A bunch of OpenGL debug annotations.
[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.SetName("m_ibo: ObjectRenderer GPU indices");
76         m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
77         // BufferBuilder is used to construct the ibo
78         m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
79
80 }
81
82 /**
83  * Add object index to the buffers for CPU and GPU rendering
84  */
85 void ObjectRenderer::AddObjectToBuffers(unsigned index)
86 {
87         if (m_buffer_builder == NULL) // No BufferBuilder!
88         {
89                 Fatal("Called without calling PrepareBuffers");
90         }
91         m_buffer_builder->Add(2*index); // ibo for GPU rendering
92         m_buffer_builder->Add(2*index+1);
93         m_indexes.push_back(index); // std::vector of indices for CPU rendering
94 }
95
96 /**
97  * Finalise the index buffers for CPU and GPU rendering
98  */
99 void ObjectRenderer::FinaliseBuffers()
100 {
101         if (m_buffer_builder == NULL) // No BufferBuilder!
102         {
103                 Fatal("Called without calling PrepareBuffers");
104         }
105         // For GPU rendering, UnMap the ibo
106         m_ibo.UnMap();
107         // ... and delete the BufferBuilder used to create it
108         delete m_buffer_builder; // delete matches new in ObjectRenderer::PrepareBuffers
109         m_buffer_builder = NULL;
110         
111         // Nothing is necessary for CPU rendering
112 }
113
114
115 /**
116  * Rectangle (filled)
117  */
118 void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
119 {
120         for (unsigned i = 0; i < m_indexes.size(); ++i)
121         {
122                 if (m_indexes[i] < first_obj_id) continue;
123                 if (m_indexes[i] >= last_obj_id) continue;
124                 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
125                 for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
126                 {
127                         for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
128                         {
129                                 int index = (x+target.w*y)*4;
130                                 target.pixels[index+0] = 0;
131                                 target.pixels[index+1] = 0;
132                                 target.pixels[index+2] = 0;
133                                 target.pixels[index+3] = 255;
134                         }
135                 }
136         }
137 }
138
139 /**
140  * Rectangle (outine)
141  */
142 void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
143 {
144         //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
145         for (unsigned i = 0; i < m_indexes.size(); ++i)
146         {
147                 if (m_indexes[i] < first_obj_id) continue;
148                 if (m_indexes[i] >= last_obj_id) continue;
149                 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
150                 
151                 // Using bresenham's lines now mainly because I want to see if they work
152                 // top
153                 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
154                 // bottom
155                 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
156                 // left
157                 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
158                 // right
159                 ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
160
161                 // Diagonal for testing (from bottom left to top right)
162                 //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
163                 //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
164         }
165 }
166
167 /**
168  * Circle (filled)
169  */
170 void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
171 {
172         for (unsigned i = 0; i < m_indexes.size(); ++i)
173         {
174                 if (m_indexes[i] < first_obj_id) continue;
175                 if (m_indexes[i] >= last_obj_id) continue;
176                 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
177                 int64_t centre_x = bounds.x + bounds.w / 2;
178                 int64_t centre_y = bounds.y + bounds.h / 2;
179                 
180                 //Debug("Centre is %d, %d", centre_x, centre_y);
181                 //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
182                 //Debug("Windos is %d,%d", target.w, target.h);
183                 for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
184                 {
185                         for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
186                         {
187                                 Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
188                                 Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
189                                 int64_t index = (x+target.w*y)*4;
190                                 
191                                 if (dx*dx + dy*dy <= Real(1))
192                                 {
193                                         target.pixels[index+0] = 0;
194                                         target.pixels[index+1] = 0;
195                                         target.pixels[index+2] = 0;
196                                         target.pixels[index+3] = 255;
197                                 }
198                         }
199                 }
200         }
201 }
202
203 Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
204 {
205         Rect result = view.TransformToViewCoords(bounds);
206         result.x *= Real(target.w);
207         result.y *= Real(target.h);
208         result.w *= Real(target.w);
209         result.h *= Real(target.h);
210         return result;
211 }
212         
213
214 /**
215  * Bezier curve
216  * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
217  */
218 void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
219 {
220         //Warn("Rendering Beziers on CPU. Things may explode.");
221         for (unsigned i = 0; i < m_indexes.size(); ++i)
222         {
223                 if (m_indexes[i] < first_obj_id) continue;
224                 if (m_indexes[i] >= last_obj_id) continue;
225                 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
226                 PixelBounds pix_bounds(bounds);
227
228
229                 Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
230                 //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
231                 // Draw a rectangle around the bezier for debugging the coord transforms
