X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=7a0f8cdafcc1397987ec3d678bde2daf292542c6;hp=d23cd986e89137372f118d3dbc1e441e423e8eae;hb=e88c1ef58e2446cf57d5f7b0d5d4e5bfff0b8c37;hpb=e63e9c9efda937cb9e2bb60e52cfd07c69c68d27 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index d23cd98..7a0f8cd 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -221,17 +221,16 @@ 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 + 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); @@ -241,15 +240,12 @@ 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 = 1; - if ((control.x1 != control.x2 || control.y1 != control.y2) - && (control.x1 != control.x0 || control.y1 != control.y0)) - { - blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100); - } + //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); + Real invblen(1); invblen /= blen; - Debug("Using %li lines, inverse %f", blen, Double(invblen)); + //Debug("Using %li lines, inverse %f", blen, Double(invblen)); for (int64_t j = 1; j <= blen; ++j) { control.Evaluate(x[j % 2],y[j % 2], invblen*j); @@ -283,12 +279,17 @@ void BezierRenderer::PrepareBezierGPUBuffer(const 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 (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez) + + for (unsigned i = 0; i < objects.types.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]); + GPUBezierCoeffs coeffs = { - Float(bez->x0), Float(bez->y0), - Float(bez->x1), Float(bez->y1), - Float(bez->x2), Float(bez->y2) + 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); } @@ -330,6 +331,30 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t))); } +/** + * Render Group (shading) + */ +void GroupRenderer::RenderUsingCPU(const 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) + { + 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); + + + Colour c(0.5,0.5,1,1); + 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 */ @@ -425,7 +450,7 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t if (neg_m) --y; else ++y; p += two_dxdy; } - } while (++x < x_end); + } while (++x <= x_end); } }