David's final changes: more profiler features, fixes.
[ipdf/code.git] / src / objectrenderer.cpp
index fe97afd..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
+       }
 }
 
 /**
@@ -225,11 +228,12 @@ ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point,
 }
        
        
-void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View & view, const CPURenderTarget & target, const Colour & c)
+void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c)
 {
-       const Rect & bounds = objects.bounds[i];
+       //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(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)); 
 
        if (view.ShowingBezierBounds())
        {
@@ -239,20 +243,21 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View
                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)Int64(Real(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
+       #ifdef BEZIER_CPU_DECASTELJAU
        queue<Bezier> divisions;
        divisions.push(control);
-       while(divisions.size() < blen)
+       while(divisions.size() < (uint64_t)(blen))
        {
                Bezier & current = divisions.front();
-               if (current.GetType() == Bezier::LINE)
-               {
-                       --blen;
-                       continue;
-               }
+               //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();
@@ -263,6 +268,21 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View
                RenderLineOnCPU(Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(current.y3), target, c);
                divisions.pop();
        }               
+       #else
+               Real invblen(1); invblen /= Real(blen);
+               
+               Real t(invblen);
+               Vec2 v0;
+               Vec2 v1;
+               control.Evaluate(v0.x, v0.y, 0);
+               for (int64_t j = 1; j <= blen; ++j)
+               {
+                       control.Evaluate(v1.x, v1.y, t);
+                       RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target);
+                       t += invblen;
+                       v0 = v1;
+               }
+       #endif //BEZIER_CPU_DECASTELJAU
 }
 
 /**
@@ -271,6 +291,9 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View
  */
 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;
                
@@ -305,7 +328,9 @@ void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const
                                        break;
                        }
                }
-               RenderBezierOnCPU(m_indexes[i], objects, view, target, c);
+               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);
        }
 }
 
@@ -316,11 +341,10 @@ void BezierRenderer::PrepareBezierGPUBuffer(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 (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),
@@ -329,6 +353,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects)
                        };
                builder.Add(coeffs);
        }
+       
        m_bezier_coeffs.UnMap();
        glGenTextures(1, &m_bezier_buffer_texture);
        glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
@@ -347,6 +372,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(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);
 
@@ -356,7 +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 ++;
 
@@ -364,6 +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)));
 }
 
@@ -382,9 +421,10 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP
                if (m_indexes[i] >= last_obj_id) continue;
                
                
-               Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
-               PixelBounds pix_bounds(bounds);
+       
                Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+               Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target));
+               PixelBounds pix_bounds(bounds);
                
                if (view.ShowingFillPoints())
                {
@@ -397,13 +437,41 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP
                        }
                }
                
+               #ifndef TRANSFORM_BEZIERS_TO_PATH
                if (!view.PerformingShading())
                        continue;
-               
                for (unsigned b = path.m_start; b <= path.m_end; ++b)
                {
-                       BezierRenderer::RenderBezierOnCPU(b,objects,view,target,path.m_stroke);
+                       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)
                {
@@ -440,6 +508,9 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP
        }       
 }
 
+
+
+
 /**
  * For debug, save pixels to bitmap
  */
@@ -461,6 +532,9 @@ void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filena
        SDL_FreeSurface(surf);
 }
 
+
+
+
 /**
  * Bresenham's lines
  */
@@ -580,4 +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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