/**
* 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)
/**
* 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*)(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(const 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(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;
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;
/**
* Rectangle (outine)
*/
-void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void RectOutlineRenderer::RenderUsingCPU(const 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(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;
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;
-
}
}
}
* 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(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
//Warn("Rendering Beziers on CPU. Things may explode.");
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);
-
- 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));
- for (unsigned j = 1; j <= 100; ++j)
+ //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));
+ for (int64_t j = 1; j <= blen; ++j)
{
- 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);
+ control.Evaluate(x[j % 2],y[j % 2], invblen*j);
+ ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
}
/*
}
}
+void BezierRenderer::PrepareBezierGPUBuffer(const 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());
+
+
+ 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), 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*)(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);
}
}