X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=f5202cb591d04dfa754dac4f4efee9985718bf19;hp=13d17b293d648e515f07a84ead8199822377b124;hb=8e97d741cf713296c96b53f4ebb1615e8d443391;hpb=33356addacfe4296ecb613c6c4696f082e351159 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 13d17b2..f5202cb 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -13,7 +13,9 @@ namespace IPDF /** * ObjectRenderer constructor - * Note we cannot compile the shaders in the constructor because the Screen class needs to initialise GL and it has a ShaderProgram member + * Note we cannot compile the shaders in the ShaderProgram constructor + * because the Screen class needs to initialise GL first 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) @@ -27,20 +29,23 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, /** * Render using GPU */ -void ObjectRenderer::RenderUsingGPU() +void ObjectRenderer::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); + unsigned first_index = 0; + while (m_indexes[first_index] < first_obj_id) first_index ++; + unsigned last_index = first_index; + while (m_indexes[last_index] < last_obj_id) last_index ++; + m_shader_program.Use(); m_ibo.Bind(); - glDrawElements(GL_LINES, m_indexes.size()*2, GL_UNSIGNED_INT, 0); + glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t))); } /** * Default implementation for rendering using CPU */ -void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void ObjectRenderer::RenderUsingCPU(const 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? @@ -105,10 +110,12 @@ void ObjectRenderer::FinaliseBuffers() /** * Rectangle (filled) */ -void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void RectFilledRenderer::RenderUsingCPU(const 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)); for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x) { @@ -127,11 +134,13 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi /** * Rectangle (outine) */ -void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void RectOutlineRenderer::RenderUsingCPU(const 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) { + 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)); // Using bresenham's lines now mainly because I want to see if they work @@ -153,10 +162,12 @@ void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v /** * Circle (filled) */ -void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void CircleFilledRenderer::RenderUsingCPU(const 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)); int64_t centre_x = bounds.x + bounds.w / 2; int64_t centre_y = bounds.y + bounds.h / 2; @@ -200,11 +211,13 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con * 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) +void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) { //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); @@ -225,9 +238,12 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, Real x[2]; Real y[2]; control.Evaluate(x[0], y[0], Real(0)); - for (unsigned j = 1; j <= 100; ++j) + int64_t blen = max(2L, min(100L, 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], Real(0.01)*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); } @@ -283,15 +299,21 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) glActiveTexture(GL_TEXTURE0); } -void BezierRenderer::RenderUsingGPU() +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); + + unsigned first_index = 0; + while (m_indexes[first_index] < first_obj_id) first_index ++; + unsigned last_index = first_index; + while (m_indexes[last_index] < last_obj_id) last_index ++; + m_shader_program.Use(); 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, m_indexes.size()*2, GL_UNSIGNED_INT, 0); + glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t))); } /**