#include "graphicsbuffer.h"
#include "shaderprogram.h"
#include "bufferbuilder.h"
+#include <cstdint>
+
+#define BEZIER_CPU_DECASTELJAU
namespace IPDF
{
{
public:
/** Construct the ObjectRenderer **/
- ObjectRenderer(const ObjectType & type, const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file = "");
+ ObjectRenderer(const ObjectType & type, const char * vert_glsl_file="", const char * frag_glsl_file="", const char * geom_glsl_file = "");
virtual ~ObjectRenderer() {}
/**
* 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
uint8_t * pixels;
int64_t w;
int64_t h;
+
+
+
};
+
+ static Colour GetColour(const CPURenderTarget & target, int64_t x, int64_t y)
+ {
+ int64_t index = 4*(x+y*target.w);
+ if (index < 0 || index >= 4*(target.w*target.h))
+ return Colour(0,0,0,0);
+ return Colour(target.pixels[index+0],target.pixels[index+1],target.pixels[index+2],target.pixels[index+3]);
+ }
+
+ static void SetColour(const CPURenderTarget & target, int64_t x, int64_t y, const Colour & c)
+ {
+ int64_t index = 4*(x+y*target.w);
+ if (index < 0 || index >= 4*(target.w*target.h))
+ return;
+
+ target.pixels[index+0] = c.r;
+ target.pixels[index+1] = c.g;
+ target.pixels[index+2] = c.b;
+ target.pixels[index+3] = c.a;
+ }
+
struct PixelBounds
{
int64_t x; int64_t y; int64_t w; int64_t h;
- PixelBounds(const Rect & bounds) : x(bounds.x), y(bounds.y), w(bounds.w), h(bounds.h) {}
+ PixelBounds(const Rect & bounds);
};
+
+ typedef std::pair<int64_t, int64_t> PixelPoint;
static Rect CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target);
-
+ static PixelPoint CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target);
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(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) = 0;
/** Helper for CPU rendering that will render a line using Bresenham's algorithm. Do not use the transpose argument. **/
static void RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour = Colour(0,0,0,1), bool transpose = false);
+
+ static void FloodFillOnCPU(int64_t x0, int64_t y0, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke=Colour(0,0,0,0));
ShaderProgram m_shader_program; /** GLSL shaders for GPU **/
GraphicsBuffer m_ibo; /** Index Buffer Object for GPU rendering **/
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(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(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(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);
- void PrepareBezierGPUBuffer(const Objects & objects);
+ virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id);
+ virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
+ void PrepareBezierGPUBuffer(Objects & objects);
+
+ static void RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c=Colour(0,0,0,255));
+
private:
GraphicsBuffer m_bezier_coeffs;
GraphicsBuffer m_bezier_ids;
float x0, y0;
float x1, y1;
float x2, y2;
+ float x3, y3;
};
GLuint m_bezier_buffer_texture;
GLuint m_bezier_id_buffer_texture;
};
+
+ /** Renderer for filled paths **/
+ class PathRenderer : public ObjectRenderer
+ {
+ public:
+ PathRenderer() : ObjectRenderer(PATH, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbuf_geom.glsl") {}
+ virtual ~PathRenderer() {}
+ virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
+ // do nothing on GPU
+ virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {}
+
+ };
+
+ class FakeRenderer : public ObjectRenderer
+ {
+ public:
+ FakeRenderer() : ObjectRenderer(PATH,NULL,NULL,NULL) {}
+ ~FakeRenderer() {}
+ virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) {}
+ virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {}
+ };
+
}
#endif //_OBJECT_RENDERER_H