232                 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target);
233                 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
234                 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target);
235                 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
236         
237                 // Draw lines between the control points for debugging
238                 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
239                 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
240                                                                                 
241
242                 
243                 Real x[2]; Real y[2];
244                 control.Evaluate(x[0], y[0], Real(0));
245                 //Debug("target is (%lu, %lu)", target.w, target.h);
246                 int64_t blen = 100;
247                 //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
248                 
249                 Real invblen(1); invblen /= blen;
250                 //Debug("Using %li lines, inverse %f", blen, Double(invblen));
251                 for (int64_t j = 1; j <= blen; ++j)
252                 {
253                         control.Evaluate(x[j % 2],y[j % 2], invblen*j);
254                         ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
255                 }
256                 
257                 /*
258                 Real u(0);
259                 while (u < Real(1))
260                 {
261                         u += Real(1e-6);
262                         Real x; Real y; control.Evaluate(x,y,u);
263                         int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
264                         if (index >= 0 && index < 4*(target.w*target.h))
265                         {
266                                 target.pixels[index+0] = 0;
267                                 target.pixels[index+1] = 0;
268                                 target.pixels[index+2] = 0;
269                                 target.pixels[index+3] = 255;
270                         }       
271                 }
272                 */
273                 
274         }
275 }
276
277 void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
278 {
279         m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
280         m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
281         m_bezier_coeffs.SetName("m_bezier_coeffs: Bezier coefficients");
282         m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
283         BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
284
285         for (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez)
286         {
287                 GPUBezierCoeffs coeffs = {
288                         Float(bez->x0), Float(bez->y0),
289                         Float(bez->x1), Float(bez->y1),
290                         Float(bez->x2), Float(bez->y2),
291                         Float(bez->x3), Float(bez->y3)
292                         };
293                 builder.Add(coeffs);
294         }
295         m_bezier_coeffs.UnMap();
296         glGenTextures(1, &m_bezier_buffer_texture);
297         glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
298         glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
299
300         m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
301         m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
302         m_bezier_ids.SetName("m_bezier_ids: object data_indices");
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  * For debug, save pixels to bitmap
336  */
337 void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
338 {
339         SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
340         #if SDL_BYTEORDER == SDL_LIL_ENDIAN
341                 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
342         #else
343                 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
344         #endif //SDL_BYTEORDER  
345         );      
346         if (surf == NULL)
347                 Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
348         if (SDL_SaveBMP(surf, filename) != 0)
349                 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
350
351         // Cleanup
352         SDL_FreeSurface(surf);
353 }
354
355 /**
356  * Bresenham's lines
357  */
358 void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
359 {
360         int64_t dx = x1 - x0;
361         int64_t dy = y1 - y0;
362         bool neg_m = (dy*dx < 0);
363         dy = abs(dy);
364         dx = abs(dx);
365
366         // If positive slope > 1, just swap x and y
367         if (dy > dx)
368         {
369                 RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
370                 return;
371         }
372
373         int64_t two_dy = 2*dy;
374         int64_t p = two_dy - dx;
375         int64_t two_dxdy = 2*(dy-dx);
376         int64_t x; int64_t y; int64_t x_end;
377         int64_t width = (transpose ? target.h : target.w);
378         int64_t height = (transpose ? target.w : target.h);
379
380         uint8_t rgba[4];
381         rgba[0] = 255*colour.r;
382         rgba[1] = 255*colour.g;
383         rgba[2] = 255*colour.b;
384         rgba[3] = 255*colour.a;
385
386         if (x0 > x1)
387         {
388                 x = x1;
389                 y = y1;
390                 x_end = x0;
391         }
392         else
393         {
394                 x = x0;
395                 y = y0;
396                 x_end = x1;
397         }
398
399         if (x < 0)
400         {
401                 if (x_end < 0) return;
402                 y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
403                 x = 0;
404         }
405         
406         if (x_end > width)
407         {
408                 if (x > width) return;
409                 x_end = width-1;
410         }
411
412         // TODO: Avoid extra inner conditionals
413         do
414         {
415                 if (x >= 0 && x < width && y >= 0 && y < height)
416                 {
417                         int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
418                         for (int i = 0; i < 4; ++i)
419                                 target.pixels[index+i] = rgba[i];
420                 }
421                 
422                 if (p < 0)
423                         p += two_dy;
424                 else
425                 {
426                         if (neg_m) --y; else ++y;
427                         p += two_dxdy;
428                 }
429         } while (++x <= x_end);
430 }
431
432 }

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