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()
34 if (!m_shader_program.Valid())
35 Warn("Shader is invalid (objects are of type %d)", m_type);
36 m_shader_program.Use();
38 glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
43 * Default implementation for rendering using CPU
45 void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
47 Error("Cannot render objects of type %d on CPU", m_type);
48 //TODO: Render a rect or something instead?
52 * Prepare index buffers for both CPU and GPU rendering to receive indexes (but don't add any yet!)
54 void ObjectRenderer::PrepareBuffers(unsigned max_objects)
56 if (m_buffer_builder != NULL) // We already have a BufferBuilder
58 Fatal("Has been called before, without FinaliseBuffers being called since!");
60 // Empty and reserve the indexes vector (for CPU rendering)
62 m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
64 // Initialise and resize the ibo (for GPU rendering)
66 m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
67 m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
68 m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
69 // BufferBuilder is used to construct the ibo
70 m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
75 * Add object index to the buffers for CPU and GPU rendering
77 void ObjectRenderer::AddObjectToBuffers(unsigned index)
79 if (m_buffer_builder == NULL) // No BufferBuilder!
81 Fatal("Called without calling PrepareBuffers");
83 m_buffer_builder->Add(2*index); // ibo for GPU rendering
84 m_buffer_builder->Add(2*index+1);
85 m_indexes.push_back(index); // std::vector of indices for CPU rendering
89 * Finalise the index buffers for CPU and GPU rendering
91 void ObjectRenderer::FinaliseBuffers()
93 if (m_buffer_builder == NULL) // No BufferBuilder!
95 Fatal("Called without calling PrepareBuffers");
97 // For GPU rendering, UnMap the ibo
99 // ... and delete the BufferBuilder used to create it
100 delete m_buffer_builder; // delete matches new in ObjectRenderer::PrepareBuffers
101 m_buffer_builder = NULL;
103 // Nothing is necessary for CPU rendering
110 void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
112 for (unsigned i = 0; i < m_indexes.size(); ++i)
114 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
115 for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
117 for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
119 int index = (x+target.w*y)*4;
120 target.pixels[index+0] = 0;
121 target.pixels[index+1] = 0;
122 target.pixels[index+2] = 0;
123 target.pixels[index+3] = 255;
132 void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
134 //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
135 for (unsigned i = 0; i < m_indexes.size(); ++i)
137 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
139 // Using bresenham's lines now mainly because I want to see if they work
141 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
143 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
145 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
147 ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
149 // Diagonal for testing (from bottom left to top right)
150 //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
151 //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
158 void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
160 for (unsigned i = 0; i < m_indexes.size(); ++i)
162 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
163 int64_t centre_x = bounds.x + bounds.w / 2;
164 int64_t centre_y = bounds.y + bounds.h / 2;
166 //Debug("Centre is %d, %d", centre_x, centre_y);
167 //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
168 //Debug("Windos is %d,%d", target.w, target.h);
169 for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
171 for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
173 double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w);
174 double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h);
175 int64_t index = (x+target.w*y)*4;
177 if (dx*dx + dy*dy <= 1.0)
179 target.pixels[index+0] = 0;
180 target.pixels[index+1] = 0;
181 target.pixels[index+2] = 0;
182 target.pixels[index+3] = 255;
190 Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
192 Rect result = view.TransformToViewCoords(bounds);
193 result.x *= Real(target.w);
194 result.y *= Real(target.h);
195 result.w *= Real(target.w);
196 result.h *= Real(target.h);
203 * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
205 void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
207 //Warn("Rendering Beziers on CPU. Things may explode.");
208 for (unsigned i = 0; i < m_indexes.size(); ++i)
210 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
211 PixelBounds pix_bounds(bounds);
214 Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
215 //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
216 // Draw a rectangle around the bezier for debugging the coord transforms
217 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target);
218 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
219 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target);
220 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
222 // Draw lines between the control points for debugging
223 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
224 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
228 Real x[2]; Real y[2];
229 control.Evaluate(x[0], y[0], Real(0));
230 int64_t blen = max(2L, min(100L, pix_bounds.w));
231 Real invblen(1); invblen /= blen;
232 Debug("Using %li lines, inverse %f", blen, Double(invblen));
233 for (int64_t j = 1; j <= blen; ++j)
235 control.Evaluate(x[j % 2],y[j % 2], invblen*j);
236 ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
244 Real x; Real y; control.Evaluate(x,y,u);
245 int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
246 if (index >= 0 && index < 4*(target.w*target.h))
248 target.pixels[index+0] = 0;
249 target.pixels[index+1] = 0;
250 target.pixels[index+2] = 0;
251 target.pixels[index+3] = 255;
259 void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
261 m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
262 m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
263 m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
264 BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
266 for (auto bez : objects.beziers)
268 GPUBezierCoeffs coeffs = {
269 Float(bez.x0), Float(bez.y0),
270 Float(bez.x1 - bez.x0), Float(bez.y1 - bez.y0),
271 Float(bez.x2 - bez.x0), Float(bez.y2 - bez.y0)
275 m_bezier_coeffs.UnMap();
276 glGenTextures(1, &m_bezier_buffer_texture);
277 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
278 glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
280 m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
281 m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
282 m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
284 glGenTextures(1, &m_bezier_id_buffer_texture);
285 glActiveTexture(GL_TEXTURE1);
286 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
287 glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
288 glActiveTexture(GL_TEXTURE0);
291 void BezierRenderer::RenderUsingGPU()
293 if (!m_shader_program.Valid())
294 Warn("Shader is invalid (objects are of type %d)", m_type);
295 m_shader_program.Use();
296 glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
297 glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
299 glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
303 * For debug, save pixels to bitmap
305 void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
307 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
308 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
309 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
311 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
312 #endif //SDL_BYTEORDER
315 Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
316 if (SDL_SaveBMP(surf, filename) != 0)
317 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
320 SDL_FreeSurface(surf);
326 void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
328 int64_t dx = x1 - x0;
329 int64_t dy = y1 - y0;
330 bool neg_m = (dy*dx < 0);
334 // If positive slope > 1, just swap x and y
337 RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
341 int64_t two_dy = 2*dy;
342 int64_t p = two_dy - dx;
343 int64_t two_dxdy = 2*(dy-dx);
344 int64_t x; int64_t y; int64_t x_end;
345 int64_t width = (transpose ? target.h : target.w);
346 int64_t height = (transpose ? target.w : target.h);
349 rgba[0] = 255*colour.r;
350 rgba[1] = 255*colour.g;
351 rgba[2] = 255*colour.b;
352 rgba[3] = 255*colour.a;
369 if (x_end < 0) return;
370 y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
376 if (x > width) return;
380 // TODO: Avoid extra inner conditionals
383 if (x >= 0 && x < width && y >= 0 && y < height)
385 int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
386 for (int i = 0; i < 4; ++i)
387 target.pixels[index+i] = rgba[i];
394 if (neg_m) --y; else ++y;
397 } while (++x < x_end);