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[ipdf/code.git] / src / objectrenderer.h
index 6e5176b..85a413b 100644 (file)
  * @brief Definition of ObjectRenderer class
  */
 
+#ifndef _OBJECT_RENDERER_H
+#define _OBJECT_RENDERER_H
+
 #include "ipdf.h"
 #include "graphicsbuffer.h"
 #include "shaderprogram.h"
 #include "bufferbuilder.h"
+#include <cstdint>
+
+#define BEZIER_CPU_DECASTELJAU
 
 namespace IPDF
 {
+       class View;
        /**
         * Abstract Base class representing how a particular type of object will be rendered
         * 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
        {
                public:
                        /** Construct the ObjectRenderer **/
-                       ObjectRenderer(const ObjectType & type, const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file = "");
+                       ObjectRenderer(const ObjectType & type, const char * vert_glsl_file="", const char * frag_glsl_file="", const char * geom_glsl_file = "");
                        virtual ~ObjectRenderer() {}
 
                        /**
                         * 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
                         * This way is definitely slower, but gives us more control over the number representations than a GPU
                         */
-                       virtual void RenderUsingCPU() = 0;
+
+                       struct CPURenderTarget
+                       {
+                               uint8_t * pixels;
+                               int64_t w;
+                               int64_t h;
+                               
+                               
+                               
+                       };
+                       
+                       static Colour GetColour(const CPURenderTarget & target, int64_t x, int64_t y)
+                       {
+                               int64_t index = 4*(x+y*target.w);
+                               if (index < 0 || index >= 4*(target.w*target.h))
+                                       return Colour(0,0,0,0);
+                               return Colour(target.pixels[index+0],target.pixels[index+1],target.pixels[index+2],target.pixels[index+3]);
+                       }
+                       
+                       static void SetColour(const CPURenderTarget & target, int64_t x, int64_t y, const Colour & c)
+                       {
+                               int64_t index = 4*(x+y*target.w);
+                               if (index < 0 || index >= 4*(target.w*target.h))
+                                       return;
+                               
+                               target.pixels[index+0] = c.r;
+                               target.pixels[index+1] = c.g;
+                               target.pixels[index+2] = c.b;
+                               target.pixels[index+3] = c.a;
+                       }
+                       
+                       struct PixelBounds
+                       {
+                               int64_t x; int64_t y; int64_t w; int64_t h;
+                               PixelBounds(const Rect & bounds);
+                       };
+                       
+                       typedef std::pair<int64_t, int64_t> PixelPoint;
+
+                       static Rect CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target);
+                       static PixelPoint CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target);
+
+                       static void SaveBMP(const CPURenderTarget & target, const char * filename);
+
+
+                       virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) = 0;
                        
                        
                        
                        const ObjectType m_type; /** Type of objects **/
-               private:
+               protected:
                        friend class View; //View is a friendly fellow in the world of 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);
+                       
+                       static void FloodFillOnCPU(int64_t x0, int64_t y0, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke=Colour(0,0,0,0));
 
                        ShaderProgram m_shader_program; /** GLSL shaders for GPU **/
                        GraphicsBuffer m_ibo; /** Index Buffer Object for GPU rendering **/
@@ -60,7 +116,7 @@ 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() {ObjectRenderer::RenderUsingCPU();} //TODO: Implement
+                       virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
        };
        /** Renderer for outlined rectangles **/
        class RectOutlineRenderer : public ObjectRenderer
@@ -68,7 +124,7 @@ 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() {ObjectRenderer::RenderUsingCPU();} //TODO: Implement
+                       virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
        };
        /** Renderer for filled circles **/
        class CircleFilledRenderer : public ObjectRenderer
@@ -76,6 +132,58 @@ 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() {ObjectRenderer::RenderUsingCPU();} //TODO: Implement
+                       virtual void RenderUsingCPU(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(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
+                       void PrepareBezierGPUBuffer(Objects & objects);
+                       
+                       static void RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c=Colour(0,0,0,255));
+                       
+               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 paths **/
+       class PathRenderer : public ObjectRenderer
+       {
+               public:
+                       PathRenderer() : ObjectRenderer(PATH, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbug_geom.glsl") {}
+                       virtual ~PathRenderer() {}
+                       virtual void RenderUsingCPU(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) {}
+
+       };
+
+       class FakeRenderer : public ObjectRenderer
+       {
+               public:
+                       FakeRenderer() : ObjectRenderer(PATH,NULL,NULL,NULL) {}
+                       ~FakeRenderer() {}
+                       virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) {}
+                       virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {}
        };
+       
 }
+
+#endif //_OBJECT_RENDERER_H

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