+Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target)
+{
+ Rect result = view.TransformToViewCoords(bounds);
+ result.x *= Real(target.w);
+ result.y *= Real(target.h);
+ result.w *= Real(target.w);
+ result.h *= Real(target.h);
+ return result;
+}
+
+ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target)
+{
+ // hack...
+ Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1));
+ int64_t x = Int64(result.x)*target.w;
+ int64_t y = Int64(result.y)*target.h;
+ return PixelPoint(x,y);
+}
+
+
+void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c)
+{
+ //const Rect & bounds = objects.bounds[i];
+ PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
+ //Bezier control(objects.beziers[objects.data_indices[i]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
+ Bezier control(relative.ToAbsolute(bounds), Rect(0,0,target.w, target.h));
+
+ if (view.ShowingBezierBounds())
+ {
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(255,0,0,0));
+ 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(0,255,0,0));
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(255,0,0,0));
+ 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(0,255,0,0));
+ }
+
+ int64_t blen = min(50L,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)),
+ //min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
+
+ // DeCasteljau Divide the Bezier
+ #ifdef BEZIER_CPU_DECASTELJAU
+ queue<Bezier> divisions;
+ divisions.push(control);
+ while(divisions.size() < (uint64_t)(blen))
+ {
+ Bezier & current = divisions.front();
+ //if (current.GetType() == Bezier::LINE)
+ //{
+ // --blen;
+ // continue;
+ //}
+ divisions.push(current.DeCasteljauSubdivideRight(Real(1)/Real(2)));
+ divisions.push(current.DeCasteljauSubdivideLeft(Real(1)/Real(2)));
+ divisions.pop();
+ }
+ while (divisions.size() > 0)
+ {
+ Bezier & current = divisions.front();
+ RenderLineOnCPU(Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(current.y3), target, c);
+ divisions.pop();
+ }
+ #else
+ Real invblen(1); invblen /= Real(blen);
+
+ Real t(invblen);
+ Vec2 v0;
+ Vec2 v1;
+ control.Evaluate(v0.x, v0.y, 0);
+ for (int64_t j = 1; j <= blen; ++j)
+ {
+ control.Evaluate(v1.x, v1.y, t);
+ RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target);
+ t += invblen;
+ v0 = v1;
+ }
+ #endif //BEZIER_CPU_DECASTELJAU
+}
+
+/**
+ * Bezier curve
+ * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now.
+ */
+void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+{
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ return;
+ #endif
+ if (view.PerformingShading())
+ return;
+
+ //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;
+ Colour c(0,0,0,255);
+ if (view.ShowingBezierType())
+ {
+ switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType())
+ {
+ case Bezier::LINE:
+ break;
+ case Bezier::QUADRATIC:
+ c.b = 255;
+ break;
+ case Bezier::SERPENTINE:
+ c.r = 255;
+ break;
+ case Bezier::CUSP:
+ c.g = 255;
+ break;
+ case Bezier::LOOP:
+ c.r = 128;
+ c.b = 128;
+ break;
+ default:
+ c.r = 128;
+ c.g = 128;
+ break;
+ }
+ }
+ Rect bounds = view.TransformToViewCoords(objects.bounds[m_indexes[i]]);
+ Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]];
+ RenderBezierOnCPU(bez, bounds, view, target, c);
+ }
+}
+
+void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects)
+{
+ m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
+ m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
+ BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
+
+
+ for (unsigned i = 0; i < objects.beziers.size(); ++i)
+ {
+ const Bezier & bez = objects.beziers[i];
+ GPUBezierCoeffs coeffs = {
+ Float(bez.x0), Float(bez.y0),
+ Float(bez.x1), Float(bez.y1),
+ Float(bez.x2), Float(bez.y2),
+ Float(bez.x3), Float(bez.y3)
+ };
+ builder.Add(coeffs);
+ }
+
+ m_bezier_coeffs.UnMap();
