/**
* ObjectRenderer constructor
- * Note we cannot compile the shaders in the constructor because the Screen class needs to initialise GL and it has a ShaderProgram member
+ * Note we cannot compile the shaders in the ShaderProgram constructor
+ * because the Screen class needs to initialise GL first and it has a
+ * ShaderProgram member
*/
ObjectRenderer::ObjectRenderer(const ObjectType & type,
const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
/**
* Render using GPU
*/
-void ObjectRenderer::RenderUsingGPU()
+void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
- if (!m_shader_program.Valid())
- Warn("Shader is invalid (objects are of type %d)", m_type);
+ unsigned first_index = 0;
+ while (m_indexes[first_index] < first_obj_id) first_index ++;
+ unsigned last_index = first_index;
+ while (m_indexes[last_index] < last_obj_id) last_index ++;
+
m_shader_program.Use();
m_ibo.Bind();
- glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
}
/**
* Default implementation for rendering using CPU
*/
-void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
Error("Cannot render objects of type %d on CPU", m_type);
//TODO: Render a rect or something instead?
/**
* Rectangle (filled)
*/
-void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] > last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
/**
* Rectangle (outine)
*/
-void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
//Debug("Render %u outlined rectangles on CPU", m_indexes.size());
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] > last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
// Using bresenham's lines now mainly because I want to see if they work
/**
* Circle (filled)
*/
-void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] > last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
int64_t centre_x = bounds.x + bounds.w / 2;
int64_t centre_y = bounds.y + bounds.h / 2;
* Bezier curve
* Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
*/
-void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
//Warn("Rendering Beziers on CPU. Things may explode.");
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] > last_obj_id) continue;
Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
PixelBounds pix_bounds(bounds);
Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
- for (unsigned j = 1; j <= 100; ++j)
+ int64_t blen = max(2L, min(100L, pix_bounds.w));
+ Real invblen(1); invblen /= blen;
+ Debug("Using %li lines, inverse %f", blen, Double(invblen));
+ for (int64_t j = 1; j <= blen; ++j)
{
- control.Evaluate(x[j % 2],y[j % 2], Real(0.01)*j);
- ObjectRenderer::RenderLineOnCPU((int64_t)x[0],(int64_t)y[0], (int64_t)x[1],(int64_t)y[1], target);
+ control.Evaluate(x[j % 2],y[j % 2], invblen*j);
+ ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
}
/*
}
}
+void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
+{
+ m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
+ m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
+ BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
+
+ for (auto bez : objects.beziers)
+ {
+ GPUBezierCoeffs coeffs = {
+ Float(bez.x0), Float(bez.y0),
+ Float(bez.x1 - bez.x0), Float(bez.y1 - bez.y0),
+ Float(bez.x2 - bez.x0), Float(bez.y2 - bez.y0)
+ };
+ builder.Add(coeffs);
+ }
+ m_bezier_coeffs.UnMap();
+ glGenTextures(1, &m_bezier_buffer_texture);
+ glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
+ glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
+
+ m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
+ m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
+
+ glGenTextures(1, &m_bezier_id_buffer_texture);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
+ glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
+ glActiveTexture(GL_TEXTURE0);
+}
+
+void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
+{
+ if (!m_shader_program.Valid())
+ Warn("Shader is invalid (objects are of type %d)", m_type);
+
+ unsigned first_index = 0;
+ while (m_indexes[first_index] < first_obj_id) first_index ++;
+ unsigned last_index = first_index;
+ while (m_indexes[last_index] < last_obj_id) last_index ++;
+
+ m_shader_program.Use();
+ glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
+ glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
+ m_ibo.Bind();
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
+}
+
/**
* For debug, save pixels to bitmap
*/