#include "objectrenderer.h"
#include "view.h"
+#include <vector>
+#include <queue>
+#include <stack>
using namespace std;
/**
* ObjectRenderer constructor
- * Note we cannot compile the shaders in the constructor because the Screen class needs to initialise GL and it has a ShaderProgram member
+ * 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)
: m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL)
{
- m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
- m_shader_program.Use();
- glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
+ if (vert_glsl_file != NULL && frag_glsl_file != NULL && geom_glsl_file != NULL)
+ {
+ m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file);
+ m_shader_program.Use();
+ glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours
+ }
}
/**
* 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);
+ // If we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
+ unsigned first_index = 0;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
+ unsigned last_index = first_index;
+ while (m_indexes.size() > last_index && 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*)(2*first_index*sizeof(uint32_t)));
}
/**
* Default implementation for rendering using CPU
*/
-void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void ObjectRenderer::RenderUsingCPU(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?
/**
* Rectangle (filled)
*/
-void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void RectFilledRenderer::RenderUsingCPU(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)
{
+ 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)
+ FloodFillOnCPU(bounds.x+1, bounds.y+1, bounds, target, Colour(0,0,0,1));
+ /*
+ for (int64_t x = max((int64_t)0, 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)
+ for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
{
int index = (x+target.w*y)*4;
target.pixels[index+0] = 0;
target.pixels[index+3] = 255;
}
}
+ */
}
}
/**
* Rectangle (outine)
*/
-void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void RectOutlineRenderer::RenderUsingCPU(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)
{
+ 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
/**
* Circle (filled)
*/
-void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void CircleFilledRenderer::RenderUsingCPU(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)
{
+ 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;
//Debug("Centre is %d, %d", centre_x, centre_y);
//Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
//Debug("Windos is %d,%d", target.w, target.h);
- for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
+ for (int64_t x = max((int64_t)0, 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)
+ for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
{
- double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w);
- double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h);
+ Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
+ Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
int64_t index = (x+target.w*y)*4;
- if (dx*dx + dy*dy <= 1.0)
+ if (dx*dx + dy*dy <= Real(1))
{
target.pixels[index+0] = 0;
target.pixels[index+1] = 0;
target.pixels[index+2] = 0;
target.pixels[index+3] = 255;
-
}
}
}
result.h *= Real(target.h);
return result;
}
+
+ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target)
+{
+ // hack...
+ Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1));
+ int64_t x = Int64(result.x)*target.w;
+ int64_t y = Int64(result.y)*target.h;
+ return PixelPoint(x,y);
+}
+
+
+void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c)
+{
+ //const Rect & bounds = objects.bounds[i];
+ PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
+ //Bezier control(objects.beziers[objects.data_indices[i]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
+ Bezier control(relative.ToAbsolute(bounds), Rect(0,0,target.w, target.h));
+
+ if (view.ShowingBezierBounds())
+ {
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(255,0,0,0));
+ 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(0,255,0,0));
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(255,0,0,0));
+ 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(0,255,0,0));
+ }
+ int64_t blen = min(50L,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)),
+ //min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
