Careful, you may have to shade your eyes
[ipdf/code.git] / src / objectrenderer.cpp
index 8234547..f39bae8 100644 (file)
@@ -6,6 +6,7 @@
 #include "objectrenderer.h"
 #include "view.h"
 #include <vector>
+#include <queue>
 
 using namespace std;
 
@@ -213,13 +214,13 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con
        return result;
 }
 
-pair<int64_t, int64_t> ObjectRenderer::CPUPointLocation(const pair<Real, Real> & point, const View & view, const CPURenderTarget & target)
+ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target)
 {
        // hack...
-       Rect result = view.TransformToViewCoords(Rect(point.first, point.second,1,1));
+       Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1));
        int64_t x = result.x*target.w;
        int64_t y = result.y*target.h;
-       return pair<int64_t, int64_t>(x,y);
+       return PixelPoint(x,y);
 }
        
 
@@ -263,7 +264,7 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                for (int64_t j = 1; j <= blen; ++j)
                {
                        control.Evaluate(x[j % 2],y[j % 2], invblen*j);
-                       ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
+                       ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target, Colour(0,0,0,!view.PerformingShading()));
                }
                
                /*
@@ -362,35 +363,27 @@ void PathRenderer::RenderUsingCPU(const Objects & objects, const View & view, co
                
                Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
                PixelBounds pix_bounds(bounds);
-               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())
+               for (unsigned f = 0; f < path.m_fill_points.size(); ++f)
                {
-                       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);
+                       PixelPoint fill_point(CPUPointLocation(path.m_fill_points[f], view, target));
+                       FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill);
                }
                
+               /*if (true)//(view.ShowingObjectBounds())
+               {
+                       
+                       PixelPoint start(CPUPointLocation((path.m_top+path.m_left+path.m_right+path.m_bottom)/4, view, target));
+                       for (unsigned f = 0; f < path.m_fill_points.size(); ++f)
+                       {
+                               PixelPoint end(CPUPointLocation(path.m_fill_points[f], view, target));
+                               RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,1,1));
+                       }
+               }
+               */
        
        }       
 }
@@ -494,20 +487,28 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
 
 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))
+       if (fill == Colour(1,1,1,1))
                return;
+       queue<PixelPoint > traverse;
+       traverse.push(PixelPoint(x,y));
+       // now with 100% less stack overflows!
+       while (traverse.size() > 0)
+       {
+               PixelPoint cur(traverse.front());
+               traverse.pop();
+               if (cur.first < 0 || cur.first < bounds.x || cur.first >= bounds.x+bounds.w || cur.first >= target.w ||
+                       cur.second < 0 || cur.second < bounds.y || cur.second >= bounds.y+bounds.h || cur.second >= target.h)
+                       continue;
+               if (GetColour(target, cur.first, cur.second) != Colour(1,1,1,1))
+                       continue;
+               SetColour(target, cur.first, cur.second, fill);
                
-       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);
-       
+
+               traverse.push(PixelPoint(cur.first+1, cur.second));
+               traverse.push(PixelPoint(cur.first-1, cur.second));
+               traverse.push(PixelPoint(cur.first, cur.second-1));
+               traverse.push(PixelPoint(cur.first, cur.second+1)); 
+       }
 }
 
 }

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