2 * @file objectrenderer.cpp
3 * @brief Implements ObjectRenderer and derived classes
6 #include "objectrenderer.h"
16 * ObjectRenderer constructor
17 * Note we cannot compile the shaders in the ShaderProgram constructor
18 * because the Screen class needs to initialise GL first and it has a
19 * ShaderProgram member
21 ObjectRenderer::ObjectRenderer(const ObjectType & type,
22 const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
23 : m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL)
25 m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
26 m_shader_program.Use();
27 glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
33 void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
35 // If we don't have anything to render, return.
36 if (first_obj_id == last_obj_id) return;
37 // If there are no objects of this type, return.
38 if (m_indexes.empty()) return;
39 unsigned first_index = 0;
40 while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
41 unsigned last_index = first_index;
42 while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
44 m_shader_program.Use();
46 glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
51 * Default implementation for rendering using CPU
53 void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
55 Error("Cannot render objects of type %d on CPU", m_type);
56 //TODO: Render a rect or something instead?
60 * Prepare index buffers for both CPU and GPU rendering to receive indexes (but don't add any yet!)
62 void ObjectRenderer::PrepareBuffers(unsigned max_objects)
64 if (m_buffer_builder != NULL) // We already have a BufferBuilder
66 Fatal("Has been called before, without FinaliseBuffers being called since!");
68 // Empty and reserve the indexes vector (for CPU rendering)
70 m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
72 // Initialise and resize the ibo (for GPU rendering)
74 m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
75 m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
76 m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
77 // BufferBuilder is used to construct the ibo
78 m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
83 * Add object index to the buffers for CPU and GPU rendering
85 void ObjectRenderer::AddObjectToBuffers(unsigned index)
87 if (m_buffer_builder == NULL) // No BufferBuilder!
89 Fatal("Called without calling PrepareBuffers");
91 m_buffer_builder->Add(2*index); // ibo for GPU rendering
92 m_buffer_builder->Add(2*index+1);
93 m_indexes.push_back(index); // std::vector of indices for CPU rendering
97 * Finalise the index buffers for CPU and GPU rendering
99 void ObjectRenderer::FinaliseBuffers()
101 if (m_buffer_builder == NULL) // No BufferBuilder!
103 Fatal("Called without calling PrepareBuffers");
105 // For GPU rendering, UnMap the ibo
107 // ... and delete the BufferBuilder used to create it
108 delete m_buffer_builder; // delete matches new in ObjectRenderer::PrepareBuffers
109 m_buffer_builder = NULL;
111 // Nothing is necessary for CPU rendering
118 void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
120 for (unsigned i = 0; i < m_indexes.size(); ++i)
122 if (m_indexes[i] < first_obj_id) continue;
123 if (m_indexes[i] >= last_obj_id) continue;
124 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
125 for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
127 for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
129 int index = (x+target.w*y)*4;
130 target.pixels[index+0] = 0;
131 target.pixels[index+1] = 0;
132 target.pixels[index+2] = 0;
133 target.pixels[index+3] = 255;
142 void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
144 //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
145 for (unsigned i = 0; i < m_indexes.size(); ++i)
147 if (m_indexes[i] < first_obj_id) continue;
148 if (m_indexes[i] >= last_obj_id) continue;
149 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
151 // Using bresenham's lines now mainly because I want to see if they work
153 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
155 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
157 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
159 ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
161 // Diagonal for testing (from bottom left to top right)
162 //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
163 //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
170 void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
172 for (unsigned i = 0; i < m_indexes.size(); ++i)
174 if (m_indexes[i] < first_obj_id) continue;
175 if (m_indexes[i] >= last_obj_id) continue;
176 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
177 int64_t centre_x = bounds.x + bounds.w / 2;
178 int64_t centre_y = bounds.y + bounds.h / 2;
180 //Debug("Centre is %d, %d", centre_x, centre_y);
181 //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
182 //Debug("Windos is %d,%d", target.w, target.h);
183 for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
185 for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
187 Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
188 Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
189 int64_t index = (x+target.w*y)*4;
191 if (dx*dx + dy*dy <= Real(1))
193 target.pixels[index+0] = 0;
194 target.pixels[index+1] = 0;
195 target.pixels[index+2] = 0;
196 target.pixels[index+3] = 255;
203 Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
205 Rect result = view.TransformToViewCoords(bounds);
206 result.x *= Real(target.w);
207 result.y *= Real(target.h);
208 result.w *= Real(target.w);
209 result.h *= Real(target.h);
216 * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
218 void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
220 //Warn("Rendering Beziers on CPU. Things may explode.");
221 for (unsigned i = 0; i < m_indexes.size(); ++i)
223 if (m_indexes[i] < first_obj_id) continue;
224 if (m_indexes[i] >= last_obj_id) continue;
225 const Rect & bounds = objects.bounds[m_indexes[i]];
226 PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
228 Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
229 //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
230 // Draw a rectangle around the bezier for debugging the bounds rectangle calculations
231 if (view.ShowingObjectBounds())
233 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1));
234 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,1,0,1));
235 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1));
236 ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,1,0,1));
238 // Draw lines between the control points for debugging
239 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
240 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
244 Real x[2]; Real y[2];
245 control.Evaluate(x[0], y[0], Real(0));
246 //Debug("target is (%lu, %lu)", target.w, target.h);
247 int64_t blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
249 Real invblen(1); invblen /= blen;
250 //Debug("Using %li lines, inverse %f", blen, Double(invblen));
251 for (int64_t j = 1; j <= blen; ++j)
253 control.Evaluate(x[j % 2],y[j % 2], invblen*j);
254 ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
262 Real x; Real y; control.Evaluate(x,y,u);
263 int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
264 if (index >= 0 && index < 4*(target.w*target.h))
266 target.pixels[index+0] = 0;
267 target.pixels[index+1] = 0;
268 target.pixels[index+2] = 0;
269 target.pixels[index+3] = 255;
277 void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
279 m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
280 m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
281 m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
282 BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
285 for (unsigned i = 0; i < objects.beziers.size(); ++i)
287 const Bezier & bez = objects.beziers[i];
289 GPUBezierCoeffs coeffs = {
290 Float(bez.x0), Float(bez.y0),
291 Float(bez.x1), Float(bez.y1),
292 Float(bez.x2), Float(bez.y2),
293 Float(bez.x3), Float(bez.y3)
297 m_bezier_coeffs.UnMap();
298 glGenTextures(1, &m_bezier_buffer_texture);
299 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
300 glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
302 m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
303 m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
304 m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
306 glGenTextures(1, &m_bezier_id_buffer_texture);
307 glActiveTexture(GL_TEXTURE1);
308 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
309 glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
310 glActiveTexture(GL_TEXTURE0);
313 void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
315 if (!m_shader_program.Valid())
316 Warn("Shader is invalid (objects are of type %d)", m_type);
318 // If we don't have anything to render, return.
