Go nuts with Qt
[ipdf/code.git] / src / objectrenderer.h
index 0790d85..70339e7 100644 (file)
@@ -19,8 +19,8 @@ namespace IPDF
         * Includes GPU rendering and CPU rendering
         * For GPU rendering, pass GLSL shader source files to constructor in the constructor of a base class
         *      To leave unimplemented, just pass NULL filename strings
-        * For CPU rendering, implement RenderUsingCPU in the base class
-        *  To leave unimplemented, just call ObjectRenderer::RenderUsingCPU in the base class
+        * For CPU rendering, implement RenderUsingCPU in the derived class
+        *  To leave unimplemented, just call ObjectRenderer::RenderUsingCPU in the derived class
         * The View class uses ObjectRenderer's; see view.h
         */
        class ObjectRenderer
@@ -34,7 +34,7 @@ namespace IPDF
                         * Use the GPU to render the objects - GLSL shader approach
                         * This way is definitely faster, but subject to the GPU's limitations on precision
                         */
-                       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
@@ -44,19 +44,22 @@ namespace IPDF
                        struct CPURenderTarget
                        {
                                uint8_t * pixels;
-                               int w;
-                               int h;
+                               int64_t w;
+                               int64_t h;
                        };
-                       struct CPURenderBounds
+                       struct PixelBounds
                        {
-                               int x; int y; int w; int h;
-                               CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target);
+                               int64_t x; int64_t y; int64_t w; int64_t 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;
                        
                        
                        
@@ -66,7 +69,9 @@ namespace IPDF
                        void PrepareBuffers(unsigned max_size);
                        void FinaliseBuffers();
                        void AddObjectToBuffers(unsigned index);                        
-
+               
+                       /** Helper for CPU rendering that will render a line using Bresenham's algorithm. Do not use the transpose argument. **/
+                       static void RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour = Colour(0,0,0,1), bool transpose = false);
 
                        ShaderProgram m_shader_program; /** GLSL shaders for GPU **/
                        GraphicsBuffer m_ibo; /** Index Buffer Object for GPU rendering **/
@@ -80,7 +85,7 @@ namespace IPDF
                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
@@ -88,7 +93,7 @@ namespace IPDF
                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
@@ -96,8 +101,45 @@ namespace IPDF
                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/bezier_texbuf_geom.glsl") {}
+                       virtual ~BezierRenderer() {}
+                       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
+                       {
+                               float x0, y0;
+                               float x1, y1;
+                               float x2, y2;
+                               float x3, y3;
+                       };
+
+                       GLuint m_bezier_buffer_texture;
+                       GLuint m_bezier_id_buffer_texture;
+
+       };
+       
+               /** Renderer for filled circles **/
+       class GroupRenderer : public ObjectRenderer
+       {
+               public:
+                       GroupRenderer() : ObjectRenderer(GROUP, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {}
+                       virtual ~GroupRenderer() {}
+                       virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
+                       // do nothing on GPU
+                       virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {}
        };
+       
 }
 
 #endif //_OBJECT_RENDERER_H

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