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Attempt Shading + Bezier Bounds (hopefully) correct
[ipdf/code.git]
/
src
/
objectrenderer.cpp
diff --git
a/src/objectrenderer.cpp
b/src/objectrenderer.cpp
index
d23cd98
..
ed4db41
100644
(file)
--- a/
src/objectrenderer.cpp
+++ b/
src/objectrenderer.cpp
@@
-221,18
+221,18
@@
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
+ /*
+ 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);
@@
-241,15
+241,12
@@
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 = 1;
- if ((control.x1 != control.x2 || control.y1 != control.y2)
- && (control.x1 != control.x0 || control.y1 != control.y0))
- {
- blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
- }
+ //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);
+
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);
@@
-283,12
+280,17
@@
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.begin(); bez != objects.beziers.end(); ++bez)
+
+ for (unsigned i = 0; i < objects.types.size(); ++i)
{
+ if (objects.types[i] != BEZIER) continue;
+ const Bezier & bez = objects.beziers[objects.data_indices[i]];//objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[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);
}
@@
-330,6
+332,67
@@
void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
}
+/**
+ * Render Group (shading)
+ */
+void GroupRenderer::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;
+
+
+ Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+ PixelBounds pix_bounds(bounds);
+
+
+ Colour c(0.5,0.5,1,1);
+ // make the bounds just a little bit bigger
+ pix_bounds.x--;
+ pix_bounds.w++;
+ pix_bounds.y--;
+ pix_bounds.h++;
+ /*
+ 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);
+ */
+ // Attempt to shade the region
+ // Assumes the outline has been drawn first...
+ for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y)
+ {
+ bool inside = false;
+ bool online = false;
+ for (int64_t x = max((int64_t)0, pix_bounds.x); x <= min(pix_bounds.x+pix_bounds.w, target.w-1); ++x)
+ {
+ int64_t index = (x+target.w*y)*4;
+ if (target.pixels[index+0] == 0 && target.pixels[index+1] == 0 && target.pixels[index+2] == 0 && target.pixels[index+3] == 255)
+ {
+ online = true;
+ continue;
+ }
+ else if (online)
+ {
+ inside = !inside;
+ online = false;
+ }
+
+ if (inside)
+ {
+ target.pixels[index+0] = c.r*255;
+ target.pixels[index+1] = c.g*255;
+ target.pixels[index+2] = c.b*255;
+ target.pixels[index+3] = c.a*255;
+ }
+ }
+ }
+
+
+ }
+}
+
/**
* For debug, save pixels to bitmap
*/
@@
-425,7
+488,7
@@
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);
}
}
UCC
git Repository :: git.ucc.asn.au