319 if (first_obj_id == last_obj_id) return;
320 // If there are no objects of this type, return.
321 if (m_indexes.empty()) return;
323 unsigned first_index = 0;
324 while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
325 unsigned last_index = first_index;
326 while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
328 m_shader_program.Use();
329 glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
330 glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
332 glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
335 inline bool IsBlack(uint8_t * pixels, int64_t index)
337 bool result = (pixels[index+0] == 0 && pixels[index+1] == 0 && pixels[index+2] == 0 && pixels[index+3] == 255);
338 //pixels[index+3] = 254; // hax
343 * Render Group (shading)
345 void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
347 if (!view.ShowingObjectBounds() && !view.PerformingShading())
350 for (unsigned i = 0; i < m_indexes.size(); ++i)
352 if (m_indexes[i] < first_obj_id) continue;
353 if (m_indexes[i] >= last_obj_id) continue;
356 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
357 PixelBounds pix_bounds(bounds);
359 const Group & group = objects.groups[objects.data_indices[m_indexes[i]]];
360 if (group.m_fill.a == 0 || !view.PerformingShading())
363 // make the bounds just a little bit bigger
369 // Attempt to shade the region
370 // Assumes the outline has been drawn first...
371 //#ifdef SHADING_DUMB
372 for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y)
380 list<Segment> segments;
381 int64_t min_x = max((int64_t)0, pix_bounds.x);
382 int64_t max_x = min(pix_bounds.x+pix_bounds.w, target.w-1);
383 int64_t yy = y*target.w;
388 bool start_black = IsBlack(target.pixels, 4*(x+yy));
389 bool black = start_black;
390 segments.push_back({x,x,start_black});
391 while (black == start_black && ++x <= max_x)
393 black = IsBlack(target.pixels, 4*(x+yy));
395 segments.back().second = x-1;
398 // Keep only the interior segments
399 list<Segment>::iterator j = segments.begin();
400 //TODO: Magically delete unneeded segments here...
402 // Fill in remaining segments
403 for (j=segments.begin(); j != segments.end(); ++j)
405 Colour c(group.m_fill);
408 c.r = 1;//1; // Change to debug the outline scanning
413 for (x = max(min_x, j->first); x <= min(max_x, j->second); ++x)
415 int64_t index = 4*(x+yy);
416 target.pixels[index+0] = 255*c.r;
417 target.pixels[index+1] = 255*c.g;
418 target.pixels[index+2] = 255*c.b;
419 target.pixels[index+3] = 255*c.a;
423 //#endif //SHADING_DUMB
424 if (view.ShowingObjectBounds())
426 const Colour & c = group.m_fill;
427 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c);
428 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
429 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c);
430 ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
438 * For debug, save pixels to bitmap
440 void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
442 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
443 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
444 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
446 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
447 #endif //SDL_BYTEORDER
450 Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
451 if (SDL_SaveBMP(surf, filename) != 0)
452 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
455 SDL_FreeSurface(surf);
461 void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
463 int64_t dx = x1 - x0;
464 int64_t dy = y1 - y0;
465 bool neg_m = (dy*dx < 0);
469 // If positive slope > 1, just swap x and y
472 RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
476 int64_t two_dy = 2*dy;
477 int64_t p = two_dy - dx;
478 int64_t two_dxdy = 2*(dy-dx);
479 int64_t x; int64_t y; int64_t x_end;
480 int64_t width = (transpose ? target.h : target.w);
481 int64_t height = (transpose ? target.w : target.h);
484 rgba[0] = 255*colour.r;
485 rgba[1] = 255*colour.g;
486 rgba[2] = 255*colour.b;
487 rgba[3] = 255*colour.a;
504 if (x_end < 0) return;
505 y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
511 if (x > width) return;
515 // TODO: Avoid extra inner conditionals
518 if (x >= 0 && x < width && y >= 0 && y < height)
520 int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
521 for (int i = 0; i < 4; ++i)
522 target.pixels[index+i] = rgba[i];
528 if (neg_m) --y; else ++y;
531 } while (++x <= x_end);