David's final changes: more profiler features, fixes.
[ipdf/code.git] / src / objectrenderer.cpp
index 4e59cd0..c0c44b6 100644 (file)
@@ -24,9 +24,12 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type,
                const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
                : m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL)
 {
-       m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
-       m_shader_program.Use();
-       glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
+       if (vert_glsl_file != NULL && frag_glsl_file != NULL && geom_glsl_file != NULL)
+       {
+               m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
+               m_shader_program.Use();
+               glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
+       }
 }
 
 /**
@@ -52,7 +55,7 @@ void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
 /**
  * Default implementation for rendering using CPU
  */
-void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void ObjectRenderer::RenderUsingCPU(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?
@@ -117,7 +120,7 @@ void ObjectRenderer::FinaliseBuffers()
 /**
  * Rectangle (filled)
  */
-void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void RectFilledRenderer::RenderUsingCPU(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)
        {
@@ -144,7 +147,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
 /**
  * Rectangle (outine)
  */
-void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void RectOutlineRenderer::RenderUsingCPU(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)
@@ -172,7 +175,7 @@ void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v
 /**
  * Circle (filled)
  */
-void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void CircleFilledRenderer::RenderUsingCPU(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)
        {
@@ -219,71 +222,55 @@ ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point,
 {
        // hack...
        Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1));
-       int64_t x = result.x*target.w;
-       int64_t y = result.y*target.h;
+       int64_t x = Int64(result.x)*target.w;
+       int64_t y = Int64(result.y)*target.h;
        return PixelPoint(x,y);
 }
        
-
-/**
- * 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, unsigned first_obj_id, unsigned last_obj_id)
+       
+void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c)
 {
-       //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;
-               const Rect & bounds = objects.bounds[m_indexes[i]];
-               PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
+       //const Rect & bounds = objects.bounds[i];
+       PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
+       //Bezier control(objects.beziers[objects.data_indices[i]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
+       Bezier control(relative.ToAbsolute(bounds), Rect(0,0,target.w, target.h)); 
 
-               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
-               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);
-                                                                               
-
-               
+       if (view.ShowingBezierBounds())
+       {
+               ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(255,0,0,0));
+               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(0,255,0,0));
+               ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(255,0,0,0));
+               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(0,255,0,0));
+       }
        
-               unsigned blen = min(max(2U, (unsigned)(target.w/view.GetBounds().w)), min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
+       int64_t blen =  min((int64_t)50,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), 
+                       //min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
                
                // DeCasteljau Divide the Bezier
-               queue<Bezier> divisions;
-               divisions.push(control);
-               while(divisions.size() < blen)
-               {
-                       Bezier & current = divisions.front();
-                       if (current.GetType() == Bezier::LINE)
-                       {
-                               --blen;
-                               continue;
-                       }
-                       divisions.push(current.DeCasteljauSubdivideRight(Real(1)/Real(2)));     
-                       divisions.push(current.DeCasteljauSubdivideLeft(Real(1)/Real(2)));
-                       divisions.pop();
-                       
-                       //Debug("divisions %u", divisions.size());
-               }
-               while (divisions.size() > 0)
-               {
-                       Bezier & current = divisions.front();
-                       RenderLineOnCPU(current.x0, current.y0, current.x3, current.y3, target, Colour(0,0,0,!view.PerformingShading()));
-                       divisions.pop();
-               }
+       #ifdef BEZIER_CPU_DECASTELJAU
+       queue<Bezier> divisions;
+       divisions.push(control);
+       while(divisions.size() < (uint64_t)(blen))
+       {
+               Bezier & current = divisions.front();
+               //if (current.GetType() == Bezier::LINE)
+               //{
+               //      --blen;
+               //      continue;
+               //}
+               divisions.push(current.DeCasteljauSubdivideRight(Real(1)/Real(2)));     
+               divisions.push(current.DeCasteljauSubdivideLeft(Real(1)/Real(2)));
+               divisions.pop();
+       }
+       while (divisions.size() > 0)
+       {
+               Bezier & current = divisions.front();
+               RenderLineOnCPU(Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(current.y3), target, c);
+               divisions.pop();
+       }               
+       #else
+               Real invblen(1); invblen /= Real(blen);
                
