Careful, you may have to shade your eyes
[ipdf/code.git] / src / objectrenderer.cpp
index 8349bc1..f39bae8 100644 (file)
@@ -5,6 +5,8 @@
 
 #include "objectrenderer.h"
 #include "view.h"
+#include <vector>
+#include <queue>
 
 using namespace std;
 
@@ -121,6 +123,8 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
                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));
+               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((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
@@ -132,6 +136,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
                                target.pixels[index+3] = 255;
                        }
                }
+               */
        }
 }
 
@@ -208,6 +213,15 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con
        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 = result.x*target.w;
+       int64_t y = result.y*target.h;
+       return PixelPoint(x,y);
+}
        
 
 /**
@@ -227,12 +241,13 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                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 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));
-               */
+               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);
@@ -242,15 +257,14 @@ 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));
                for (int64_t j = 1; j <= blen; ++j)
                {
                        control.Evaluate(x[j % 2],y[j % 2], invblen*j);
-                       ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target);
+                       ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target, Colour(0,0,0,!view.PerformingShading()));
                }
                
                /*
@@ -331,11 +345,16 @@ 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)));
 }
 
+
+
 /**
- * Render Group (shading)
+ * Render Path (shading)
  */
-void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+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;
@@ -344,50 +363,27 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c
                
                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)
+               const Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+               if (path.m_fill.a == 0 || !view.PerformingShading())
+                       continue;
+               
+               for (unsigned f = 0; f < path.m_fill_points.size(); ++f)
+               {
+                       PixelPoint fill_point(CPUPointLocation(path.m_fill_points[f], view, target));
+                       FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill);
+               }
+               
+               /*if (true)//(view.ShowingObjectBounds())
                {
-                       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)
+                       
+                       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)
                        {
-                               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;
-                               }
+                               PixelPoint end(CPUPointLocation(path.m_fill_points[f], view, target));
+                               RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,1,1));
                        }
                }
-               
+               */
        
        }       
 }
@@ -472,14 +468,13 @@ 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
@@ -490,4 +485,30 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t
        } while (++x <= x_end);
 }
 
+void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill)
+{
+       if (fill == Colour(1,1,1,1))
+               return;
+       queue<PixelPoint > traverse;
+       traverse.push(PixelPoint(x,y));
+       // now with 100% less stack overflows!
+       while (traverse.size() > 0)
+       {
+               PixelPoint cur(traverse.front());
+               traverse.pop();
+               if (cur.first < 0 || cur.first < bounds.x || cur.first >= bounds.x+bounds.w || cur.first >= target.w ||
+                       cur.second < 0 || cur.second < bounds.y || cur.second >= bounds.y+bounds.h || cur.second >= target.h)
+                       continue;
+               if (GetColour(target, cur.first, cur.second) != Colour(1,1,1,1))
+                       continue;
+               SetColour(target, cur.first, cur.second, fill);
+               
+
+               traverse.push(PixelPoint(cur.first+1, cur.second));
+               traverse.push(PixelPoint(cur.first-1, cur.second));
+               traverse.push(PixelPoint(cur.first, cur.second-1));
+               traverse.push(PixelPoint(cur.first, cur.second+1)); 
+       }
+}
+
 }

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