Merge branch 'master' of git.ucc.asn.au:ipdf/code
[ipdf/code.git] / src / objectrenderer.cpp
index 76aba52..6108f4f 100644 (file)
@@ -5,6 +5,7 @@
 
 #include "objectrenderer.h"
 #include "view.h"
+#include <list>
 
 using namespace std;
 
@@ -72,7 +73,6 @@ void ObjectRenderer::PrepareBuffers(unsigned max_objects)
        m_ibo.Invalidate();
        m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
        m_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
-       m_ibo.SetName("m_ibo: ObjectRenderer GPU indices");
        m_ibo.Resize(max_objects * 2 * sizeof(uint32_t));
        // BufferBuilder is used to construct the ibo
        m_buffer_builder = new BufferBuilder<uint32_t>(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers
@@ -222,18 +222,19 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
        {
                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);
+               const Rect & bounds = objects.bounds[m_indexes[i]];
+               PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
 
-
-               Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds);
+               Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target));
                //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
-               // Draw a rectangle around the bezier for debugging the coord transforms
-               //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target);
-               //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
-               //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target);
-               //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target);
-       
+               // Draw a rectangle around the bezier for debugging the bounds rectangle calculations
+               if (view.ShowingObjectBounds())
+               {
+                       ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1));
+                       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(0,1,0,1));
+                       ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1));
+                       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(0,1,0,1));
+               }
                // Draw lines between the control points for debugging
                //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
                //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target);
@@ -243,8 +244,7 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                Real x[2]; Real y[2];
                control.Evaluate(x[0], y[0], Real(0));
                //Debug("target is (%lu, %lu)", target.w, target.h);
-               int64_t blen = 100;
-               //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
+               int64_t blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
                
                Real invblen(1); invblen /= blen;
                //Debug("Using %li lines, inverse %f", blen, Double(invblen));
@@ -278,17 +278,19 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
 {
        m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture);
        m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
-       m_bezier_coeffs.SetName("m_bezier_coeffs: Bezier coefficients");
        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.begin(); bez != objects.beziers.end(); ++bez)
+
+       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)
+                       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);
        }
@@ -299,7 +301,6 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
 
        m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture);
        m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
-       m_bezier_ids.SetName("m_bezier_ids: object data_indices");
        m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]);
        
        glGenTextures(1, &m_bezier_id_buffer_texture);
@@ -331,6 +332,108 @@ 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)
+ */
+void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+{
+       if (!view.ShowingObjectBounds() && !view.PerformingShading())
+               return;
+               
+       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);
+               
+               const Group & group = objects.groups[objects.data_indices[m_indexes[i]]];
+               if (group.m_fill.a == 0 || !view.PerformingShading())
+                       continue;
+
+               // make the bounds just a little bit bigger
+               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)
+               {
+                       struct Segment
+                       {
+                               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)
+                               {
+                                       black = IsBlack(target.pixels, 4*(x+yy));
+                               }
+                               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)
+                               {
+                                       c.r = 1;//1; // Change to debug the outline scanning
+                                       c.g = 0;
+                                       c.b = 0;
+                                       c.a = 1;
+                               }
+                               for (x = max(min_x, j->first); x <= min(max_x, j->second); ++x)
+                               {
+                                       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);
+                       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);
+               }
+               
+       
+       }       
+}
+
 /**
  * For debug, save pixels to bitmap
  */
@@ -411,14 +514,13 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
 
        // TODO: Avoid extra inner conditionals
        do
-       {
+       {       
                if (x >= 0 && x < width && y >= 0 && y < height)
                {
                        int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4);
                        for (int i = 0; i < 4; ++i)
                                target.pixels[index+i] = rgba[i];
                }
-               
                if (p < 0)
                        p += two_dy;
                else

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