+ glGenTextures(1, &m_bezier_buffer_texture);
+ glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture);
+ glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle());
+
+ m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
+ m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
+
+ glGenTextures(1, &m_bezier_id_buffer_texture);
+ glActiveTexture(GL_TEXTURE1);
+ glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture);
+ glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle());
+ glActiveTexture(GL_TEXTURE0);
+}
+
+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 we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
+
+ unsigned first_index = 0;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
+ unsigned last_index = first_index;
+ while (m_indexes.size() > last_index && 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();
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
+}
+
+
+
+/**
+ * Render Path (shading)
+ */
+void PathRenderer::RenderUsingCPU(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)
+ {
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
+
+
+
+ Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+ Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target));
+ PixelBounds pix_bounds(bounds);
+
+ if (view.ShowingFillPoints())
+ {
+
+ 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(0,0,255,0));
+ }
+ }
+
+ #ifndef TRANSFORM_BEZIERS_TO_PATH
+ if (!view.PerformingShading())
+ continue;
+ for (unsigned b = path.m_start; b <= path.m_end; ++b)
+ {
+ Rect & bbounds = objects.bounds[b];
+ Bezier & bez = objects.beziers[objects.data_indices[b]];
+ BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke);
+ }
+ #else
+ // Outlines still get drawn if using TRANSFORM_BEZIERS_TO_PATH
+ for (unsigned b = path.m_start; b <= path.m_end; ++b)
+ {
+ Colour stroke = (view.PerformingShading()) ? path.m_stroke : Colour(0,0,0,255);
+ // bezier's bounds are relative to this object's bounds, convert back to view bounds
+ Rect bbounds = objects.bounds[b];
+ bbounds.x *= objects.bounds[m_indexes[i]].w;
+ bbounds.x += objects.bounds[m_indexes[i]].x;
+ bbounds.y *= objects.bounds[m_indexes[i]].h;
+ bbounds.y += objects.bounds[m_indexes[i]].y;
+ bbounds.w *= objects.bounds[m_indexes[i]].w;
+ bbounds.h *= objects.bounds[m_indexes[i]].h;
+ bbounds = view.TransformToViewCoords(bbounds);
+ //Debug("Bounds: %s", objects.bounds[m_indexes[i]].Str().c_str());
+ //Debug("Relative Bez Bounds: %s", objects.bounds[b].Str().c_str());
+ //Debug("Bez Bounds: %s", bbounds.Str().c_str());
+
+ Bezier & bez = objects.beziers[objects.data_indices[b]];
+
+ BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target, stroke);
+ }
+ if (!view.PerformingShading())
+ continue;
+ #endif
+
+
+ if (pix_bounds.w*pix_bounds.h > 100)
+ {
+ vector<Vec2> & fill_points = path.FillPoints(objects, view);
+ Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h);
+ for (unsigned f = 0; f < fill_points.size(); ++f)
+ {
+ PixelPoint fill_point(CPUPointLocation(fill_points[f], view, target));
+
+ FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill, path.m_stroke);
+ }
+ }
+ else
+ {
+ Debug("Low resolution; use brute force %u,%u",pix_bounds.w, pix_bounds.h);
+ int64_t y_min = max((int64_t)0, pix_bounds.y);
+ int64_t y_max = min(pix_bounds.y+pix_bounds.h, target.h);
+ int64_t x_min = max((int64_t)0, pix_bounds.x);
+ int64_t x_max = min(pix_bounds.x+pix_bounds.w, target.w);
+ for (int64_t y = y_min; y < y_max; ++y)
+ {
+ for (int64_t x = x_min; x < x_max; ++x)
+ {
+ Rect pb(path.SolveBounds(objects));
+ Vec2 pt(pb.x + (Real(x-pix_bounds.x)/Real(pix_bounds.w))*pb.w,
+ pb.y + (Real(y-pix_bounds.y)/Real(pix_bounds.h))*pb.h);
+ if (path.PointInside(objects, pt))
+ {
+ FloodFillOnCPU(x, y, pix_bounds, target, path.m_fill, path.m_stroke);
+ }
+ }
+ }
+ }
+ }
+}
+
+
+