#include "objectrenderer.h"
#include "view.h"
+#include <vector>
using namespace std;
m_shader_program.Use();
m_ibo.Bind();
- glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
}
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);
+}
/**
Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]].ToAbsolute(bounds),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 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));
- */
+ if (view.ShowingObjectBounds())
+ {
+ 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);
//ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
//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);
+ int64_t 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));
BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
- for (unsigned i = 0; i < objects.types.size(); ++i)
+ for (unsigned i = 0; i < objects.beziers.size(); ++i)
{
- if (objects.types[i] != BEZIER) continue;
- const Bezier & bez = objects.beziers[objects.data_indices[i]];//objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[i]);
+ const Bezier & bez = objects.beziers[i];
GPUBezierCoeffs coeffs = {
Float(bez.x0), Float(bez.y0),
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)));
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
}
+
+
/**
- * 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;
+
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_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);
- // make the bounds just a little bit bigger
- pix_bounds.x--;
- pix_bounds.w++;
- pix_bounds.y--;
- pix_bounds.h++;
- /*
- 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);
- */
- // Attempt to shade the region
- // Assumes the outline has been drawn first...
- for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y)
+ pix_bounds.x-=1;
+ pix_bounds.w+=2;
+ pix_bounds.y-=1;
+ pix_bounds.h+=2;
+ const Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+ if (path.m_fill.a == 0 || !view.PerformingShading())
+ continue;
+
+
+ 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())
{
- bool inside = false;
- bool online = false;
- for (int64_t x = max((int64_t)0, pix_bounds.x); x <= min(pix_bounds.x+pix_bounds.w, target.w-1); ++x)
- {
- int64_t index = (x+target.w*y)*4;
- if (target.pixels[index+0] == 0 && target.pixels[index+1] == 0 && target.pixels[index+2] == 0 && target.pixels[index+3] == 255)
- {
- online = true;
- continue;
- }
- else if (online)
- {
- inside = !inside;
- online = false;
- }
-
- if (inside)
- {
- target.pixels[index+0] = c.r*255;
- target.pixels[index+1] = c.g*255;
- target.pixels[index+2] = c.b*255;
- target.pixels[index+3] = c.a*255;
- }
- }
+ 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);
+ 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);
}
// TODO: Avoid extra inner conditionals
do
- {
+ {
if (x >= 0 && x < width && y >= 0 && y < height)
{
int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
for (int i = 0; i < 4; ++i)
target.pixels[index+i] = rgba[i];
}
-
if (p < 0)
p += two_dy;
else
} 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);
+
+}
+
}