Quadtree Rendering for CPU transorm+render
[ipdf/code.git] / src / objectrenderer.cpp
index 13d17b2..f5202cb 100644 (file)
@@ -13,7 +13,9 @@ namespace IPDF
 
 /**
  * ObjectRenderer constructor
- * Note we cannot compile the shaders in the constructor because the Screen class needs to initialise GL and it has a ShaderProgram member
+ * Note we cannot compile the shaders in the ShaderProgram constructor
+ *  because the Screen class needs to initialise GL first and it has a
+ *     ShaderProgram member
  */
 ObjectRenderer::ObjectRenderer(const ObjectType & type, 
                const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file)
@@ -27,20 +29,23 @@ 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);
+       unsigned first_index = 0;
+       while (m_indexes[first_index] < first_obj_id) first_index ++;
+       unsigned last_index = first_index;
+       while (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*)(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?
@@ -105,10 +110,12 @@ 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)
                {
@@ -127,11 +134,13 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
 /**
  * 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
@@ -153,10 +162,12 @@ 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;
@@ -200,11 +211,13 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con
  * 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)
        {
+               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);
 
@@ -225,9 +238,12 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
                
                Real x[2]; Real y[2];
                control.Evaluate(x[0], y[0], Real(0));
-               for (unsigned j = 1; j <= 100; ++j)
+               int64_t blen = max(2L, min(100L, pix_bounds.w));
+               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], Real(0.01)*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);
                }
                
@@ -283,15 +299,21 @@ 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);
+
+       unsigned first_index = 0;
+       while (m_indexes[first_index] < first_obj_id) first_index ++;
+       unsigned last_index = first_index;
+       while (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*)(first_index*sizeof(uint32_t)));
 }
 
 /**

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