+
+ // DeCasteljau Divide the Bezier
+ #ifdef BEZIER_CPU_DECASTELJAU
+ queue<Bezier> divisions;
+ divisions.push(control);
+ while(divisions.size() < (uint64_t)(blen))
+ {
+ Bezier & current = divisions.front();
+ //if (current.GetType() == Bezier::LINE)
+ //{
+ // --blen;
+ // continue;
+ //}
+ divisions.push(current.DeCasteljauSubdivideRight(Real(1)/Real(2)));
+ divisions.push(current.DeCasteljauSubdivideLeft(Real(1)/Real(2)));
+ divisions.pop();
+ }
+ while (divisions.size() > 0)
+ {
+ Bezier & current = divisions.front();
+ RenderLineOnCPU(Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(current.y3), target, c);
+ divisions.pop();
+ }
+ #else
+ Real invblen(1); invblen /= Real(blen);
+
+ Real t(invblen);
+ Vec2 v0;
+ Vec2 v1;
+ control.Evaluate(v0.x, v0.y, 0);
+ for (int64_t j = 1; j <= blen; ++j)
+ {
+ control.Evaluate(v1.x, v1.y, t);
+ RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target);
+ t += invblen;
+ v0 = v1;
+ }
+ #endif //BEZIER_CPU_DECASTELJAU
+}
/**
* 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)
+void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ return;
+ #endif
+ if (view.PerformingShading())
+ return;
+
//Warn("Rendering Beziers on CPU. Things may explode.");
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
- Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
- PixelBounds pix_bounds(bounds);
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
+ Colour c(0,0,0,255);
+ if (view.ShowingBezierType())
+ {
+ switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType())
+ {
+ case Bezier::LINE:
+ break;
+ case Bezier::QUADRATIC:
+ c.b = 255;
+ break;
+ case Bezier::SERPENTINE:
+ c.r = 255;
+ break;
+ case Bezier::CUSP:
+ c.g = 255;
+ break;
+ case Bezier::LOOP:
+ c.r = 128;
+ c.b = 128;
+ break;
+ default:
+ c.r = 128;
+ c.g = 128;
+ break;
+ }
+ }
+ Rect bounds = view.TransformToViewCoords(objects.bounds[m_indexes[i]]);
+ Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]];
+ RenderBezierOnCPU(bez, bounds, view, target, c);
+ }
+}
+void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects)
+{
+ m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
+ m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
+ BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
- 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);
-
+ for (unsigned i = 0; i < objects.beziers.size(); ++i)
+ {
+ const Bezier & bez = objects.beziers[i];
+ GPUBezierCoeffs coeffs = {
+ Float(bez.x0), Float(bez.y0),
+ Float(bez.x1), Float(bez.y1),
+ Float(bez.x2), Float(bez.y2),
+ Float(bez.x3), Float(bez.y3)
+ };
+ 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);
+
+ // If we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
+
+ unsigned first_index = 0;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
+ unsigned last_index = first_index;
+ while (m_indexes.size() > last_index && 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*)(2*first_index*sizeof(uint32_t)));
+}
+
+
+
+/**
+ * Render Path (shading)
+ */
+void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+{
- Real x[2]; Real y[2];
- control.Evaluate(x[0], y[0], Real(0));
- for (unsigned j = 1; j <= 100; ++j)
+ 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;
+
+
+
+ Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+ Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target));
+ PixelBounds pix_bounds(bounds);
+
+ if (view.ShowingFillPoints())
{
- control.Evaluate(x[j % 2],y[j % 2], Real(0.01)*j);
- ObjectRenderer::RenderLineOnCPU((int64_t)x[0],(int64_t)y[0], (int64_t)x[1],(int64_t)y[1], target);
+
+ PixelPoint start(CPUPointLocation((path.m_top+path.m_left+path.m_right+path.m_bottom)/4, view, target));
+ for (unsigned f = 0; f < path.m_fill_points.size(); ++f)
+ {
+ PixelPoint end(CPUPointLocation(path.m_fill_points[f], view, target));
+ RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,255,0));
+ }
}
- /*
- Real u(0);
- while (u < Real(1))
+ #ifndef TRANSFORM_BEZIERS_TO_PATH
+ if (!view.PerformingShading())
+ continue;
+ for (unsigned b = path.m_start; b <= path.m_end; ++b)
{
- 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;
- }
+ Rect & bbounds = objects.bounds[b];
+ Bezier & bez = objects.beziers[objects.data_indices[b]];
+ BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke);
}
- */
+ #else
