Add quadtree back to the Makefile
[ipdf/code.git] / src / objectrenderer.cpp
index 8b3b7e4..fe97afd 100644 (file)
@@ -5,6 +5,9 @@
 
 #include "objectrenderer.h"
 #include "view.h"
+#include <vector>
+#include <queue>
+#include <stack>
 
 using namespace std;
 
@@ -42,14 +45,14 @@ void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
 
        m_shader_program.Use();
        m_ibo.Bind();
-       glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
+       glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
 }
 
 
 /**
  * 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?
@@ -114,13 +117,15 @@ 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)
        {
                if (m_indexes[i] < first_obj_id) continue;
                if (m_indexes[i] >= last_obj_id) continue;
                PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+               FloodFillOnCPU(bounds.x+1, bounds.y+1, bounds, target, Colour(0,0,0,1));
+               /*
                for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
                {
                        for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
@@ -132,13 +137,14 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
                                target.pixels[index+3] = 255;
                        }
                }
+               */
        }
 }
 
 /**
  * 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)
@@ -166,7 +172,7 @@ 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)
        {
@@ -208,81 +214,118 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con
        result.h *= Real(target.h);
        return result;
 }
+
+ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target)
+{
+       // hack...
+       Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1));
+       int64_t x = Int64(result.x)*target.w;
+       int64_t y = Int64(result.y)*target.h;
+       return PixelPoint(x,y);
+}
+       
        
+void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View & view, const CPURenderTarget & target, const Colour & c)
+{
+       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));
+
+       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)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();
+       }
+       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();
+       }               
+}
 
 /**
  * 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::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
 {
+       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;
-               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));
-               int64_t blen = max((int64_t)2, min((int64_t)100, pix_bounds.w));
-               Real invblen(1); invblen /= blen;
-               Debug("Using %li lines, inverse %f", blen, Double(invblen));
-               for (int64_t j = 1; j <= blen; ++j)
-               {
-                       control.Evaluate(x[j % 2],y[j % 2], invblen*j);
-                       ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
-               }
-               
-               /*
-               Real u(0);
-               while (u < Real(1))
+               Colour c(0,0,0,255);
+               if (view.ShowingBezierType())
                {
-                       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))
+                       switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType())
                        {
-                               target.pixels[index+0] = 0;
-                               target.pixels[index+1] = 0;
-                               target.pixels[index+2] = 0;
-                               target.pixels[index+3] = 255;
-                       }       
+                               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;
+                       }
                }
-               */
-               
+               RenderBezierOnCPU(m_indexes[i], objects, 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 (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez)
+
+       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),
-                       Float(bez->x2), Float(bez->y2)
+                       Float(bez.x0), Float(bez.y0),
+                       Float(bez.x1), Float(bez.y1),
+                       Float(bez.x2), Float(bez.y2),
+                       Float(bez.x3), Float(bez.y3)
                        };
                builder.Add(coeffs);
        }
@@ -321,7 +364,80 @@ 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();
-       glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
+       glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
+}
+
+
+
+/**
+ * Render Path (shading)
+ */
+void PathRenderer::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)
+       {
+               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);
+               Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+               
+               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(0,0,255,0));
+                       }
+               }
+               
+               if (!view.PerformingShading())
+                       continue;
+               
+               for (unsigned b = path.m_start; b <= path.m_end; ++b)
+               {
+                       BezierRenderer::RenderBezierOnCPU(b,objects,view,target,path.m_stroke);
+               }
+               
+               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);
+                                       }
+                               }
+                       }
+               }
+       }       
 }
 
 /**
@@ -370,12 +486,6 @@ 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;
@@ -404,14 +514,15 @@ 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];
+                       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;
                else
@@ -419,7 +530,54 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
                        if (neg_m) --y; else ++y;
                        p += two_dxdy;
                }
-       } while (++x < x_end);
+       } while (++x <= x_end);
+}
+
+
+void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke)
+{
+       // 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!
+       while (traverse.size() > 0)
+       {
+               PixelPoint cur(traverse.front());
+               traverse.pop();
+               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;
+               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));
+               traverse.push(PixelPoint(cur.first, cur.second-1));
+               traverse.push(PixelPoint(cur.first, cur.second+1)); 
+       }
 }
 
 }

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