BeĢziers
[ipdf/code.git] / src / objectrenderer.cpp
index ff40b1f..c552bd8 100644 (file)
@@ -4,13 +4,16 @@
  */
 
 #include "objectrenderer.h"
+#include "view.h"
+
+using namespace std;
 
 namespace IPDF
 {
 
 /**
  * ObjectRenderer constructor
- * Note the ShaderProgram constructor which compiles the shaders for GPU rendering (if they exist)
+ * Note we cannot compile the shaders in the constructor because the Screen class needs to initialise GL and it has a ShaderProgram member
  */
 ObjectRenderer::ObjectRenderer(const ObjectType & type, 
                const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
@@ -33,12 +36,14 @@ void ObjectRenderer::RenderUsingGPU()
        glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
 }
 
+
 /**
  * Default implementation for rendering using CPU
  */
-void ObjectRenderer::RenderUsingCPU()
+void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
 {
        Error("Cannot render objects of type %d on CPU", m_type);
+       //TODO: Render a rect or something instead?
 }
 
 /**
@@ -55,6 +60,7 @@ void ObjectRenderer::PrepareBuffers(unsigned max_objects)
        m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
 
        // Initialise and resize the ibo (for GPU rendering)
+       m_ibo.Invalidate();
        m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
        m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
        m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
@@ -95,4 +101,252 @@ void ObjectRenderer::FinaliseBuffers()
        // Nothing is necessary for CPU rendering
 }
 
+
+/**
+ * Rectangle (filled)
+ */
+void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+{
+       for (unsigned i = 0; i < m_indexes.size(); ++i)
+       {
+               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 y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
+                       {
+                               int index = (x+target.w*y)*4;
+                               target.pixels[index+0] = 0;
+                               target.pixels[index+1] = 0;
+                               target.pixels[index+2] = 0;
+                               target.pixels[index+3] = 255;
+                       }
+               }
+       }
+}
+
+/**
+ * Rectangle (outine)
+ */
+void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+{
+       //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
+       for (unsigned i = 0; i < m_indexes.size(); ++i)
+       {
+               PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+               
+               // Using bresenham's lines now mainly because I want to see if they work
+               // top
+               ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
+               // bottom
+               ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
+               // left
+               ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
+               // right
+               ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
+
+               // Diagonal for testing (from bottom left to top right)
+               //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
+               //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
+       }
+}
+
+/**
+ * Circle (filled)
+ */
+void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+{
+       for (unsigned i = 0; i < m_indexes.size(); ++i)
+       {
+               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;
+               
+               //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 y = max(0L, 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);
+                               int64_t index = (x+target.w*y)*4;
+                               
+                               if (dx*dx + dy*dy <= 1.0)
+                               {
+                                       target.pixels[index+0] = 0;
+                                       target.pixels[index+1] = 0;
+                                       target.pixels[index+2] = 0;
+                                       target.pixels[index+3] = 255;
+
+                               }
+                       }
+               }
+       }
+}
+
+Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
+{
+       Rect result = view.TransformToViewCoords(bounds);
+       result.x *= Real(target.w);
+       result.y *= Real(target.h);
+       result.w *= Real(target.w);
+       result.h *= Real(target.h);
+       return result;
+}
+       
+
+/**
+ * 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)
+{
+       //Warn("Rendering Beziers on CPU. Things may explode.");
+       for (unsigned i = 0; i < m_indexes.size(); ++i)
+       {
+               Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+               PixelBounds pix_bounds(bounds);
+
+
+               Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
+               //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 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);
+                                                                               
+
+               
+               Real x[2]; Real y[2];
+               control.Evaluate(x[0], y[0], Real(0));
+               for (unsigned j = 1; j <= 100; ++j)
+               {
+                       control.Evaluate(x[j % 2],y[j % 2], Real(0.01)*j);                      
+                       ObjectRenderer::RenderLineOnCPU((int64_t)x[0],(int64_t)y[0], (int64_t)x[1],(int64_t)y[1], target);
+               }
+               
+               /*
+               Real u(0);
+               while (u < Real(1))
+               {
+                       u += Real(1e-6);
+                       Real x; Real y; control.Evaluate(x,y,u);
+                       int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
+                       if (index >= 0 && index < 4*(target.w*target.h))
+                       {
+                               target.pixels[index+0] = 0;
+                               target.pixels[index+1] = 0;
+                               target.pixels[index+2] = 0;
+                               target.pixels[index+3] = 255;
+                       }       
+               }
+               */
+               
+       }
+}
+
+/**
+ * For debug, save pixels to bitmap
+ */
+void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
+{
+       SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
+       #if SDL_BYTEORDER == SDL_LIL_ENDIAN
+               0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
+       #else
+               0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
+       #endif //SDL_BYTEORDER  
+       );      
+       if (surf == NULL)
+               Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
+       if (SDL_SaveBMP(surf, filename) != 0)
+               Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
+
+       // Cleanup
+       SDL_FreeSurface(surf);
+}
+
+/**
+ * Bresenham's lines
+ */
+void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
+{
+       int64_t dx = x1 - x0;
+       int64_t dy = y1 - y0;
+       bool neg_m = (dy*dx < 0);
+       dy = abs(dy);
+       dx = abs(dx);
+
+       // If positive slope > 1, just swap x and y
+       if (dy > dx)
+       {
+               RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
+               return;
+       }
+
+       int64_t two_dy = 2*dy;
+       int64_t p = two_dy - dx;
+       int64_t two_dxdy = 2*(dy-dx);
+       int64_t x; int64_t y; int64_t x_end;
+       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;
+               y = y1;
+               x_end = x0;
+       }
+       else
+       {
+               x = x0;
+               y = y0;
+               x_end = x1;
+       }
+
+       if (x < 0)
+       {
+               if (x_end < 0) return;
+               y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
+               x = 0;
+       }
+       
+       if (x_end > width)
+       {
+               if (x > width) return;
+               x_end = width-1;
+       }
+
+       // 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
+               {
+                       if (neg_m) --y; else ++y;
+                       p += two_dxdy;
+               }
+       } while (++x < x_end);
+}
+
 }

UCC git Repository :: git.ucc.asn.au