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 // If we don't have anything to render, return.
35 if (first_obj_id == last_obj_id) return;
36 // If there are no objects of this type, return.
37 if (m_indexes.empty()) return;
38 unsigned first_index = 0;
39 while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
40 unsigned last_index = first_index;
41 while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
43 m_shader_program.Use();
45 glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
50 * Default implementation for rendering using CPU
52 void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
54 Error("Cannot render objects of type %d on CPU", m_type);
55 //TODO: Render a rect or something instead?
59 * Prepare index buffers for both CPU and GPU rendering to receive indexes (but don't add any yet!)
61 void ObjectRenderer::PrepareBuffers(unsigned max_objects)
63 if (m_buffer_builder != NULL) // We already have a BufferBuilder
65 Fatal("Has been called before, without FinaliseBuffers being called since!");
67 // Empty and reserve the indexes vector (for CPU rendering)
69 m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care?
71 // Initialise and resize the ibo (for GPU rendering)
73 m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
74 m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
75 m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
76 // BufferBuilder is used to construct the ibo
77 m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
82 * Add object index to the buffers for CPU and GPU rendering
84 void ObjectRenderer::AddObjectToBuffers(unsigned index)
86 if (m_buffer_builder == NULL) // No BufferBuilder!
88 Fatal("Called without calling PrepareBuffers");
90 m_buffer_builder->Add(2*index); // ibo for GPU rendering
91 m_buffer_builder->Add(2*index+1);
92 m_indexes.push_back(index); // std::vector of indices for CPU rendering
96 * Finalise the index buffers for CPU and GPU rendering
98 void ObjectRenderer::FinaliseBuffers()
100 if (m_buffer_builder == NULL) // No BufferBuilder!
102 Fatal("Called without calling PrepareBuffers");
104 // For GPU rendering, UnMap the ibo
106 // ... and delete the BufferBuilder used to create it
107 delete m_buffer_builder; // delete matches new in ObjectRenderer::PrepareBuffers
108 m_buffer_builder = NULL;
110 // Nothing is necessary for CPU rendering
117 void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
119 for (unsigned i = 0; i < m_indexes.size(); ++i)
121 if (m_indexes[i] < first_obj_id) continue;
122 if (m_indexes[i] >= last_obj_id) continue;
123 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
124 for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
126 for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
128 int index = (x+target.w*y)*4;
129 target.pixels[index+0] = 0;
130 target.pixels[index+1] = 0;
131 target.pixels[index+2] = 0;
132 target.pixels[index+3] = 255;
141 void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
143 //Debug("Render %u outlined rectangles on CPU", m_indexes.size());
144 for (unsigned i = 0; i < m_indexes.size(); ++i)
146 if (m_indexes[i] < first_obj_id) continue;
147 if (m_indexes[i] >= last_obj_id) continue;
148 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
150 // Using bresenham's lines now mainly because I want to see if they work
152 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target);
154 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target);
156 ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target);
158 ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target);
160 // Diagonal for testing (from bottom left to top right)
161 //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE);
162 //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN);
169 void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
171 for (unsigned i = 0; i < m_indexes.size(); ++i)
173 if (m_indexes[i] < first_obj_id) continue;
174 if (m_indexes[i] >= last_obj_id) continue;
175 PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
176 int64_t centre_x = bounds.x + bounds.w / 2;
177 int64_t centre_y = bounds.y + bounds.h / 2;
179 //Debug("Centre is %d, %d", centre_x, centre_y);
180 //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
181 //Debug("Windos is %d,%d", target.w, target.h);
182 for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
184 for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
186 Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
187 Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
188 int64_t index = (x+target.w*y)*4;
190 if (dx*dx + dy*dy <= Real(1))
192 target.pixels[index+0] = 0;
193 target.pixels[index+1] = 0;
194 target.pixels[index+2] = 0;
195 target.pixels[index+3] = 255;
202 Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
204 Rect result = view.TransformToViewCoords(bounds);
205 result.x *= Real(target.w);
206 result.y *= Real(target.h);
207 result.w *= Real(target.w);
208 result.h *= Real(target.h);
215 * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
217 void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
219 //Warn("Rendering Beziers on CPU. Things may explode.");
220 for (unsigned i = 0; i < m_indexes.size(); ++i)
222 if (m_indexes[i] < first_obj_id) continue;
223 if (m_indexes[i] >= last_obj_id) continue;
224 const Rect & bounds = objects.bounds[m_indexes[i]];
225 PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
227 Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
228 //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
229 // Draw a rectangle around the bezier for debugging the bounds rectangle calculations
231 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1));
232 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));
