}
-void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View & view, const CPURenderTarget & target, const Colour & c)
+void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c)
{
- const Rect & bounds = objects.bounds[i];
+ //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(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.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,255,0,0));
}
- unsigned blen = target.w;//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)),
+ unsigned blen = 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() < blen)
{
Bezier & current = divisions.front();
- if (current.GetType() == Bezier::LINE)
- {
- --blen;
- continue;
- }
+ //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();
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
}
/**
*/
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;
break;
}
}
- RenderBezierOnCPU(m_indexes[i], objects, view, target, c);
+ Rect & bounds = objects.bounds[m_indexes[i]];
+ Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]];
+ RenderBezierOnCPU(bez, bounds, view, target, c);
}
}
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.beziers.size(); ++i)
{
const Bezier & bez = objects.beziers[i];
-
GPUBezierCoeffs coeffs = {
Float(bez.x0), Float(bez.y0),
Float(bez.x1), Float(bez.y1),
};
builder.Add(coeffs);
}
+
m_bezier_coeffs.UnMap();
glGenTextures(1, &m_bezier_buffer_texture);
glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
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);
}
}
+ #ifndef TRANSFORM_BEZIERS_TO_PATH
if (!view.PerformingShading())
continue;
-
for (unsigned b = path.m_start; b <= path.m_end; ++b)
{
- BezierRenderer::RenderBezierOnCPU(b,objects,view,target,path.m_stroke);
+ 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)
{
}
}
+
+
+
/**
* For debug, save pixels to bitmap
*/
SDL_FreeSurface(surf);
}
+
+
+
/**
* Bresenham's lines
*/