2 * @file objectrenderer.cpp
3 * @brief Implements ObjectRenderer and derived classes
6 #include "objectrenderer.h"
15 * ObjectRenderer constructor
16 * Note we cannot compile the shaders in the ShaderProgram constructor
17 * because the Screen class needs to initialise GL first and it has a
18 * ShaderProgram member
20 ObjectRenderer::ObjectRenderer(const ObjectType & type,
21 const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
22 : m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL)
24 m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
25 m_shader_program.Use();
26 glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
32 void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
34 unsigned first_index = 0;
35 while (m_indexes[first_index] < first_obj_id) first_index ++;
36 unsigned last_index = first_index;
37 while (m_indexes[last_index] < last_obj_id) last_index ++;
39 m_shader_program.Use();
41 glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
46 * Default implementation for rendering using CPU
48 void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
50 Error("Cannot render objects of type %d on CPU", m_type);
51 //TODO: Render a rect or something instead?
55 * Prepare index buffers for both CPU and GPU rendering to receive indexes (but don't add any yet!)
57 void ObjectRenderer::PrepareBuffers(unsigned max_objects)
59 if (m_buffer_builder != NULL) // We already have a BufferBuilder
61 Fatal("Has been called before, without FinaliseBuffers being called since!");
63 // Empty and reserve the indexes vector (for CPU rendering)
65 m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
67 // Initialise and resize the ibo (for GPU rendering)
69 m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
70 m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
71 m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
72 // BufferBuilder is used to construct the ibo
73 m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
78 * Add object index to the buffers for CPU and GPU rendering
80 void ObjectRenderer::AddObjectToBuffers(unsigned index)
82 if (m_buffer_builder == NULL) // No BufferBuilder!
84 Fatal("Called without calling PrepareBuffers");
86 m_buffer_builder->Add(2*index); // ibo for GPU rendering
87 m_buffer_builder->Add(2*index+1);
88 m_indexes.push_back(index); // std::vector of indices for CPU rendering
92 * Finalise the index buffers for CPU and GPU rendering
94 void ObjectRenderer::FinaliseBuffers()
96 if (m_buffer_builder == NULL) // No BufferBuilder!
98 Fatal("Called without calling PrepareBuffers");
100 // For GPU rendering, UnMap the ibo
102 // ... and delete the BufferBuilder used to create it
103 delete m_buffer_builder; // delete matches new in ObjectRenderer::PrepareBuffers
104 m_buffer_builder = NULL;
106 // Nothing is necessary for CPU rendering
113 void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
115 for (unsigned i = 0; i < m_indexes.size(); ++i)
117 if (m_indexes[i] < first_obj_id) continue;
118 if (m_indexes[i] > last_obj_id) continue;
119 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
120 for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
122 for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
124 int index = (x+target.w*y)*4;
125 target.pixels[index+0] = 0;
126 target.pixels[index+1] = 0;
127 target.pixels[index+2] = 0;
128 target.pixels[index+3] = 255;
137 void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
139 //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
140 for (unsigned i = 0; i < m_indexes.size(); ++i)
142 if (m_indexes[i] < first_obj_id) continue;
143 if (m_indexes[i] > last_obj_id) continue;
144 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
146 // Using bresenham's lines now mainly because I want to see if they work
148 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
150 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
152 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
154 ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
156 // Diagonal for testing (from bottom left to top right)
157 //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
158 //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
165 void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
167 for (unsigned i = 0; i < m_indexes.size(); ++i)
169 if (m_indexes[i] < first_obj_id) continue;
170 if (m_indexes[i] > last_obj_id) continue;
171 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
172 int64_t centre_x = bounds.x + bounds.w / 2;
173 int64_t centre_y = bounds.y + bounds.h / 2;
175 //Debug("Centre is %d, %d", centre_x, centre_y);
176 //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
177 //Debug("Windos is %d,%d", target.w, target.h);
178 for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
180 for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
182 double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w);
183 double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h);
184 int64_t index = (x+target.w*y)*4;
186 if (dx*dx + dy*dy <= 1.0)
188 target.pixels[index+0] = 0;
189 target.pixels[index+1] = 0;
190 target.pixels[index+2] = 0;
191 target.pixels[index+3] = 255;