-               /* Draw the Bezier by sampling
-               Real invblen(1); invblen /= blen;
                Real t(invblen);
                Vec2 v0;
                Vec2 v1;
@@ -291,29 +278,73 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                for (int64_t j = 1; j <= blen; ++j)
                {
                        control.Evaluate(v1.x, v1.y, t);
-                       
-                       ObjectRenderer::RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target, Colour(0,0,0,!view.PerformingShading()));
-                       //ObjectRenderer::SetColour(target, x[0], y[0], Colour(1,0,0,1));
-                       //ObjectRenderer::SetColour(target, x[1], y[1], Colour(0,0,1,1));
+                       RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target);
                        t += invblen;
                        v0 = v1;
                }
-               */
+       #endif //BEZIER_CPU_DECASTELJAU
+}
+
+/**
+ * Bezier curve
+ * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
+ */
+void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+{
+       #ifdef TRANSFORM_BEZIERS_TO_PATH
+               return;
+       #endif
+       if (view.PerformingShading())
+               return;
+               
+       //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;
+               Colour c(0,0,0,255);
+               if (view.ShowingBezierType())
+               {
+                       switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType())
+                       {
+                               case Bezier::LINE:
+                                       break;
+                               case Bezier::QUADRATIC:
+                                       c.b = 255;
+                                       break;
+                               case Bezier::SERPENTINE:
+                                       c.r = 255;
+                                       break;
+                               case Bezier::CUSP:
+                                       c.g = 255;
+                                       break;
+                               case Bezier::LOOP:
+                                       c.r = 128;
+                                       c.b = 128;
+                                       break;
+                               default:
+                                       c.r = 128;
+                                       c.g = 128;
+                                       break;
+                       }
+               }
+               Rect bounds = view.TransformToViewCoords(objects.bounds[m_indexes[i]]);
+               Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]];
+               RenderBezierOnCPU(bez, bounds, view, target, c);
        }
 }
 
-void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
+void BezierRenderer::PrepareBezierGPUBuffer(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 (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), Float(bez.y1),
@@ -322,6 +353,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
                        };
                builder.Add(coeffs);
        }
+       
        m_bezier_coeffs.UnMap();
        glGenTextures(1, &m_bezier_buffer_texture);
        glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
@@ -340,6 +372,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
 
 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);
 
@@ -349,7 +382,14 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
        if (m_indexes.empty()) return;
 
        unsigned first_index = 0;
-       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
+       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id)
+       {
+               unsigned new_index = (first_index + first_obj_id) / 2;
+               if (new_index != first_index && new_index < m_indexes.size() && m_indexes[new_index] < first_obj_id)
+                       first_index = new_index;
+               else
+                       first_index ++;
+       }
        unsigned last_index = first_index;
        while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
 
@@ -357,6 +397,12 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
        glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
        glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
        m_ibo.Bind();
+       
+       // To antialias the line... causes SIGFPE because why would anything make sense
+       //glEnable(GL_BLEND);
+       //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       //glEnable(GL_LINE_SMOOTH);
+       //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
 }
 
@@ -365,10 +411,9 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
 /**
  * Render Path (shading)
  */
-void PathRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void PathRenderer::RenderUsingCPU(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)
        {
@@ -376,33 +421,96 @@ void PathRenderer::RenderUsingCPU(const Objects & objects, const View & view, co
                if (m_indexes[i] >= last_obj_id) continue;
                
                
-               Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+       
+               Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+               Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target));
                PixelBounds pix_bounds(bounds);
-               const Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
-               if (path.m_fill.a == 0 || !view.PerformingShading())
-                       continue;
                
-               for (unsigned f = 0; f < path.m_fill_points.size(); ++f)
-               {
-                       PixelPoint fill_point(CPUPointLocation(path.m_fill_points[f], view, target));
-                       FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill);
-               }
-               
-               /*if (true)//(view.ShowingObjectBounds())
+               if (view.ShowingFillPoints())
                {
                        
                        PixelPoint start(CPUPointLocation((path.m_top+path.m_left+path.m_right+path.m_bottom)/4, view, target));
                        for (unsigned f = 0; f < path.m_fill_points.size(); ++f)
                        {
                                PixelPoint end(CPUPointLocation(path.m_fill_points[f], view, target));
-                               RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,1,1));
+                               RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,255,0));
+                       }
+               }
+               
+               #ifndef TRANSFORM_BEZIERS_TO_PATH
+               if (!view.PerformingShading())
+                       continue;
+               for (unsigned b = path.m_start; b <= path.m_end; ++b)
+               {
+                       Rect bbounds = view.TransformToViewCoords(objects.bounds[b]);
+                       Bezier & bez = objects.beziers[objects.data_indices[b]];
+                       BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke);
+               }
+               #else
+               // Outlines still get drawn if using TRANSFORM_BEZIERS_TO_PATH
+               for (unsigned b = path.m_start; b <= path.m_end; ++b)
+               {
+                       Colour stroke = (view.PerformingShading()) ? path.m_stroke : Colour(0,0,0,255);
+                       // bezier's bounds are relative to this object's bounds, convert back to view bounds
+                       Rect bbounds = objects.bounds[b];
+                       bbounds.x *= objects.bounds[m_indexes[i]].w;
+                       bbounds.x += objects.bounds[m_indexes[i]].x;
+                       bbounds.y *= objects.bounds[m_indexes[i]].h;
+                       bbounds.y += objects.bounds[m_indexes[i]].y;
+                       bbounds.w *= objects.bounds[m_indexes[i]].w;
+                       bbounds.h *= objects.bounds[m_indexes[i]].h;
+                       bbounds = view.TransformToViewCoords(bbounds);
+                       //Debug("Bounds: %s", objects.bounds[m_indexes[i]].Str().c_str());
+                       //Debug("Relative Bez Bounds: %s", objects.bounds[b].Str().c_str());
+                       //Debug("Bez Bounds: %s", bbounds.Str().c_str());
+                       
+                       Bezier & bez = objects.beziers[objects.data_indices[b]];
+                       
+                       BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target, stroke);
+               }
+               if (!view.PerformingShading())
+                       continue;
+               #endif
+               
+               
+               if (pix_bounds.w*pix_bounds.h > 100)
+               {
+                       vector<Vec2> & fill_points = path.FillPoints(objects, view);
+                       Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h);
+                       for (unsigned f = 0; f < fill_points.size(); ++f)
+                       {
+                               PixelPoint fill_point(CPUPointLocation(fill_points[f], view, target));
+                               
+                               FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill, path.m_stroke);
+                       }
+               }
+               else
+               {
+                       Debug("Low resolution; use brute force %u,%u",pix_bounds.w, pix_bounds.h);
+                       int64_t y_min = max((int64_t)0, pix_bounds.y);
+                       int64_t y_max = min(pix_bounds.y+pix_bounds.h, target.h);
+                       int64_t x_min = max((int64_t)0, pix_bounds.x);
+                       int64_t x_max = min(pix_bounds.x+pix_bounds.w, target.w);
+                       for (int64_t y = y_min; y < y_max; ++y)
+                       {
+                               for (int64_t x = x_min; x < x_max; ++x)
+                               {
+                                       Rect pb(path.SolveBounds(objects));
+                                       Vec2 pt(pb.x + (Real(x-pix_bounds.x)/Real(pix_bounds.w))*pb.w, 
+                                                       pb.y + (Real(y-pix_bounds.y)/Real(pix_bounds.h))*pb.h);
+                                       if (path.PointInside(objects, pt))
+                                       {
+                                               FloodFillOnCPU(x, y, pix_bounds, target, path.m_fill, path.m_stroke);
+                                       }
+                               }
                        }
                }
-               */
-       
        }       
 }
 