+ // Outlines still get drawn if using TRANSFORM_BEZIERS_TO_PATH
+ for (unsigned b = path.m_start; b <= path.m_end; ++b)
+ {
+ Colour stroke = (view.PerformingShading()) ? path.m_stroke : Colour(0,0,0,255);
+ // bezier's bounds are relative to this object's bounds, convert back to view bounds
+ Rect bbounds = objects.bounds[b];
+ bbounds.x *= objects.bounds[m_indexes[i]].w;
+ bbounds.x += objects.bounds[m_indexes[i]].x;
+ bbounds.y *= objects.bounds[m_indexes[i]].h;
+ bbounds.y += objects.bounds[m_indexes[i]].y;
+ bbounds.w *= objects.bounds[m_indexes[i]].w;
+ bbounds.h *= objects.bounds[m_indexes[i]].h;
+ bbounds = view.TransformToViewCoords(bbounds);
+ //Debug("Bounds: %s", objects.bounds[m_indexes[i]].Str().c_str());
+ //Debug("Relative Bez Bounds: %s", objects.bounds[b].Str().c_str());
+ //Debug("Bez Bounds: %s", bbounds.Str().c_str());
+
+ Bezier & bez = objects.beziers[objects.data_indices[b]];
+
+ BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target, stroke);
+ }
+ if (!view.PerformingShading())
+ continue;
+ #endif
- }
+
+ if (pix_bounds.w*pix_bounds.h > 100)
+ {
+ vector<Vec2> & fill_points = path.FillPoints(objects, view);
+ Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h);
+ for (unsigned f = 0; f < fill_points.size(); ++f)
+ {
+ PixelPoint fill_point(CPUPointLocation(fill_points[f], view, target));
+
+ FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill, path.m_stroke);
+ }
+ }
+ else
+ {
+ Debug("Low resolution; use brute force %u,%u",pix_bounds.w, pix_bounds.h);
+ int64_t y_min = max((int64_t)0, pix_bounds.y);
+ int64_t y_max = min(pix_bounds.y+pix_bounds.h, target.h);
+ int64_t x_min = max((int64_t)0, pix_bounds.x);
+ int64_t x_max = min(pix_bounds.x+pix_bounds.w, target.w);
+ for (int64_t y = y_min; y < y_max; ++y)
+ {
+ for (int64_t x = x_min; x < x_max; ++x)
+ {
+ Rect pb(path.SolveBounds(objects));
+ Vec2 pt(pb.x + (Real(x-pix_bounds.x)/Real(pix_bounds.w))*pb.w,
+ pb.y + (Real(y-pix_bounds.y)/Real(pix_bounds.h))*pb.h);
+ if (path.PointInside(objects, pt))
+ {
+ FloodFillOnCPU(x, y, pix_bounds, target, path.m_fill, path.m_stroke);
+ }
+ }
+ }
+ }
+ }
}
+
+
+
/**
* For debug, save pixels to bitmap
*/
SDL_FreeSurface(surf);
}
+
+
+
/**
* Bresenham's lines
*/
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;
// 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];
+ target.pixels[index+0] = colour.r;
+ target.pixels[index+1] = colour.g;
+ target.pixels[index+2] = colour.b;
+ target.pixels[index+3] = colour.a;
}
-
if (p < 0)
p += two_dy;
else
if (neg_m) --y; else ++y;
p += two_dxdy;
}
- } while (++x < x_end);
+ } while (++x <= x_end);
+}
+
+
+void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke)
+{
+ // HACK to prevent overflooding (when the fill points for a path round to the pixel outside the boundary)
+ // (I totally just made that term up...)
+ Colour c = GetColour(target, x+1, y);
+ if (c == fill || c == stroke)
+ return;
+ c = GetColour(target, x-1, y);
+ if (c == fill || c == stroke)
+ return;
+ c = GetColour(target, x, y+1);
+ if (c == fill || c == stroke)
+ return;
+ c = GetColour(target, x, y-1);
+ if (c == fill || c == stroke)
+ return;
+
+ // The hack works but now we get underflooding, or, "droughts".
+
+
+ queue<PixelPoint > traverse;
+ traverse.push(PixelPoint(x,y));
+ // now with 100% less stack overflows!
+ while (traverse.size() > 0)
+ {
+ PixelPoint cur(traverse.front());
+ traverse.pop();
+ if (cur.first < 0 || cur.first < bounds.x || cur.first >= bounds.x+bounds.w || cur.first >= target.w ||
+ cur.second < 0 || cur.second < bounds.y || cur.second >= bounds.y+bounds.h || cur.second >= target.h)
+ continue;
+ c = GetColour(target, cur.first, cur.second);
+ if (c == fill || c == stroke)
+ continue;
+
+ SetColour(target, cur.first, cur.second, fill);
+
+ //Debug("c is {%u,%u,%u,%u} fill is {%u,%u,%u,%u}, stroke is {%u,%u,%u,%u}",
+ // c.r,c.g,c.b,c.a, fill.r,fill.g,fill.b,fill.a, stroke.r,stroke.g,stroke.b,stroke.a);
+
+ traverse.push(PixelPoint(cur.first+1, cur.second));
+ traverse.push(PixelPoint(cur.first-1, cur.second));
+ traverse.push(PixelPoint(cur.first, cur.second-1));
+ traverse.push(PixelPoint(cur.first, cur.second+1));
+ }
+}
+
+ObjectRenderer::PixelBounds::PixelBounds(const Rect & bounds)
+{
+ x = Int64(Double(bounds.x));
+ y = Int64(Double(bounds.y));
+ w = Int64(Double(bounds.w));
+ h = Int64(Double(bounds.h));
}
}