X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=6108f4fd8f37c6722315a9b92e87fe4fedd9ba1d;hp=76aba52c7f996f699a2fec00edd28ad6d6a239db;hb=67fbce330b046b1f0d63222f04d83410dc1b2faa;hpb=04ab3830f779fdb92697a6b5101214ea462b765a diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 76aba52..6108f4f 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -5,6 +5,7 @@ #include "objectrenderer.h" #include "view.h" +#include using namespace std; @@ -72,7 +73,6 @@ void ObjectRenderer::PrepareBuffers(unsigned max_objects) m_ibo.Invalidate(); m_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); m_ibo.SetType(GraphicsBuffer::BufferTypeIndex); - m_ibo.SetName("m_ibo: ObjectRenderer GPU indices"); m_ibo.Resize(max_objects * 2 * sizeof(uint32_t)); // BufferBuilder is used to construct the ibo m_buffer_builder = new BufferBuilder(m_ibo.Map(false, true, true), m_ibo.GetSize()); // new matches delete in ObjectRenderer::FinaliseBuffers @@ -222,18 +222,19 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, { if (m_indexes[i] < first_obj_id) continue; if (m_indexes[i] >= last_obj_id) continue; - Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target)); - PixelBounds pix_bounds(bounds); + const Rect & bounds = objects.bounds[m_indexes[i]]; + PixelBounds pix_bounds(CPURenderBounds(bounds,view,target)); - - Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds); + Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target)); //Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str()); - // Draw a rectangle around the bezier for debugging the coord transforms - //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target); - //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target); - //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target); - //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target); - + // Draw a rectangle around the bezier for debugging the bounds rectangle calculations + if (view.ShowingObjectBounds()) + { + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1)); + 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(0,1,0,1)); + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1)); + 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(0,1,0,1)); + } // Draw lines between the control points for debugging //ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target); //ObjectRenderer::RenderLineOnCPU((int64_t)control.x1, (int64_t)control.y1, (int64_t)control.x2, (int64_t)control.y2,target); @@ -243,8 +244,7 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, Real x[2]; Real y[2]; control.Evaluate(x[0], y[0], Real(0)); //Debug("target is (%lu, %lu)", target.w, target.h); - int64_t blen = 100; - //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100); + int64_t blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100); Real invblen(1); invblen /= blen; //Debug("Using %li lines, inverse %f", blen, Double(invblen)); @@ -278,17 +278,19 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) { m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture); m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); - m_bezier_coeffs.SetName("m_bezier_coeffs: Bezier coefficients"); m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs)); BufferBuilder builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize()); - for (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez) + + 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) + 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); } @@ -299,7 +301,6 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture); m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); - m_bezier_ids.SetName("m_bezier_ids: object data_indices"); m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]); glGenTextures(1, &m_bezier_id_buffer_texture); @@ -331,6 +332,108 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t))); } +inline bool IsBlack(uint8_t * pixels, int64_t index) +{ + bool result = (pixels[index+0] == 0 && pixels[index+1] == 0 && pixels[index+2] == 0 && pixels[index+3] == 255); + //pixels[index+3] = 254; // hax + return result; +} + +/** + * Render Group (shading) + */ +void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) +{ + if (!view.ShowingObjectBounds() && !view.PerformingShading()) + return; + + 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; + + + Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target)); + PixelBounds pix_bounds(bounds); + + const Group & group = objects.groups[objects.data_indices[m_indexes[i]]]; + if (group.m_fill.a == 0 || !view.PerformingShading()) + continue; + + // make the bounds just a little bit bigger + pix_bounds.x-=1; + pix_bounds.w+=2; + pix_bounds.y-=1; + pix_bounds.h+=2; + + // Attempt to shade the region + // Assumes the outline has been drawn first... + //#ifdef SHADING_DUMB + for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y) + { + struct Segment + { + int64_t first; + int64_t second; + bool all_black; + }; + list segments; + int64_t min_x = max((int64_t)0, pix_bounds.x); + int64_t max_x = min(pix_bounds.x+pix_bounds.w, target.w-1); + int64_t yy = y*target.w; + + int64_t x = min_x; + while (x <= max_x) + { + bool start_black = IsBlack(target.pixels, 4*(x+yy)); + bool black = start_black; + segments.push_back({x,x,start_black}); + while (black == start_black && ++x <= max_x) + { + black = IsBlack(target.pixels, 4*(x+yy)); + } + segments.back().second = x-1; + } + + // Keep only the interior segments + list::iterator j = segments.begin(); + //TODO: Magically delete unneeded segments here... + + // Fill in remaining segments + for (j=segments.begin(); j != segments.end(); ++j) + { + Colour c(group.m_fill); + if (j->all_black) + { + c.r = 1;//1; // Change to debug the outline scanning + c.g = 0; + c.b = 0; + c.a = 1; + } + for (x = max(min_x, j->first); x <= min(max_x, j->second); ++x) + { + int64_t index = 4*(x+yy); + target.pixels[index+0] = 255*c.r; + target.pixels[index+1] = 255*c.g; + target.pixels[index+2] = 255*c.b; + target.pixels[index+3] = 255*c.a; + } + } + } + //#endif //SHADING_DUMB + if (view.ShowingObjectBounds()) + { + const Colour & c = group.m_fill; + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c); + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c); + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c); + ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c); + } + + + } +} + /** * For debug, save pixels to bitmap */ @@ -411,14 +514,13 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t // 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); for (int i = 0; i < 4; ++i) target.pixels[index+i] = rgba[i]; } - if (p < 0) p += two_dy; else