+
+
+
 /**
  * For debug, save pixels to bitmap
  */
@@ -424,6 +532,9 @@ void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filena
        SDL_FreeSurface(surf);
 }
 
+
+
+
 /**
  * Bresenham's lines
  */
@@ -449,12 +560,6 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
        int64_t width = (transpose ? target.h : target.w);
        int64_t height = (transpose ? target.w : target.h);
 
-       uint8_t rgba[4];
-       rgba[0] = 255*colour.r;
-       rgba[1] = 255*colour.g;
-       rgba[2] = 255*colour.b;
-       rgba[3] = 255*colour.a;
-
        if (x0 > x1)
        {
                x = x1;
@@ -487,8 +592,10 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
                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];
+                       target.pixels[index+0] = colour.r;
+                       target.pixels[index+1] = colour.g;
+                       target.pixels[index+2] = colour.b;
+                       target.pixels[index+3] = colour.a;
                }
                if (p < 0)
                        p += two_dy;
@@ -500,10 +607,27 @@ 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)
+
+void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke)
 {
-       if (fill == Colour(1,1,1,1))
+       // HACK to prevent overflooding (when the fill points for a path round to the pixel outside the boundary)
+       // (I totally just made that term up...)
+       Colour c = GetColour(target, x+1, y);
+       if (c == fill || c == stroke)
+               return;
+       c = GetColour(target, x-1, y);
+       if (c == fill || c == stroke)
+               return;
+       c = GetColour(target, x, y+1);
+       if (c == fill || c == stroke)
+               return;
+       c = GetColour(target, x, y-1);
+       if (c == fill || c == stroke)
                return;
+               
+       // The hack works but now we get underflooding, or, "droughts".
+       
+               
        queue<PixelPoint > traverse;
        traverse.push(PixelPoint(x,y));
        // now with 100% less stack overflows!
@@ -514,10 +638,14 @@ void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bo
                if (cur.first < 0 || cur.first < bounds.x || cur.first >= bounds.x+bounds.w || cur.first >= target.w ||
                        cur.second < 0 || cur.second < bounds.y || cur.second >= bounds.y+bounds.h || cur.second >= target.h)
                        continue;
-               if (GetColour(target, cur.first, cur.second) != Colour(1,1,1,1))
+               c = GetColour(target, cur.first, cur.second);
+               if (c == fill || c == stroke)
                        continue;
+
                SetColour(target, cur.first, cur.second, fill);
                
+               //Debug("c is {%u,%u,%u,%u} fill is {%u,%u,%u,%u}, stroke is {%u,%u,%u,%u}",
+               //      c.r,c.g,c.b,c.a, fill.r,fill.g,fill.b,fill.a, stroke.r,stroke.g,stroke.b,stroke.a);
 
                traverse.push(PixelPoint(cur.first+1, cur.second));
                traverse.push(PixelPoint(cur.first-1, cur.second));
@@ -526,4 +654,12 @@ void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bo
        }
 }
 
+ObjectRenderer::PixelBounds::PixelBounds(const Rect & bounds)
+{
+       x = Int64(Double(bounds.x));
+       y = Int64(Double(bounds.y));
+       w = Int64(Double(bounds.w));
+       h = Int64(Double(bounds.h));
+}
+
 }

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