X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=f5202cb591d04dfa754dac4f4efee9985718bf19;hp=25f94a1a5535beb5daff692bb2586b2ec4398fba;hb=8e97d741cf713296c96b53f4ebb1615e8d443391;hpb=d3e941df79b54b698a5b8a1d4763346c4d6eb3d7 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 25f94a1..f5202cb 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -13,7 +13,9 @@ 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 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) @@ -27,35 +29,26 @@ 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))); } -/** - * Helper structuretransforms coordinates to pixels - */ - -ObjectRenderer::CPURenderBounds::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target) -{ - Rect view_bounds = view.TransformToViewCoords(bounds); - x = view_bounds.x * Real(target.w); - y = view_bounds.y * Real(target.h); - w = view_bounds.w * Real(target.w); - h = view_bounds.h * Real(target.h); - //Debug("CPURenderBounds %s -> %s -> {%li,%li,%li,%li}", bounds.Str().c_str(), view_bounds.Str().c_str(), x, y, w, h); -} /** * 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? } /** @@ -117,11 +110,13 @@ 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) { - CPURenderBounds bounds(objects.bounds[m_indexes[i]], view, target); + 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) { for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y) @@ -139,58 +134,41 @@ 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) { - CPURenderBounds bounds(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) - { - int64_t top = (x+target.w*bounds.y)*4; - int64_t bottom = (x+target.w*(bounds.y+bounds.h))*4; - - if (top >= 0L && top <4*target.w*target.h) - { - for (int j = 0; j < 3; ++j) - target.pixels[top+j] = 0; - target.pixels[top+3] = 255; - } - if (bottom >= 0L && bottom <4*target.w*target.h) - { - for (int j = 0; j < 3; ++j) - target.pixels[bottom+j] = 0; - target.pixels[bottom+3] = 255; - } - } + 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 + // 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); - for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y) - { - int64_t left = (bounds.x >= 0L && bounds.x < target.w) ? (bounds.x + target.w*y)*4 : -1L; - int64_t right = (bounds.x+bounds.w >= 0L && bounds.x+bounds.w < target.w) ? (bounds.x+bounds.w + target.w*y)*4 : -1L; - if (left >= 0L && left <4*target.w*target.h) - { - for (int j = 0; j < 3; ++j) - target.pixels[left+j] = 0; - target.pixels[left+3] = 255; - } - if (right >= 0L && right <4*target.w*target.h) - { - for (int j = 0; j < 3; ++j) - target.pixels[right+j] = 0; - target.pixels[right+3] = 255; - } - } + // 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) +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) { - CPURenderBounds bounds(objects.bounds[m_indexes[i]], view, target); + 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; @@ -218,6 +196,125 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & } } +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, 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); + + + 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(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], 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)) + { + 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; + } + } + */ + + } +} + +void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) +{ + m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture); + m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs)); + BufferBuilder builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize()); + + for (auto bez : objects.beziers) + { + GPUBezierCoeffs coeffs = { + Float(bez.x0), Float(bez.y0), + Float(bez.x1 - bez.x0), Float(bez.y1 - bez.y0), + Float(bez.x2 - bez.x0), Float(bez.y2 - bez.y0) + }; + builder.Add(coeffs); + } + m_bezier_coeffs.UnMap(); + glGenTextures(1, &m_bezier_buffer_texture); + glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture); + glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle()); + + m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture); + m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]); + + glGenTextures(1, &m_bezier_id_buffer_texture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture); + glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle()); + glActiveTexture(GL_TEXTURE0); +} + +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, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t))); +} /** * For debug, save pixels to bitmap @@ -240,4 +337,81 @@ void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filena 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); +} + }