* Use the GPU to render the objects - GLSL shader approach
* This way is definitely faster, but subject to the GPU's limitations on precision
*/
- virtual void RenderUsingGPU();
+ virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id);
/**
* Use the CPU to render the objects - "make a bitmap and convert it to a texture" approach
struct PixelBounds
{
int64_t x; int64_t y; int64_t w; int64_t h;
- PixelBounds(const Rect & bounds) : x(bounds.x), y(bounds.y), w(bounds.w), h(bounds.h) {}
+ PixelBounds(const Rect & bounds) : x(Double(bounds.x)), y(Double(bounds.y)), w(Double(bounds.w)), h(Double(bounds.h)) {}
};
static Rect CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target);
static void SaveBMP(const CPURenderTarget & target, const char * filename);
- virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) = 0;
+ virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) = 0;
public:
RectFilledRenderer() : ObjectRenderer(RECT_FILLED, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl","shaders/rect_filled_geom.glsl") {}
virtual ~RectFilledRenderer() {}
- virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target);
+ virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
};
/** Renderer for outlined rectangles **/
class RectOutlineRenderer : public ObjectRenderer
public:
RectOutlineRenderer() : ObjectRenderer(RECT_OUTLINE, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {}
virtual ~RectOutlineRenderer() {}
- virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target);
+ virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
};
/** Renderer for filled circles **/
class CircleFilledRenderer : public ObjectRenderer
public:
CircleFilledRenderer() : ObjectRenderer(CIRCLE_FILLED, "shaders/rect_vert.glsl", "shaders/circle_frag.glsl", "shaders/circle_filled_geom.glsl") {}
virtual ~CircleFilledRenderer() {}
- virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target);
+ virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
};
/** Renderer for bezier curves **/
class BezierRenderer : public ObjectRenderer
{
public:
- BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {}
+ BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbuf_geom.glsl") {}
virtual ~BezierRenderer() {}
- virtual void RenderUsingGPU()
+ virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id);
+ virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
+ void PrepareBezierGPUBuffer(const Objects & objects);
+ private:
+ GraphicsBuffer m_bezier_coeffs;
+ GraphicsBuffer m_bezier_ids;
+ struct GPUBezierCoeffs
{
- Error("Cannot render beziers on the GPU; they will appear as outlined rectangles.");
- ObjectRenderer::RenderUsingGPU();
- }
- virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target);
+ float x0, y0;
+ float x1, y1;
+ float x2, y2;
+ };
+
+ GLuint m_bezier_buffer_texture;
+ GLuint m_bezier_id_buffer_texture;
+
};
}