A Song of Floodfills and Segfaults
[ipdf/code.git] / src / objectrenderer.cpp
index 6108f4f..8234547 100644 (file)
@@ -5,7 +5,7 @@
 
 #include "objectrenderer.h"
 #include "view.h"
-#include <list>
+#include <vector>
 
 using namespace std;
 
@@ -122,6 +122,8 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
                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));
+               FloodFillOnCPU(bounds.x+1, bounds.y+1, bounds, target, Colour(0,0,0,1));
+               /*
                for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
                {
                        for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
@@ -133,6 +135,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
                                target.pixels[index+3] = 255;
                        }
                }
+               */
        }
 }
 
@@ -209,6 +212,15 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con
        result.h *= Real(target.h);
        return result;
 }
+
+pair<int64_t, int64_t> ObjectRenderer::CPUPointLocation(const pair<Real, Real> & point, const View & view, const CPURenderTarget & target)
+{
+       // hack...
+       Rect result = view.TransformToViewCoords(Rect(point.first, point.second,1,1));
+       int64_t x = result.x*target.w;
+       int64_t y = result.y*target.h;
+       return pair<int64_t, int64_t>(x,y);
+}
        
 
 /**
@@ -332,17 +344,12 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
        glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
 }
 
-inline bool IsBlack(uint8_t * pixels, int64_t index)
-{
-       bool result = (pixels[index+0] == 0 && pixels[index+1] == 0 && pixels[index+2] == 0 && pixels[index+3] == 255);
-       //pixels[index+3] = 254; // hax
-       return result;
-}
+
 
 /**
- * Render Group (shading)
+ * Render Path (shading)
  */
-void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void PathRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
 {
        if (!view.ShowingObjectBounds() && !view.PerformingShading())
                return;
@@ -355,75 +362,29 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c
                
                Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
                PixelBounds pix_bounds(bounds);
-               
-               const Group & group = objects.groups[objects.data_indices[m_indexes[i]]];
-               if (group.m_fill.a == 0 || !view.PerformingShading())
-                       continue;
-
-               // make the bounds just a little bit bigger
                pix_bounds.x-=1;
                pix_bounds.w+=2;
                pix_bounds.y-=1;
                pix_bounds.h+=2;
-               
-               // Attempt to shade the region
-               // Assumes the outline has been drawn first...
-               //#ifdef SHADING_DUMB
-               for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y)
-               {
-                       struct Segment
-                       {
-                               int64_t first;
-                               int64_t second;
-                               bool all_black;
-                       };
-                       list<Segment> segments;
-                       int64_t min_x = max((int64_t)0, pix_bounds.x);
-                       int64_t max_x = min(pix_bounds.x+pix_bounds.w, target.w-1);
-                       int64_t yy = y*target.w;
+               const Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+               if (path.m_fill.a == 0 || !view.PerformingShading())
+                       continue;
 
-                       int64_t x = min_x;
-                       while (x <= max_x)
-                       {
-                               bool start_black = IsBlack(target.pixels, 4*(x+yy));
-                               bool black = start_black;
-                               segments.push_back({x,x,start_black});
-                               while (black == start_black && ++x <= max_x)
-                               {
-                                       black = IsBlack(target.pixels, 4*(x+yy));
-                               }
-                               segments.back().second = x-1;
-                       }
-                       
-                       // Keep only the interior segments
-                       list<Segment>::iterator j = segments.begin();
-                       //TODO: Magically delete unneeded segments here...
-                       
-                       // Fill in remaining segments
-                       for (j=segments.begin(); j != segments.end(); ++j)
-                       {
-                               Colour c(group.m_fill);
-                               if (j->all_black)
-                               {
-                                       c.r = 1;//1; // Change to debug the outline scanning
-                                       c.g = 0;
-                                       c.b = 0;
-                                       c.a = 1;
-                               }
-                               for (x = max(min_x, j->first); x <= min(max_x, j->second); ++x)
-                               {
-                                       int64_t index = 4*(x+yy);
-                                       target.pixels[index+0] = 255*c.r;
-                                       target.pixels[index+1] = 255*c.g;
-                                       target.pixels[index+2] = 255*c.b;
-                                       target.pixels[index+3] = 255*c.a;
-                               }
-                       }
-               }
-               //#endif //SHADING_DUMB
+
+               pair<int64_t,int64_t> top(CPUPointLocation(path.m_top, view, target));
+               pair<int64_t,int64_t> bottom(CPUPointLocation(path.m_bottom, view, target));
+               pair<int64_t,int64_t> left(CPUPointLocation(path.m_left, view, target));
+               pair<int64_t,int64_t> right(CPUPointLocation(path.m_right, view, target));
+               FloodFillOnCPU(top.first, top.second+1, pix_bounds, target, path.m_fill);
+               FloodFillOnCPU(bottom.first, bottom.second-1, pix_bounds, target, path.m_fill);
+               FloodFillOnCPU(left.first+1, left.second, pix_bounds, target, path.m_fill);
+               FloodFillOnCPU(right.first-1, right.second, pix_bounds, target, path.m_fill);
+               
                if (view.ShowingObjectBounds())
                {
-                       const Colour & c = group.m_fill;
+                       Colour c(0,0,1,1);
+                       RenderLineOnCPU(top.first, top.second, bottom.first, bottom.second, target, c);
+                       RenderLineOnCPU(left.first, left.second, right.first, right.second, target, c);
                        ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c);
                        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);
                        ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c);
@@ -531,4 +492,22 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
        } while (++x <= x_end);
 }
 
+void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill)
+{
+       if (x < 0 || x < bounds.x || x > bounds.x+bounds.w || x >= target.w)
+               return;
+       if (y < 0 || y < bounds.y || y > bounds.y+bounds.h || y >= target.h)
+               return;
+               
+       if (GetColour(target, x, y) != Colour(1,1,1,1))
+               return;
+               
+       SetColour(target, x, y, fill);
+       FloodFillOnCPU(x-1, y, bounds, target, fill);
+       FloodFillOnCPU(x+1, y, bounds, target, fill);
+       FloodFillOnCPU(x,y-1,bounds,target,fill);
+       FloodFillOnCPU(x,y+1,bounds,target,fill);
+       
+}
+
 }

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