*/
void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
+ // 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[first_index] < first_obj_id) first_index ++;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id) last_index ++;
+ while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
m_ibo.Bind();
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)
+ 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;
//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)
{
Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
PixelBounds pix_bounds(bounds);
-
- Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
+ Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]],CPURenderBounds(Rect(0,0,1,1), view, target));
//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 a rectangle around the bezier for debugging the bounds rectangle calculations
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1));
+ 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));
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1));
+ 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));
// 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);
Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
- int64_t blen = max(2L, min(100L, pix_bounds.w));
+ //Debug("target is (%lu, %lu)", target.w, target.h);
+ int64_t blen = 100;
+ //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
+
Real invblen(1); invblen /= blen;
- Debug("Using %li lines, inverse %f", blen, Double(invblen));
+ //Debug("Using %li lines, inverse %f", blen, Double(invblen));
for (int64_t j = 1; j <= blen; ++j)
{
control.Evaluate(x[j % 2],y[j % 2], invblen*j);
m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
- for (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez)
+
+ for (unsigned i = 0; i < objects.types.size(); ++i)
{
+ if (objects.types[i] != BEZIER) continue;
+ Bezier bez = objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[i]);
+
GPUBezierCoeffs coeffs = {
- Float(bez->x0), Float(bez->y0),
- Float(bez->x1 - bez->x0), Float(bez->y1 - bez->y0),
- Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0)
+ 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);
}
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[first_index] < first_obj_id) first_index ++;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id) last_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);
glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
}
+/**
+ * Render Group (shading)
+ */
+void GroupRenderer::RenderUsingCPU(const 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;
+
+ Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+ PixelBounds pix_bounds(bounds);
+
+
+ Colour c(0.5,0.5,1,1);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c);
+ 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);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c);
+ 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);
+
+
+ }
+}
+
/**
* For debug, save pixels to bitmap
*/
if (neg_m) --y; else ++y;
p += two_dxdy;
}
- } while (++x < x_end);
+ } while (++x <= x_end);
}
}