233 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1));
234 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));
236 // Draw lines between the control points for debugging
237 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
238 //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
242 Real x[2]; Real y[2];
243 control.Evaluate(x[0], y[0], Real(0));
244 //Debug("target is (%lu, %lu)", target.w, target.h);
246 //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
248 Real invblen(1); invblen /= blen;
249 //Debug("Using %li lines, inverse %f", blen, Double(invblen));
250 for (int64_t j = 1; j <= blen; ++j)
252 control.Evaluate(x[j % 2],y[j % 2], invblen*j);
253 ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
261 Real x; Real y; control.Evaluate(x,y,u);
262 int64_t index = ((int64_t)x + (int64_t)y*target.w)*4;
263 if (index >= 0 && index < 4*(target.w*target.h))
265 target.pixels[index+0] = 0;
266 target.pixels[index+1] = 0;
267 target.pixels[index+2] = 0;
268 target.pixels[index+3] = 255;
276 void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
278 m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
279 m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
280 m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
281 BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
284 for (unsigned i = 0; i < objects.beziers.size(); ++i)
286 const Bezier & bez = objects.beziers[i];
288 GPUBezierCoeffs coeffs = {
289 Float(bez.x0), Float(bez.y0),
290 Float(bez.x1), Float(bez.y1),
291 Float(bez.x2), Float(bez.y2),
292 Float(bez.x3), Float(bez.y3)
296 m_bezier_coeffs.UnMap();
297 glGenTextures(1, &m_bezier_buffer_texture);
298 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
299 glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
301 m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
302 m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
303 m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
305 glGenTextures(1, &m_bezier_id_buffer_texture);
306 glActiveTexture(GL_TEXTURE1);
307 glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
308 glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
309 glActiveTexture(GL_TEXTURE0);
312 void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
314 if (!m_shader_program.Valid())
315 Warn("Shader is invalid (objects are of type %d)", m_type);
317 // If we don't have anything to render, return.
318 if (first_obj_id == last_obj_id) return;
319 // If there are no objects of this type, return.
320 if (m_indexes.empty()) return;
322 unsigned first_index = 0;
323 while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
324 unsigned last_index = first_index;
325 while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
327 m_shader_program.Use();
328 glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
329 glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
331 glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
335 * Render Group (shading)
337 void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
339 for (unsigned i = 0; i < m_indexes.size(); ++i)
341 if (m_indexes[i] < first_obj_id) continue;
342 if (m_indexes[i] >= last_obj_id) continue;
345 Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
346 PixelBounds pix_bounds(bounds);
349 Colour c(0.5,0.5,1,1);
350 // make the bounds just a little bit bigger
356 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c);
357 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);
358 ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c);
359 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);
361 // Attempt to shade the region
362 // Assumes the outline has been drawn first...
363 for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y)
367 for (int64_t x = max((int64_t)0, pix_bounds.x); x <= min(pix_bounds.x+pix_bounds.w, target.w-1); ++x)
369 int64_t index = (x+target.w*y)*4;
370 if (target.pixels[index+0] == 0 && target.pixels[index+1] == 0 && target.pixels[index+2] == 0 && target.pixels[index+3] == 255)
383 target.pixels[index+0] = c.r*255;
384 target.pixels[index+1] = c.g*255;
385 target.pixels[index+2] = c.b*255;
386 target.pixels[index+3] = c.a*255;
396 * For debug, save pixels to bitmap
398 void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filename)
400 SDL_Surface * surf = SDL_CreateRGBSurfaceFrom(target.pixels, target.w, target.h, 8*4, target.w*4,
401 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
402 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000
404 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff
405 #endif //SDL_BYTEORDER
408 Fatal("SDL_CreateRGBSurfaceFrom(pixels...) failed - %s", SDL_GetError());
409 if (SDL_SaveBMP(surf, filename) != 0)
410 Fatal("SDL_SaveBMP failed - %s", SDL_GetError());
413 SDL_FreeSurface(surf);
419 void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose)
421 int64_t dx = x1 - x0;
422 int64_t dy = y1 - y0;
423 bool neg_m = (dy*dx < 0);
427 // If positive slope > 1, just swap x and y
430 RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose);
434 int64_t two_dy = 2*dy;
435 int64_t p = two_dy - dx;
436 int64_t two_dxdy = 2*(dy-dx);
437 int64_t x; int64_t y; int64_t x_end;
438 int64_t width = (transpose ? target.h : target.w);
439 int64_t height = (transpose ? target.w : target.h);
442 rgba[0] = 255*colour.r;
443 rgba[1] = 255*colour.g;
444 rgba[2] = 255*colour.b;
445 rgba[3] = 255*colour.a;
462 if (x_end < 0) return;
463 y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx);
469 if (x > width) return;
473 // TODO: Avoid extra inner conditionals
476 if (x >= 0 && x < width && y >= 0 && y < height)
478 int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
479 for (int i = 0; i < 4; ++i)
480 target.pixels[index+i] = rgba[i];
487 if (neg_m) --y; else ++y;
490 } while (++x <= x_end);