* 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
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;
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
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
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 **/
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;