#include "objectrenderer.h"
#include "view.h"
-#include <list>
+#include <vector>
using namespace std;
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));
+ FloodFillOnCPU(bounds.x+1, bounds.y+1, bounds, target, Colour(0,0,0,1));
+ /*
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((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
target.pixels[index+3] = 255;
}
}
+ */
}
}
result.h *= Real(target.h);
return result;
}
+
+pair<int64_t, int64_t> ObjectRenderer::CPUPointLocation(const pair<Real, Real> & point, const View & view, const CPURenderTarget & target)
+{
+ // hack...
+ Rect result = view.TransformToViewCoords(Rect(point.first, point.second,1,1));
+ int64_t x = result.x*target.w;
+ int64_t y = result.y*target.h;
+ return pair<int64_t, int64_t>(x,y);
+}
/**
glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
}
-inline bool IsBlack(uint8_t * pixels, int64_t index)
-{
- bool result = (pixels[index+0] == 0 && pixels[index+1] == 0 && pixels[index+2] == 0 && pixels[index+3] == 255);
- //pixels[index+3] = 254; // hax
- return result;
-}
+
/**
- * Render Group (shading)
+ * Render Path (shading)
*/
-void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+void PathRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
{
if (!view.ShowingObjectBounds() && !view.PerformingShading())
return;
Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
PixelBounds pix_bounds(bounds);
-
- const Group & group = objects.groups[objects.data_indices[m_indexes[i]]];
- if (group.m_fill.a == 0 || !view.PerformingShading())
- continue;
-
- // make the bounds just a little bit bigger
pix_bounds.x-=1;
pix_bounds.w+=2;
pix_bounds.y-=1;
pix_bounds.h+=2;
-
- // Attempt to shade the region
- // Assumes the outline has been drawn first...
- //#ifdef SHADING_DUMB
- for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y)
- {
- struct Segment
- {
- int64_t first;
- int64_t second;
- bool all_black;
- };
- list<Segment> segments;
- int64_t min_x = max((int64_t)0, pix_bounds.x);
- int64_t max_x = min(pix_bounds.x+pix_bounds.w, target.w-1);
- int64_t yy = y*target.w;
+ const Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+ if (path.m_fill.a == 0 || !view.PerformingShading())
+ continue;
- int64_t x = min_x;
- while (x <= max_x)
- {
- bool start_black = IsBlack(target.pixels, 4*(x+yy));
- bool black = start_black;
- segments.push_back({x,x,start_black});
- while (black == start_black && ++x <= max_x)
- {
- black = IsBlack(target.pixels, 4*(x+yy));
- }
- segments.back().second = x-1;
- }
-
- // Keep only the interior segments
- list<Segment>::iterator j = segments.begin();
- //TODO: Magically delete unneeded segments here...
-
- // Fill in remaining segments
- for (j=segments.begin(); j != segments.end(); ++j)
- {
- Colour c(group.m_fill);
- if (j->all_black)
- {
- c.r = 1;//1; // Change to debug the outline scanning
- c.g = 0;
- c.b = 0;
- c.a = 1;
- }
- for (x = max(min_x, j->first); x <= min(max_x, j->second); ++x)
- {
- int64_t index = 4*(x+yy);
- target.pixels[index+0] = 255*c.r;
- target.pixels[index+1] = 255*c.g;
- target.pixels[index+2] = 255*c.b;
- target.pixels[index+3] = 255*c.a;
- }
- }
- }
- //#endif //SHADING_DUMB
+
+ pair<int64_t,int64_t> top(CPUPointLocation(path.m_top, view, target));
+ pair<int64_t,int64_t> bottom(CPUPointLocation(path.m_bottom, view, target));
+ pair<int64_t,int64_t> left(CPUPointLocation(path.m_left, view, target));
+ pair<int64_t,int64_t> right(CPUPointLocation(path.m_right, view, target));
+ FloodFillOnCPU(top.first, top.second+1, pix_bounds, target, path.m_fill);
+ FloodFillOnCPU(bottom.first, bottom.second-1, pix_bounds, target, path.m_fill);
+ FloodFillOnCPU(left.first+1, left.second, pix_bounds, target, path.m_fill);
+ FloodFillOnCPU(right.first-1, right.second, pix_bounds, target, path.m_fill);
+
if (view.ShowingObjectBounds())
{
- const Colour & c = group.m_fill;
+ Colour c(0,0,1,1);
+ RenderLineOnCPU(top.first, top.second, bottom.first, bottom.second, target, c);
+ RenderLineOnCPU(left.first, left.second, right.first, right.second, target, c);
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);
} while (++x <= x_end);
}
+void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill)
+{
+ if (x < 0 || x < bounds.x || x > bounds.x+bounds.w || x >= target.w)
+ return;
+ if (y < 0 || y < bounds.y || y > bounds.y+bounds.h || y >= target.h)
+ return;
+
+ if (GetColour(target, x, y) != Colour(1,1,1,1))
+ return;
+
+ SetColour(target, x, y, fill);
+ FloodFillOnCPU(x-1, y, bounds, target, fill);
+ FloodFillOnCPU(x+1, y, bounds, target, fill);
+ FloodFillOnCPU(x,y-1,bounds,target,fill);
+ FloodFillOnCPU(x,y+1,bounds,target,fill);
+
+}
+
}