X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=6108f4fd8f37c6722315a9b92e87fe4fedd9ba1d;hp=ed4db414ad838534c57c1168c6331e2146876d12;hb=67fbce330b046b1f0d63222f04d83410dc1b2faa;hpb=2a1715c907ba3ccfb952e9630c3fe305655637e0 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index ed4db41..6108f4f 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -5,6 +5,7 @@ #include "objectrenderer.h" #include "view.h" +#include using namespace std; @@ -42,7 +43,7 @@ void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) m_shader_program.Use(); m_ibo.Bind(); - glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t))); + glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t))); } @@ -227,12 +228,13 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, 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 bounds rectangle calculations - /* - 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)); - */ + 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); @@ -242,8 +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)); @@ -281,10 +282,9 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) BufferBuilder builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize()); - for (unsigned i = 0; i < objects.types.size(); ++i) + for (unsigned i = 0; i < objects.beziers.size(); ++i) { - if (objects.types[i] != BEZIER) continue; - const Bezier & bez = objects.beziers[objects.data_indices[i]];//objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[i]); + const Bezier & bez = objects.beziers[i]; GPUBezierCoeffs coeffs = { Float(bez.x0), Float(bez.y0), @@ -329,7 +329,14 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) 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*)(first_index*sizeof(uint32_t))); + 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; } /** @@ -337,6 +344,9 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) */ 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; @@ -345,49 +355,80 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c 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; - Colour c(0.5,0.5,1,1); // make the bounds just a little bit bigger - pix_bounds.x--; - pix_bounds.w++; - pix_bounds.y--; - pix_bounds.h++; - /* - 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); - */ + 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) { - bool inside = false; - bool online = false; - for (int64_t x = max((int64_t)0, pix_bounds.x); x <= min(pix_bounds.x+pix_bounds.w, target.w-1); ++x) + struct Segment { - int64_t index = (x+target.w*y)*4; - if (target.pixels[index+0] == 0 && target.pixels[index+1] == 0 && target.pixels[index+2] == 0 && target.pixels[index+3] == 255) + 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) { - online = true; - continue; + black = IsBlack(target.pixels, 4*(x+yy)); } - else if (online) + 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) { - inside = !inside; - online = false; + c.r = 1;//1; // Change to debug the outline scanning + c.g = 0; + c.b = 0; + c.a = 1; } - - if (inside) + for (x = max(min_x, j->first); x <= min(max_x, j->second); ++x) { - target.pixels[index+0] = c.r*255; - target.pixels[index+1] = c.g*255; - target.pixels[index+2] = c.b*255; - target.pixels[index+3] = c.a*255; + 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); + } } @@ -473,14 +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