X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.h;h=70339e7f8f1fa16d34c74447e1872f13b3110317;hp=6f29add264b9572930b9a7b1975882c4c380b553;hb=5456793e2aad4235c3db2ca75532c868aaa7c518;hpb=33356addacfe4296ecb613c6c4696f082e351159;ds=sidebyside diff --git a/src/objectrenderer.h b/src/objectrenderer.h index 6f29add..70339e7 100644 --- a/src/objectrenderer.h +++ b/src/objectrenderer.h @@ -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 @@ -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 @@ -101,7 +101,7 @@ 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 **/ @@ -110,8 +110,8 @@ namespace IPDF public: BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbuf_geom.glsl") {} virtual ~BezierRenderer() {} - virtual void RenderUsingGPU(); - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); + 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; @@ -121,12 +121,25 @@ namespace IPDF 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