Attempt Shading + Bezier Bounds (hopefully) correct
[ipdf/code.git] / src / objectrenderer.cpp
index 7a0f8cd..ed4db41 100644 (file)
@@ -227,11 +227,12 @@ 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));
-       
+               */
                // 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);
@@ -341,15 +342,52 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c
                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);
        
 
                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...
+               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;
+                               }
+                       }
+               }
                
        
        }       

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