X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;fp=src%2Fobjectrenderer.cpp;h=6a216bc6f39ee21c39628c4c723d3c78283ad083;hp=cbceb3aa94f48d3f65ad8ac019962fc8960be1e3;hb=2d12d37f1657d6aef9bb80d735b6c7022aecba6e;hpb=b29310a04a51cd7d39d0858e2dec8a75c15cf097 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index cbceb3a..6a216bc 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -228,11 +228,12 @@ ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, } -void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View & view, const CPURenderTarget & target, const Colour & c) +void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c) { - const Rect & bounds = objects.bounds[i]; + //const Rect & bounds = objects.bounds[i]; PixelBounds pix_bounds(CPURenderBounds(bounds,view,target)); - Bezier control(objects.beziers[objects.data_indices[i]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target)); + //Bezier control(objects.beziers[objects.data_indices[i]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target)); + Bezier control(relative.ToAbsolute(bounds), Rect(0,0,target.w, target.h)); if (view.ShowingBezierBounds()) { @@ -242,20 +243,21 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View 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(0,255,0,0)); } - unsigned blen = target.w;//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), + unsigned blen = pix_bounds.w;//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), //min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U)); // DeCasteljau Divide the Bezier + #ifdef BEZIER_CPU_DECASTELJAU queue divisions; divisions.push(control); while(divisions.size() < blen) { Bezier & current = divisions.front(); - if (current.GetType() == Bezier::LINE) - { - --blen; - continue; - } + //if (current.GetType() == Bezier::LINE) + //{ + // --blen; + // continue; + //} divisions.push(current.DeCasteljauSubdivideRight(Real(1)/Real(2))); divisions.push(current.DeCasteljauSubdivideLeft(Real(1)/Real(2))); divisions.pop(); @@ -266,6 +268,21 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View RenderLineOnCPU(Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(current.y3), target, c); divisions.pop(); } + #else + Real invblen(1); invblen /= Real(blen); + + Real t(invblen); + Vec2 v0; + Vec2 v1; + control.Evaluate(v0.x, v0.y, 0); + for (int64_t j = 1; j <= blen; ++j) + { + control.Evaluate(v1.x, v1.y, t); + RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target); + t += invblen; + v0 = v1; + } + #endif //BEZIER_CPU_DECASTELJAU } /** @@ -274,6 +291,9 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View */ void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) { + #ifdef TRANSFORM_BEZIERS_TO_PATH + return; + #endif if (view.PerformingShading()) return; @@ -308,7 +328,9 @@ void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const break; } } - RenderBezierOnCPU(m_indexes[i], objects, view, target, c); + Rect & bounds = objects.bounds[m_indexes[i]]; + Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]]; + RenderBezierOnCPU(bez, bounds, view, target, c); } } @@ -319,11 +341,10 @@ void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects) m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs)); BufferBuilder builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize()); - + 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), Float(bez.y1), @@ -332,6 +353,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects) }; builder.Add(coeffs); } + m_bezier_coeffs.UnMap(); glGenTextures(1, &m_bezier_buffer_texture); glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture); @@ -350,6 +372,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects) 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); @@ -400,13 +423,41 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP } } + #ifndef TRANSFORM_BEZIERS_TO_PATH if (!view.PerformingShading()) continue; - for (unsigned b = path.m_start; b <= path.m_end; ++b) { - BezierRenderer::RenderBezierOnCPU(b,objects,view,target,path.m_stroke); + Rect & bbounds = objects.bounds[b]; + Bezier & bez = objects.beziers[objects.data_indices[b]]; + BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke); } + #else + // Outlines still get drawn if using TRANSFORM_BEZIERS_TO_PATH + for (unsigned b = path.m_start; b <= path.m_end; ++b) + { + Colour stroke = (view.PerformingShading()) ? path.m_stroke : Colour(0,0,0,255); + // bezier's bounds are relative to this object's bounds, convert back to view bounds + Rect bbounds = objects.bounds[b]; + bbounds.x *= objects.bounds[m_indexes[i]].w; + bbounds.x += objects.bounds[m_indexes[i]].x; + bbounds.y *= objects.bounds[m_indexes[i]].h; + bbounds.y += objects.bounds[m_indexes[i]].y; + bbounds.w *= objects.bounds[m_indexes[i]].w; + bbounds.h *= objects.bounds[m_indexes[i]].h; + bbounds = view.TransformToViewCoords(bbounds); + //Debug("Bounds: %s", objects.bounds[m_indexes[i]].Str().c_str()); + //Debug("Relative Bez Bounds: %s", objects.bounds[b].Str().c_str()); + //Debug("Bez Bounds: %s", bbounds.Str().c_str()); + + Bezier & bez = objects.beziers[objects.data_indices[b]]; + + BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target, stroke); + } + if (!view.PerformingShading()) + continue; + #endif + if (pix_bounds.w*pix_bounds.h > 100) { @@ -443,6 +494,9 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP } } + + + /** * For debug, save pixels to bitmap */ @@ -464,6 +518,9 @@ void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filena SDL_FreeSurface(surf); } + + + /** * Bresenham's lines */