Terrible hacky SolveCubic.
[ipdf/code.git] / src / objectrenderer.h
index 4dd7fe1..70339e7 100644 (file)
@@ -34,7 +34,7 @@ namespace IPDF
                         * Use the GPU to render the objects - GLSL shader approach
                         * This way is definitely faster, but subject to the GPU's limitations on precision
                         */
-                       virtual void RenderUsingGPU();
+                       virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id);
 
                        /** 
                         * Use the CPU to render the objects - "make a bitmap and convert it to a texture" approach
@@ -50,7 +50,7 @@ namespace IPDF
                        struct PixelBounds
                        {
                                int64_t x; int64_t y; int64_t w; int64_t h;
-                               PixelBounds(const Rect & bounds) : x(bounds.x), y(bounds.y), w(bounds.w), h(bounds.h) {}
+                               PixelBounds(const Rect & bounds) : x(Double(bounds.x)), y(Double(bounds.y)), w(Double(bounds.w)), h(Double(bounds.h)) {}
                        };
 
                        static Rect CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target);
@@ -59,7 +59,7 @@ namespace IPDF
                        static void SaveBMP(const CPURenderTarget & target, const char * filename);
 
 
-                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) = 0;
+                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) = 0;
                        
                        
                        
@@ -85,7 +85,7 @@ namespace IPDF
                public:
                        RectFilledRenderer() : ObjectRenderer(RECT_FILLED, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl","shaders/rect_filled_geom.glsl") {}
                        virtual ~RectFilledRenderer() {}
-                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target);
+                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
        };
        /** Renderer for outlined rectangles **/
        class RectOutlineRenderer : public ObjectRenderer
@@ -93,7 +93,7 @@ namespace IPDF
                public:
                        RectOutlineRenderer() : ObjectRenderer(RECT_OUTLINE, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {}
                        virtual ~RectOutlineRenderer() {}
-                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target);
+                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
        };
        /** Renderer for filled circles **/
        class CircleFilledRenderer : public ObjectRenderer
@@ -101,22 +101,45 @@ namespace IPDF
                public:
                        CircleFilledRenderer() : ObjectRenderer(CIRCLE_FILLED, "shaders/rect_vert.glsl", "shaders/circle_frag.glsl", "shaders/circle_filled_geom.glsl") {}
                        virtual ~CircleFilledRenderer() {}
-                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target);
+                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
        };
 
        /** Renderer for bezier curves **/
        class BezierRenderer : public ObjectRenderer
        {
                public:
-                       BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {}
+                       BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbuf_geom.glsl") {}
                        virtual ~BezierRenderer() {}
-                       virtual void RenderUsingGPU() 
+                       virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id); 
+                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
+                       void PrepareBezierGPUBuffer(const Objects & objects);
+               private:
+                       GraphicsBuffer m_bezier_coeffs;
+                       GraphicsBuffer m_bezier_ids;
+                       struct GPUBezierCoeffs
                        {
-                               Error("Cannot render beziers on the GPU; they will appear as outlined rectangles.");    
-                               ObjectRenderer::RenderUsingGPU();
-                       }
-                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target);
+                               float x0, y0;
+                               float x1, y1;
+                               float x2, y2;
+                               float x3, y3;
+                       };
+
+                       GLuint m_bezier_buffer_texture;
+                       GLuint m_bezier_id_buffer_texture;
+
+       };
+       
+               /** Renderer for filled circles **/
+       class GroupRenderer : public ObjectRenderer
+       {
+               public:
+                       GroupRenderer() : ObjectRenderer(GROUP, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {}
+                       virtual ~GroupRenderer() {}
+                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
+                       // do nothing on GPU
+                       virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {}
        };
+       
 }
 
 #endif //_OBJECT_RENDERER_H

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