X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=21c9648c49629ca1526c69e02988f12a0a712b44;hp=1757ae0eaa60bf6dca0357fb21e4f4dd391c3ef9;hb=58a6719da2337b3e6e20b581885f170bbe5fc480;hpb=cfe7da763b5d8ef4252ddb94558abb080bbd893d diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 1757ae0..21c9648 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -5,6 +5,9 @@ #include "objectrenderer.h" #include "view.h" +#include +#include +#include using namespace std; @@ -13,48 +16,49 @@ namespace IPDF /** * ObjectRenderer constructor - * Note the ShaderProgram constructor which compiles the shaders for GPU rendering (if they exist) + * 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) : m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL) { - m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file); - m_shader_program.Use(); - glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours + if (vert_glsl_file != NULL && frag_glsl_file != NULL && geom_glsl_file != NULL) + { + m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file); + m_shader_program.Use(); + glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours + } } /** * 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); + // If we don't have anything to render, return. + if (first_obj_id == last_obj_id) return; + // If there are no objects of this type, return. + if (m_indexes.empty()) return; + unsigned first_index = 0; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; + unsigned last_index = first_index; + while (m_indexes.size() > last_index && 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*)(2*first_index*sizeof(uint32_t))); } -/** - * Helper structuretransforms coordinates to pixels - */ - -ObjectRenderer::CPURenderBounds::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target) -{ - Rect view_bounds = view.TransformToViewCoords(bounds); - x = view_bounds.x * target.w; - y = view_bounds.y * target.h; - w = view_bounds.w * target.w; - h = view_bounds.h * target.h; -} /** * Default implementation for rendering using CPU */ -void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void ObjectRenderer::RenderUsingCPU(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? } /** @@ -71,6 +75,7 @@ void ObjectRenderer::PrepareBuffers(unsigned max_objects) m_indexes.reserve(max_objects); //TODO: Can probably make this smaller? Or leave it out? Do we care? // Initialise and resize the ibo (for GPU rendering) + m_ibo.Invalidate(); m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); m_ibo.SetType(GraphicsBuffer::BufferTypeIndex); m_ibo.Resize(max_objects * 2 * sizeof(uint32_t)); @@ -115,14 +120,18 @@ void ObjectRenderer::FinaliseBuffers() /** * Rectangle (filled) */ -void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void RectFilledRenderer::RenderUsingCPU(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) { - CPURenderBounds bounds(objects.bounds[m_indexes[i]], view, target); - for (int x = max(0, bounds.x); x < min(bounds.x+bounds.w, target.w); ++x) + 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)); + FloodFillOnCPU(bounds.x+1, bounds.y+1, bounds, target, Colour(0,0,0,1)); + /* + for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x) { - for (int y = max(0, bounds.y); y < min(bounds.y+bounds.h, target.h); ++y) + for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y) { int index = (x+target.w*y)*4; target.pixels[index+0] = 0; @@ -131,82 +140,364 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi target.pixels[index+3] = 255; } } + */ } } /** * Rectangle (outine) */ -void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void RectOutlineRenderer::RenderUsingCPU(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 + // top + ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x+bounds.w, bounds.y, target); + // bottom + ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y+bounds.h, bounds.x+bounds.w, bounds.y+bounds.h, target); + // left + ObjectRenderer::RenderLineOnCPU(bounds.x, bounds.y, bounds.x, bounds.y+bounds.h, target); + // right + ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y, bounds.x+bounds.w, bounds.y+bounds.h, target); + + // Diagonal for testing (from bottom left to top right) + //ObjectRenderer::RenderLineOnCPU(bounds.x,bounds.y+bounds.h, bounds.x+bounds.w, bounds.y,target, C_BLUE); + //ObjectRenderer::RenderLineOnCPU(bounds.x+bounds.w, bounds.y+bounds.h, bounds.x, bounds.y, target,C_GREEN); + } +} + +/** + * Circle (filled) + */ +void CircleFilledRenderer::RenderUsingCPU(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) { - CPURenderBounds bounds(objects.bounds[m_indexes[i]], view, target); - for (int x = max(0, bounds.x); x < min(bounds.x+bounds.w, target.w); ++x) + 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; + + //Debug("Centre is %d, %d", centre_x, centre_y); + //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h); + //Debug("Windos is %d,%d", target.w, target.h); + for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x) { - int top = (x+target.w*max(0, bounds.y))*4; - int bottom = (x+target.w*min(bounds.y+bounds.h, target.h))*4; - for (int j = 0; j < 3; ++j) + for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y) { - target.pixels[top+j] = 