X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=src%2Fobjectrenderer.h;h=8f52aa00c95065b6ed99a92e6ee9b6a52cdb0aa6;hb=67fbce330b046b1f0d63222f04d83410dc1b2faa;hp=4ebb66a2186e9d0669c410893da8c7febebec42c;hpb=09fc4981be389620d3c269beacf0630de45871bb;p=ipdf%2Fcode.git diff --git a/src/objectrenderer.h b/src/objectrenderer.h index 4ebb66a..8f52aa0 100644 --- a/src/objectrenderer.h +++ b/src/objectrenderer.h @@ -11,6 +11,7 @@ #include "shaderprogram.h" #include "bufferbuilder.h" + namespace IPDF { class View; @@ -34,7 +35,7 @@ namespace IPDF * Use the GPU to render the objects - GLSL shader approach * This way is definitely faster, but subject to the GPU's limitations on precision */ - virtual void RenderUsingGPU(); + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id); /** * Use the CPU to render the objects - "make a bitmap and convert it to a texture" approach @@ -50,7 +51,7 @@ namespace IPDF struct PixelBounds { int64_t x; int64_t y; int64_t w; int64_t h; - PixelBounds(const Rect & bounds) : x(bounds.x), y(bounds.y), w(bounds.w), h(bounds.h) {} + PixelBounds(const Rect & bounds) : x(Double(bounds.x)), y(Double(bounds.y)), w(Double(bounds.w)), h(Double(bounds.h)) {} }; static Rect CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target); @@ -59,7 +60,7 @@ namespace IPDF static void SaveBMP(const CPURenderTarget & target, const char * filename); - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) = 0; + virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) = 0; @@ -85,7 +86,7 @@ namespace IPDF public: RectFilledRenderer() : ObjectRenderer(RECT_FILLED, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl","shaders/rect_filled_geom.glsl") {} virtual ~RectFilledRenderer() {} - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); + virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); }; /** Renderer for outlined rectangles **/ class RectOutlineRenderer : public ObjectRenderer @@ -93,7 +94,7 @@ namespace IPDF public: RectOutlineRenderer() : ObjectRenderer(RECT_OUTLINE, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {} virtual ~RectOutlineRenderer() {} - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); + virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); }; /** Renderer for filled circles **/ class CircleFilledRenderer : public ObjectRenderer @@ -101,7 +102,7 @@ namespace IPDF public: CircleFilledRenderer() : ObjectRenderer(CIRCLE_FILLED, "shaders/rect_vert.glsl", "shaders/circle_frag.glsl", "shaders/circle_filled_geom.glsl") {} virtual ~CircleFilledRenderer() {} - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); + virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); }; /** Renderer for bezier curves **/ @@ -110,8 +111,8 @@ namespace IPDF public: BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbuf_geom.glsl") {} virtual ~BezierRenderer() {} - virtual void RenderUsingGPU(); - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id); + virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); void PrepareBezierGPUBuffer(const Objects & objects); private: GraphicsBuffer m_bezier_coeffs; @@ -121,12 +122,25 @@ namespace IPDF float x0, y0; float x1, y1; float x2, y2; + float x3, y3; }; GLuint m_bezier_buffer_texture; GLuint m_bezier_id_buffer_texture; }; + + /** Renderer for filled circles **/ + class GroupRenderer : public ObjectRenderer + { + public: + GroupRenderer() : ObjectRenderer(GROUP, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {} + virtual ~GroupRenderer() {} + virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); + // do nothing on GPU + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {} + }; + } #endif //_OBJECT_RENDERER_H