#include "objectrenderer.h"
#include "view.h"
+#include <list>
using namespace std;
m_shader_program.Use();
m_ibo.Bind();
- glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
+ glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
}
{
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);
Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
- int64_t blen = max((int64_t)2, min((int64_t)100, pix_bounds.w));
+ //Debug("target is (%lu, %lu)", target.w, target.h);
+ 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));
+ //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], invblen*j);
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.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);
}
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*)(first_index*sizeof(uint32_t)));
+ 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);
+ }
+
+
+ }
}
/**
// 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
if (neg_m) --y; else ++y;
p += two_dxdy;
}
- } while (++x < x_end);
+ } while (++x <= x_end);
}
}