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Add VFPU::Float (but it is broken)
[ipdf/code.git]
/
src
/
objectrenderer.cpp
diff --git
a/src/objectrenderer.cpp
b/src/objectrenderer.cpp
index
755df98
..
0770e46
100644
(file)
--- a/
src/objectrenderer.cpp
+++ b/
src/objectrenderer.cpp
@@
-13,7
+13,9
@@
namespace IPDF
/**
* ObjectRenderer constructor
/**
* ObjectRenderer constructor
- * Note we cannot compile the shaders in the constructor because the Screen class needs to initialise GL and it has a ShaderProgram member
+ * Note we cannot compile the shaders in the ShaderProgram constructor
+ * because the Screen class needs to initialise GL first and it has a
+ * ShaderProgram member
*/
ObjectRenderer::ObjectRenderer(const ObjectType & type,
const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
*/
ObjectRenderer::ObjectRenderer(const ObjectType & type,
const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
@@
-27,20
+29,23
@@
ObjectRenderer::ObjectRenderer(const ObjectType & type,
/**
* Render using GPU
*/
/**
* Render using GPU
*/
-void ObjectRenderer::RenderUsingGPU()
+void ObjectRenderer::RenderUsingGPU(
unsigned first_obj_id, unsigned last_obj_id
)
{
{
- if (!m_shader_program.Valid())
- Warn("Shader is invalid (objects are of type %d)", m_type);
+ unsigned first_index = 0;
+ while (m_indexes[first_index] < first_obj_id) first_index ++;
+ unsigned last_index = first_index;
+ while (m_indexes[last_index] < last_obj_id) last_index ++;
+
m_shader_program.Use();
m_ibo.Bind();
m_shader_program.Use();
m_ibo.Bind();
- glDrawElements(GL_LINES,
m_indexes.size()*2, GL_UNSIGNED_INT, 0
);
+ glDrawElements(GL_LINES,
(last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t))
);
}
/**
* Default implementation for rendering using CPU
*/
}
/**
* Default implementation for rendering using CPU
*/
-void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target
, unsigned first_obj_id, unsigned last_obj_id
)
{
Error("Cannot render objects of type %d on CPU", m_type);
//TODO: Render a rect or something instead?
{
Error("Cannot render objects of type %d on CPU", m_type);
//TODO: Render a rect or something instead?
@@
-105,10
+110,12
@@
void ObjectRenderer::FinaliseBuffers()
/**
* Rectangle (filled)
*/
/**
* Rectangle (filled)
*/
-void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target
, unsigned first_obj_id, unsigned last_obj_id
)
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
+ 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));
for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
@@
-127,11
+134,13
@@
void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
/**
* Rectangle (outine)
*/
/**
* Rectangle (outine)
*/
-void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target
, unsigned first_obj_id, unsigned last_obj_id
)
{
//Debug("Render %u outlined rectangles on CPU", m_indexes.size());
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
{
//Debug("Render %u outlined rectangles on CPU", m_indexes.size());
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
+ 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));
// Using bresenham's lines now mainly because I want to see if they work
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
// Using bresenham's lines now mainly because I want to see if they work
@@
-153,10
+162,12
@@
void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v
/**
* Circle (filled)
*/
/**
* Circle (filled)
*/
-void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target
, unsigned first_obj_id, unsigned last_obj_id
)
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
+ 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));
int64_t centre_x = bounds.x + bounds.w / 2;
int64_t centre_y = bounds.y + bounds.h / 2;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
int64_t centre_x = bounds.x + bounds.w / 2;
int64_t centre_y = bounds.y + bounds.h / 2;
@@
-168,17
+179,16
@@
void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View &
{
for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
{
{
for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
{
-
double dx = 2.0*(double)(x - centre_x)/(double)
(bounds.w);
-
double dy = 2.0*(double)(y - centre_y)/(double)
(bounds.h);
+
Real dx(2); dx *= Real(x - centre_x)/Real
(bounds.w);
+
Real dy(2); dy *= Real(y - centre_y)/Real
(bounds.h);
int64_t index = (x+target.w*y)*4;
int64_t index = (x+target.w*y)*4;
- if (dx*dx + dy*dy <=
1.0
)
+ if (dx*dx + dy*dy <=
Real(1)
)
{
target.pixels[index+0] = 0;
target.pixels[index+1] = 0;
target.pixels[index+2] = 0;
target.pixels[index+3] = 255;
{
target.pixels[index+0] = 0;
target.pixels[index+1] = 0;
target.pixels[index+2] = 0;
target.pixels[index+3] = 255;
-
}
}
}
}
}
}
@@
-200,11
+210,13
@@
Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con
* Bezier curve
* Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
*/
* Bezier curve
* Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
*/
-void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target)
+void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target
, unsigned first_obj_id, unsigned last_obj_id
)
{
//Warn("Rendering Beziers on CPU. Things may explode.");
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
{
//Warn("Rendering Beziers on CPU. Things may explode.");
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
PixelBounds pix_bounds(bounds);
Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
PixelBounds pix_bounds(bounds);
@@
-225,10
+237,13
@@
void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
- for (unsigned j = 1; j <= 100; ++j)
+ int64_t blen = max(2L, min(100L, pix_bounds.w));
+ Real invblen(1); invblen /= blen;
+ Debug("Using %li lines, inverse %f", blen, Double(invblen));
+ for (int64_t j = 1; j <= blen; ++j)
{
{
- control.Evaluate(x[j % 2],y[j % 2],
Real(0.01)*j);
- ObjectRenderer::RenderLineOnCPU((int64_t)
x[0],(int64_t)y[0], (int64_t)x[1],(int64_t)y[1]
, target);
+ 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);
}
/*
}
/*
@@
-258,12
+273,12
@@
void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
- for (auto bez
: objects.beziers
)
+ for (auto bez
= objects.beziers.begin(); bez != objects.beziers.end(); ++bez
)
{
GPUBezierCoeffs coeffs = {
{
GPUBezierCoeffs coeffs = {
-
(float)bez.x0, (float)bez.y0
,
-
(float)bez.x1 - (float)bez.x0, (float)bez.y1 - (float)bez.y0
,
- (float)bez.x2 - (float)bez.x0, (float)bez.y2 - (float)bez.y0
+
Float(bez->x0), Float(bez->y0)
,
+
Float(bez->x1 - bez->x0), Float(bez->y1 - bez->y0)
,
+ Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0)
};
builder.Add(coeffs);
}
};
builder.Add(coeffs);
}
@@
-283,15
+298,21
@@
void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
glActiveTexture(GL_TEXTURE0);
}
glActiveTexture(GL_TEXTURE0);
}
-void BezierRenderer::RenderUsingGPU()
+void BezierRenderer::RenderUsingGPU(
unsigned first_obj_id, unsigned last_obj_id
)
{
if (!m_shader_program.Valid())
Warn("Shader is invalid (objects are of type %d)", m_type);
{
if (!m_shader_program.Valid())
Warn("Shader is invalid (objects are of type %d)", m_type);
+
+ unsigned first_index = 0;
+ while (m_indexes[first_index] < first_obj_id) first_index ++;
+ unsigned last_index = first_index;
+ while (m_indexes[last_index] < last_obj_id) last_index ++;
+
m_shader_program.Use();
glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
m_ibo.Bind();
m_shader_program.Use();
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,
m_indexes.size()*2, GL_UNSIGNED_INT, 0
);
+ glDrawElements(GL_LINES,
(last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t))
);
}
/**
}
/**
UCC
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