Shading still doesn't work
[ipdf/code.git] / src / objectrenderer.cpp
index 967f7e1..6108f4f 100644 (file)
@@ -5,6 +5,7 @@
 
 #include "objectrenderer.h"
 #include "view.h"
+#include <list>
 
 using namespace std;
 
@@ -331,6 +332,13 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
        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)
  */
@@ -349,50 +357,73 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c
                PixelBounds pix_bounds(bounds);
                
                const Group & group = objects.groups[objects.data_indices[m_indexes[i]]];
-               const Colour & c = group.shading;
-               if (c.a == 0 || !view.PerformingShading())
+               if (group.m_fill.a == 0 || !view.PerformingShading())
                        continue;
 
                // make the bounds just a little bit bigger
-               pix_bounds.x--;
-               pix_bounds.w++;
-               pix_bounds.y--;
-               pix_bounds.h++;
+               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)
                {
-                       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)
+                       struct Segment
                        {
-                               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)
+                               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;
+
+                       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)
                                {
-                                       online = true;
-                                       continue;
+                                       black = IsBlack(target.pixels, 4*(x+yy));
                                }
-                               else if (online)
+                               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)
                                {
-                                       inside = !inside;
-                                       online = false;
+                                       c.r = 1;//1; // Change to debug the outline scanning
+                                       c.g = 0;
+                                       c.b = 0;
+                                       c.a = 1;
                                }
-                               
-                               if (inside)
+                               for (x = max(min_x, j->first); x <= min(max_x, j->second); ++x)
                                {
-                                       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;
+                                       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
                if (view.ShowingObjectBounds())
                {
-                       
+                       const Colour & c = group.m_fill;
                        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);

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