0; - target.pixels[bottom+j] = 0; + Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w); + Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h); + int64_t index = (x+target.w*y)*4; + + if (dx*dx + dy*dy <= Real(1)) + { + target.pixels[index+0] = 0; + target.pixels[index+1] = 0; + target.pixels[index+2] = 0; + target.pixels[index+3] = 255; + } } - target.pixels[top+3] = 255; - target.pixels[bottom+3] = 255; } + } +} + +Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target) +{ + Rect result = view.TransformToViewCoords(bounds); + result.x *= Real(target.w); + result.y *= Real(target.h); + result.w *= Real(target.w); + result.h *= Real(target.h); + return result; +} + +ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target) +{ + // hack... + Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1)); + int64_t x = Int64(result.x)*target.w; + int64_t y = Int64(result.y)*target.h; + return PixelPoint(x,y); +} + + +void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c) +{ + //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(relative.ToAbsolute(bounds), Rect(0,0,target.w, target.h)); + + if (view.ShowingBezierBounds()) + { + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(255,0,0,0)); + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,255,0,0)); + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(255,0,0,0)); + 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)); + } + + int64_t blen = min(50L,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() < (uint64_t)(blen)) + { + Bezier & current = divisions.front(); + //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(); + } + while (divisions.size() > 0) + { + Bezier & current = divisions.front(); + 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 +} - for (int y = max(0, bounds.y); y < min(bounds.y+bounds.h, target.h); ++y) +/** + * Bezier curve + * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now. + */ +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; + + //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; + Colour c(0,0,0,255); + if (view.ShowingBezierType()) { - int left = (max(0, bounds.x)+target.w*y)*4; - int right = (min(bounds.x+bounds.w, target.w)+target.w*y)*4; - for (int j = 0; j < 3; ++j) + switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType()) { - target.pixels[left+j] = 0; - target.pixels[right+j] = 0; + case Bezier::LINE: + break; + case Bezier::QUADRATIC: + c.b = 255; + break; + case Bezier::SERPENTINE: + c.r = 255; + break; + case Bezier::CUSP: + c.g = 255; + break; + case Bezier::LOOP: + c.r = 128; + c.b = 128; + break; + default: + c.r = 128; + c.g = 128; + break; } - target.pixels[left+3] = 255; - target.pixels[right+3] = 255; - } + Rect bounds = view.TransformToViewCoords(objects.bounds[m_indexes[i]]); + Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]]; + RenderBezierOnCPU(bez, bounds, view, target, c); + } +} + +void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects) +{ + m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture); + m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + 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), + Float(bez.x2), Float(bez.y2), + Float(bez.x3), Float(bez.y3) + }; + builder.Add(coeffs); } + + m_bezier_coeffs.UnMap(); + glGenTextures(1, &m_bezier_buffer_texture); + glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture); + glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle()); + + m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture); + m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]); + + glGenTextures(1, &m_bezier_id_buffer_texture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture); + glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle()); + glActiveTexture(GL_TEXTURE0); +} + +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); + + // If we don't have anything to render, return. + if (first_obj_id == last_obj_id) return; + // If there are no objects of this type, return. + if (m_indexes.empty()) return; + + unsigned first_index = 0; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; + unsigned last_index = first_index; + while (m_indexes.size() > last_index && 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, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t))); } + + /** - * Circle (filled) + * Render Path (shading) */ -void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void PathRenderer::RenderUsingCPU(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) { - CPURenderBounds bounds(objects.bounds[m_indexes[i]], view, target); - int centre_x = bounds.x + bounds.w / 2; - int centre_y = bounds.y + bounds.h / 2; + if (m_indexes[i] < first_obj_id) continue; + if (m_indexes[i] >= last_obj_id) continue; + + + + Path & path = objects.paths[objects.data_indices[m_indexes[i]]]; + Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target)); + PixelBounds pix_bounds(bounds); - Debug("Centre is %d, %d", centre_x, centre_y); - Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h); - Debug("Windos is %d,%d", target.w, target.h); - for (int x = max(0, bounds.x); x < min(bounds.x+bounds.w, target.w); ++x) + if (view.ShowingFillPoints()) { - for (int y = max(0, bounds.y); y < min(bounds.y + bounds.h, target.h); ++y) + + PixelPoint start(CPUPointLocation((path.m_top+path.m_left+path.m_right+path.m_bottom)/4, view, target)); + for (unsigned f = 0; f < path.m_fill_points.size(); ++f) { - double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w); - double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h); - int index = (x+target.w*y)*4; + PixelPoint end(CPUPointLocation(path.m_fill_points[f], view, target)); + RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,255,0)); + } + } + + #ifndef TRANSFORM_BEZIERS_TO_PATH + if (!view.PerformingShading()) + continue; + for (unsigned b = path.m_start; b <= path.m_end; ++b) + { + 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) + { + vector & fill_points = path.FillPoints(objects, view); + Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h); + for (unsigned f = 0; f < fill_points.size(); ++f) + { + PixelPoint fill_point(CPUPointLocation(fill_points[f], view, target)); - if (dx*dx + dy*dy <= 1.0) + FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill, path.m_stroke); + } + } + else + { + Debug("Low resolution; use brute force %u,%u",pix_bounds.w, pix_bounds.h); + int64_t y_min = max((int64_t)0, pix_bounds.y); + int64_t y_max = min(pix_bounds.y+pix_bounds.h, target.h); + int64_t x_min = max((int64_t)0, pix_bounds.x); + int64_t x_max = min(pix_bounds.x+pix_bounds.w, target.w); + for (int64_t y = y_min; y < y_max; ++y) + { + for (int64_t x = x_min; x < x_max; ++x) { - target.pixels[index+0] = 0; - target.pixels[index+1] = 0; - target.pixels[index+2] = 0; - target.pixels[index+3] = 255; - + Rect pb(path.SolveBounds(objects)); + Vec2 pt(pb.x + (Real(x-pix_bounds.x)/Real(pix_bounds.w))*pb.w, + pb.y + (Real(y-pix_bounds.y)/Real(pix_bounds.h))*pb.h); + if (path.PointInside(objects, pt)) + { + FloodFillOnCPU(x, y, pix_bounds, target, path.m_fill, path.m_stroke); + } } } } - } + } } + + /** * For debug, save pixels to bitmap */ @@ -228,4 +519,134 @@ void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filena SDL_FreeSurface(surf); } + + + +/** + * Bresenham's lines + */ +void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour, bool transpose) +{ + int64_t dx = x1 - x0; + int64_t dy = y1 - y0; + bool neg_m = (dy*dx < 0); + dy = abs(dy); + dx = abs(dx); + + // If positive slope > 1, just swap x and y + if (dy > dx) + { + RenderLineOnCPU(y0,x0,y1,x1,target,colour,!transpose); + return; + } + + int64_t two_dy = 2*dy; + int64_t p = two_dy - dx; + int64_t two_dxdy = 2*(dy-dx); + int64_t x; int64_t y; int64_t x_end; + int64_t width = (transpose ? target.h : target.w); + int64_t height = (transpose ? target.w : target.h); + + if (x0 > x1) + { + x = x1; + y = y1; + x_end = x0; + } + else + { + x = x0; + y = y0; + x_end = x1; + } + + if (x < 0) + { + if (x_end < 0) return; + y = (neg_m ? y - (dy*-x)/dx : y + (dy*-x)/dx); + x = 0; + } + + if (x_end > width) + { + if (x > width) return; + x_end = width-1; + } + + // TODO: Avoid extra inner conditionals + do + { + if (x >= 0 && x < width && y >= 0 && y < height) + { + int64_t index = (transpose ? (y + x*target.w)*4 : (x + y*target.w)*4); + target.pixels[index+0] = colour.r; + target.pixels[index+1] = colour.g; + target.pixels[index+2] = colour.b; + target.pixels[index+3] = colour.a; + } + if (p < 0) + p += two_dy; + else + { + if (neg_m) --y; else ++y; + p += two_dxdy; + } + } while (++x <= x_end); +} + + +void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke) +{ + // HACK to prevent overflooding (when the fill points for a path round to the pixel outside the boundary) + // (I totally just made that term up...) + Colour c = GetColour(target, x+1, y); + if (c == fill || c == stroke) + return; + c = GetColour(target, x-1, y); + if (c == fill || c == stroke) + return; + c = GetColour(target, x, y+1); + if (c == fill || c == stroke) + return; + c = GetColour(target, x, y-1); + if (c == fill || c == stroke) + return; + + // The hack works but now we get underflooding, or, "droughts". + + + queue traverse; + traverse.push(PixelPoint(x,y)); + // now with 100% less stack overflows! + while (traverse.size() > 0) + { + PixelPoint cur(traverse.front()); + traverse.pop(); + if (cur.first < 0 || cur.first < bounds.x || cur.first >= bounds.x+bounds.w || cur.first >= target.w || + cur.second < 0 || cur.second < bounds.y || cur.second >= bounds.y+bounds.h || cur.second >= target.h) + continue; + c = GetColour(target, cur.first, cur.second); + if (c == fill || c == stroke) + continue; + + SetColour(target, cur.first, cur.second, fill); + + //Debug("c is {%u,%u,%u,%u} fill is {%u,%u,%u,%u}, stroke is {%u,%u,%u,%u}", + // c.r,c.g,c.b,c.a, fill.r,fill.g,fill.b,fill.a, stroke.r,stroke.g,stroke.b,stroke.a); + + traverse.push(PixelPoint(cur.first+1, cur.second)); + traverse.push(PixelPoint(cur.first-1, cur.second)); + traverse.push(PixelPoint(cur.first, cur.second-1)); + traverse.push(PixelPoint(cur.first, cur.second+1)); + } +} + +ObjectRenderer::PixelBounds::PixelBounds(const Rect & bounds) +{ + x = Int64(Double(bounds.x)); + y = Int64(Double(bounds.y)); + w = Int64(Double(bounds.w)); + h = Int64(Double(bounds.h)); +} + }