Support colours in shading
[ipdf/code.git] / src / objectrenderer.cpp
index 1e04588..967f7e1 100644 (file)
@@ -31,14 +31,18 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type,
  */
 void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
 {
+       // If we don't have anything to render, return.
+       if (first_obj_id == last_obj_id) return;
+       // If there are no objects of this type, return.
+       if (m_indexes.empty()) return;
        unsigned first_index = 0;
-       while (m_indexes[first_index] < first_obj_id) first_index ++;
+       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
        unsigned last_index = first_index;
-       while (m_indexes[last_index] < last_obj_id) last_index ++;
+       while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
 
        m_shader_program.Use();
        m_ibo.Bind();
-       glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
+       glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
 }
 
 
@@ -115,11 +119,11 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
        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;
+               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)
+               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(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
+                       for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
                        {
                                int index = (x+target.w*y)*4;
                                target.pixels[index+0] = 0;
@@ -140,7 +144,7 @@ void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v
        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;
+               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
@@ -167,7 +171,7 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View &
        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;
+               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;
@@ -175,21 +179,20 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View &
                //Debug("Centre is %d, %d", centre_x, centre_y);
                //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
                //Debug("Windos is %d,%d", target.w, target.h);
-               for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
+               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(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
+                       for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
                        {
-                               double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w);
-                               double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h);
+                               Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
+                               Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
                                int64_t index = (x+target.w*y)*4;
                                
-                               if (dx*dx + dy*dy <= 1.0)
+                               if (dx*dx + dy*dy <= Real(1))
                                {
                                        target.pixels[index+0] = 0;
                                        target.pixels[index+1] = 0;
                                        target.pixels[index+2] = 0;
                                        target.pixels[index+3] = 255;
-
                                }
                        }
                }
@@ -217,19 +220,20 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
        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);
+               if (m_indexes[i] >= last_obj_id) continue;
+               const Rect & bounds = objects.bounds[m_indexes[i]];
+               PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
 
-
-               Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
+               Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
                //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
-               // Draw a rectangle around the bezier for debugging the coord transforms
-               //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target);
-               //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
-               //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target);
-               //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
-       
+               // Draw a rectangle around the bezier for debugging the bounds rectangle calculations
+               if (view.ShowingObjectBounds())
+               {
+                       ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1));
+                       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));
+                       ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1));
+                       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));
+               }
                // Draw lines between the control points for debugging
                //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
                //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
@@ -238,9 +242,11 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                
                Real x[2]; Real y[2];
                control.Evaluate(x[0], y[0], Real(0));
-               int64_t blen = max(2L, min(100L, pix_bounds.w));
+               //Debug("target is (%lu, %lu)", target.w, target.h);
+               int64_t blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
+               
                Real invblen(1); invblen /= blen;
-               Debug("Using %li lines, inverse %f", blen, Double(invblen));
+               //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], invblen*j);
@@ -274,12 +280,16 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
        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)
+
+       for (unsigned i = 0; i < objects.beziers.size(); ++i)
        {
+               const Bezier & bez = objects.beziers[i];
+               
                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)
+                       Float(bez.x1), Float(bez.y1),
+                       Float(bez.x2), Float(bez.y2),
+                       Float(bez.x3), Float(bez.y3)
                        };
                builder.Add(coeffs);
        }
@@ -304,16 +314,93 @@ 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);
 
+       // If we don't have anything to render, return.
+       if (first_obj_id == last_obj_id) return;
+       // If there are no objects of this type, return.
+       if (m_indexes.empty()) return;
+
        unsigned first_index = 0;
-       while (m_indexes[first_index] < first_obj_id) first_index ++;
+       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
        unsigned last_index = first_index;
-       while (m_indexes[last_index] < last_obj_id) last_index ++;
+       while (m_indexes.size() > last_index && 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)));
+       glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
+}
+
+/**
+ * Render Group (shading)
+ */
+void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+{
+       if (!view.ShowingObjectBounds() && !view.PerformingShading())
+               return;
+               
+       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);
+               
+               const Group & group = objects.groups[objects.data_indices[m_indexes[i]]];
+               const Colour & c = group.shading;
+               if (c.a == 0 || !view.PerformingShading())
+                       continue;
+
+               // make the bounds just a little bit bigger
+               pix_bounds.x--;
+               pix_bounds.w++;
+               pix_bounds.y--;
+               pix_bounds.h++;
+               
+               // 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)
+               {
+                       bool inside = false;
+                       bool online = false;
+                       for (int64_t x = max((int64_t)0, pix_bounds.x); x <= min(pix_bounds.x+pix_bounds.w, target.w-1); ++x)
+                       {
+                               int64_t index = (x+target.w*y)*4;
+                               if (target.pixels[index+0] == 0 && target.pixels[index+1] == 0 && target.pixels[index+2] == 0 && target.pixels[index+3] == 255)
+                               {
+                                       online = true;
+                                       continue;
+                               }
+                               else if (online)
+                               {
+                                       inside = !inside;
+                                       online = false;
+                               }
+                               
+                               if (inside)
+                               {
+                                       target.pixels[index+0] = c.r*255;
+                                       target.pixels[index+1] = c.g*255;
+                                       target.pixels[index+2] = c.b*255;
+                                       target.pixels[index+3] = c.a*255;
+                               }
+                       }
+               }
+               //#endif //SHADING_DUMB
+               if (view.ShowingObjectBounds())
+               {
+                       
+                       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);
+                       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);
+               }
+               
+       
+       }       
 }
 
 /**
@@ -396,14 +483,13 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
 
        // TODO: Avoid extra inner conditionals
        do
-       {
+       {       
                if (x >= 0 && x < width && y >= 0 && y < height)
                {
                        int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
                        for (int i = 0; i < 4; ++i)
                                target.pixels[index+i] = rgba[i];
                }
-               
                if (p < 0)
                        p += two_dy;
                else
@@ -411,7 +497,7 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
                        if (neg_m) --y; else ++y;
                        p += two_dxdy;
                }
-       } while (++x < x_end);
+       } while (++x <= x_end);
 }
 
 }

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