A Song of Floodfills and Segfaults
[ipdf/code.git] / src / objectrenderer.cpp
index ac25c4a..8234547 100644 (file)
@@ -5,6 +5,7 @@
 
 #include "objectrenderer.h"
 #include "view.h"
+#include <vector>
 
 using namespace std;
 
@@ -29,20 +30,27 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type,
 /**
  * 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);
+       // 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();
        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*)(2*first_index*sizeof(uint32_t)));
 }
 
 
 /**
  * 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?
@@ -107,14 +115,18 @@ void ObjectRenderer::FinaliseBuffers()
 /**
  * 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)
        {
+               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)
+               FloodFillOnCPU(bounds.x+1, bounds.y+1, bounds, target, Colour(0,0,0,1));
+               /*
+               for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
                {
-                       for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
+                       for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
                        {
                                int index = (x+target.w*y)*4;
                                target.pixels[index+0] = 0;
@@ -123,17 +135,20 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
                                target.pixels[index+3] = 255;
                        }
                }
+               */
        }
 }
 
 /**
  * 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)
        {
+               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
@@ -155,10 +170,12 @@ void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v
 /**
  * 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)
        {
+               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;
@@ -166,21 +183,20 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View &
                //Debug("Centre is %d, %d", centre_x, centre_y);
                //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
                //Debug("Windos is %d,%d", target.w, target.h);
-               for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
+               for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
                {
-                       for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
+                       for (int64_t y = max((int64_t)0, 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;
                                
-                               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;
-
                                }
                        }
                }
@@ -196,29 +212,41 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con
        result.h *= Real(target.h);
        return result;
 }
+
+pair<int64_t, int64_t> ObjectRenderer::CPUPointLocation(const pair<Real, Real> & point, const View & view, const CPURenderTarget & target)
+{
+       // hack...
+       Rect result = view.TransformToViewCoords(Rect(point.first, point.second,1,1));
+       int64_t x = result.x*target.w;
+       int64_t y = result.y*target.h;
+       return pair<int64_t, int64_t>(x,y);
+}
        
 
 /**
  * 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)
        {
-               Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
-               PixelBounds pix_bounds(bounds);
-
+               if (m_indexes[i] < first_obj_id) continue;
+               if (m_indexes[i] >= last_obj_id) continue;
+               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);
@@ -227,9 +255,11 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                
                Real x[2]; Real y[2];
                control.Evaluate(x[0], y[0], Real(0));
-               int64_t blen = max(2L, min(100L, 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);
@@ -263,12 +293,16 @@ 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());
 
-       for (auto bez : objects.beziers)
+
+       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 - bez.x0), Float(bez.y1 - bez.y0),
-                       Float(bez.x2 - bez.x0), Float(bez.y2 - bez.y0)
+                       Float(bez.x1), Float(bez.y1),
+                       Float(bez.x2), Float(bez.y2),
+                       Float(bez.x3), Float(bez.y3)
                        };
                builder.Add(coeffs);
        }
@@ -288,15 +322,77 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
        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 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, m_indexes.size()*2, GL_UNSIGNED_INT, 0);
+       glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
+}
+
+
+
+/**
+ * Render Path (shading)
+ */
+void PathRenderer::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);
+               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())
+               {
+                       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);
+               }
+               
+       
+       }       
 }
 
 /**
@@ -379,14 +475,13 @@ 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
@@ -394,7 +489,25 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
                        if (neg_m) --y; else ++y;
                        p += two_dxdy;
                }
-       } while (++x < x_end);
+       } while (++x <= x_end);
+}
+
+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))
+               return;
+               
+       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);
+       
 }
 
 }

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