199 Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
201 Rect result = view.TransformToViewCoords(bounds);
202 result.x *= Real(target.w);
203 result.y *= Real(target.h);
204 result.w *= Real(target.w);
205 result.h *= Real(target.h);
212 * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
214 void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
216 //Warn("Rendering Beziers on CPU. Things may explode.");
217 for (unsigned i = 0; i < m_indexes.size(); ++i)
219 if (m_indexes[i] < first_obj_id) continue;
220 if (m_indexes[i] > last_obj_id) continue;
221 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
222 PixelBounds pix_bounds(bounds);
225 Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
226 //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
227 // Draw a rectangle around the bezier for debugging the coord transforms
228 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target);
229 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
230 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target);
231 //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
233 // Draw lines between the control points for debugging
234 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
235 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
239 Real x[2]; Real y[2];
240 control.Evaluate(x[0], y[0], Real(0));
241 int64_t blen = max(2L, min(100L, pix_bounds.w));
242 Real invblen(1); invblen /= blen;
243 Debug("Using %li lines, inverse %f", blen, Double(invblen));
244 for (int64_t j = 1; j <= blen; ++j)
246 control.Evaluate(x[j % 2],y[j % 2], invblen*j);
247 ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
255 Real x; Real y; control.Evaluate(x,y,u);
256 int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
257 if (index >= 0 && index < 4*(target.w*target.h))
259 target.pixels[index+0] = 0;
260 target.pixels[index+1] = 0;
261 target.pixels[index+2] = 0;
262 target.pixels[index+3] = 255;
270 void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
272 m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
273 m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
274 m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
275 BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
277 for (auto bez : objects.beziers)
279 GPUBezierCoeffs coeffs = {
280 Float(bez.x0), Float(bez.y0),
281 Float(bez.x1 - bez.x0), Float(bez.y1 - bez.y0),
282 Float(bez.x2 - bez.x0), Float(bez.y2 - bez.y0)
286 m_bezier_coeffs.UnMap();
287 glGenTextures(1, &m_bezier_buffer_texture);
288 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
289 glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
291 m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
292 m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
293 m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
295 glGenTextures(1, &m_bezier_id_buffer_texture);
296 glActiveTexture(GL_TEXTURE1);
297 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
298 glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
299 glActiveTexture(GL_TEXTURE0);
302 void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
304 if (!m_shader_program.Valid())
305 Warn("Shader is invalid (objects are of type %d)", m_type);
307 unsigned first_index = 0;
308 while (m_indexes[first_index] < first_obj_id) first_index ++;
309 unsigned last_index = first_index;
310 while (m_indexes[last_index] < last_obj_id) last_index ++;
312 m_shader_program.Use();
313 glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
314 glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
316 glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
320 * For debug, save pixels to bitmap
322 void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
324 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
325 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
326 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
328 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
329 #endif //SDL_BYTEORDER
332 Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
333 if (SDL_SaveBMP(surf, filename) != 0)
334 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
337 SDL_FreeSurface(surf);
343 void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
345 int64_t dx = x1 - x0;
346 int64_t dy = y1 - y0;
347 bool neg_m = (dy*dx < 0);
351 // If positive slope > 1, just swap x and y
354 RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
358 int64_t two_dy = 2*dy;
359 int64_t p = two_dy - dx;
360 int64_t two_dxdy = 2*(dy-dx);
361 int64_t x; int64_t y; int64_t x_end;
362 int64_t width = (transpose ? target.h : target.w);
363 int64_t height = (transpose ? target.w : target.h);
366 rgba[0] = 255*colour.r;
367 rgba[1] = 255*colour.g;
368 rgba[2] = 255*colour.b;
369 rgba[3] = 255*colour.a;
386 if (x_end < 0) return;
387 y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
393 if (x > width) return;
397 // TODO: Avoid extra inner conditionals
400 if (x >= 0 && x < width && y >= 0 && y < height)
402 int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
403 for (int i = 0; i < 4; ++i)
404 target.pixels[index+i] = rgba[i];
411 if (neg_m) --y; else ++y;
414 } while (++x < x_end);