Careful, you may have to shade your eyes
[ipdf/code.git] / src / objectrenderer.cpp
index 9bbcfd6..f39bae8 100644 (file)
@@ -5,6 +5,8 @@
 
 #include "objectrenderer.h"
 #include "view.h"
+#include <vector>
+#include <queue>
 
 using namespace std;
 
@@ -31,14 +33,18 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type,
  */
 void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
 {
+       // 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[first_index] < first_obj_id) first_index ++;
+       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
        unsigned last_index = first_index;
-       while (m_indexes[last_index] < last_obj_id) last_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, (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)));
 }
 
 
@@ -117,6 +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)
@@ -128,6 +136,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
                                target.pixels[index+3] = 255;
                        }
                }
+               */
        }
 }
 
@@ -204,6 +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);
+}
        
 
 /**
@@ -217,18 +235,19 @@ 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);
@@ -237,13 +256,15 @@ 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((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);
-                       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()));
                }
                
                /*
@@ -273,12 +294,16 @@ 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.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 - bez->x0), Float(bez->y1 - bez->y0),
-                       Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0)
+                       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);
        }
@@ -303,16 +328,64 @@ 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[first_index] < first_obj_id) first_index ++;
+       while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
        unsigned last_index = first_index;
-       while (m_indexes[last_index] < last_obj_id) last_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, (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)));
+}
+
+
+
+/**
+ * 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);
+               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())
+               {
+                       
+                       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)
+                       {
+                               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));
+                       }
+               }
+               */
+       
+       }       
 }
 
 /**
@@ -395,14 +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
@@ -410,7 +482,33 @@ 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 (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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