Support colours in shading
[ipdf/code.git] / src / objectrenderer.cpp
index 42ec8fd..967f7e1 100644 (file)
@@ -227,12 +227,13 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                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 bounds rectangle calculations
-               /*
-               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));
-               */
+               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);
@@ -242,8 +243,7 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                Real x[2]; Real y[2];
                control.Evaluate(x[0], y[0], Real(0));
                //Debug("target is (%lu, %lu)", target.w, target.h);
-               int64_t blen = 100;
-               //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
+               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));
@@ -281,10 +281,9 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
        BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
 
 
-       for (unsigned i = 0; i < objects.types.size(); ++i)
+       for (unsigned i = 0; i < objects.beziers.size(); ++i)
        {
-               if (objects.types[i] != BEZIER) continue;
-               const Bezier & bez = objects.beziers[objects.data_indices[i]];//objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[i]);
+               const Bezier & bez = objects.beziers[i];
                
                GPUBezierCoeffs coeffs = {
                        Float(bez.x0), Float(bez.y0),
@@ -337,6 +336,9 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
  */
 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;
@@ -345,22 +347,21 @@ 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]]];
+               const Colour & c = group.shading;
+               if (c.a == 0 || !view.PerformingShading())
+                       continue;
 
-               Colour c(0.5,0.5,1,1);
                // make the bounds just a little bit bigger
                pix_bounds.x--;
                pix_bounds.w++;
                pix_bounds.y--;
                pix_bounds.h++;
-               /*
-               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);
-               */
+               
                // 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;
@@ -388,6 +389,15 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c
                                }
                        }
                }
+               //#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);
+               }
                
        
        }       
@@ -473,14 +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

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