64_t dx = x1 - x0;
385         int64_t dy = y1 - y0;
386         bool neg_m = (dy*dx < 0);
387         dy = abs(dy);
388         dx = abs(dx);
389
390         // If positive slope > 1, just swap x and y
391         if (dy > dx)
392         {
393                 RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
394                 return;
395         }
396
397         int64_t two_dy = 2*dy;
398         int64_t p = two_dy - dx;
399         int64_t two_dxdy = 2*(dy-dx);
400         int64_t x; int64_t y; int64_t x_end;
401         int64_t width = (transpose ? target.h : target.w);
402         int64_t height = (transpose ? target.w : target.h);
403
404         uint8_t rgba[4];
405         rgba[0] = 255*colour.r;
406         rgba[1] = 255*colour.g;
407         rgba[2] = 255*colour.b;
408         rgba[3] = 255*colour.a;
409
410         if (x0 > x1)
411         {
412                 x = x1;
413                 y = y1;
414                 x_end = x0;
415         }
416         else
417         {
418                 x = x0;
419                 y = y0;
420                 x_end = x1;
421         }
422
423         if (x < 0)
424         {
425                 if (x_end < 0) return;
426                 y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
427                 x = 0;
428         }
429         
430         if (x_end > width)
431         {
432                 if (x > width) return;
433                 x_end = width-1;
434         }
435
436         // TODO: Avoid extra inner conditionals
437         do
438         {
439                 if (x >= 0 && x < width && y >= 0 && y < height)
440                 {
441                         int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
442                         for (int i = 0; i < 4; ++i)
443                                 target.pixels[index+i] = rgba[i];
444                 }
445                 
446                 if (p < 0)
447                         p += two_dy;
448                 else
449                 {
450                         if (neg_m) --y; else ++y;
451                         p += two_dxdy;
452                 }
453         } while (++x <= x_end);
454 }
455
456 }

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