X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=82345473302c1f8698e892f62256f28cca5c0d05;hp=cb96c305301f8c892d64037ee51d627bb3d484a3;hb=3172dd5af487e0f8a6e5cd5439dea594b9cbd7c9;hpb=d69b8de94411bee43edc9e16f33bfa0d5d1d6b3b diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index cb96c30..8234547 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))); } @@ -121,6 +122,8 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi 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 (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y) @@ -132,6 +135,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi target.pixels[index+3] = 255; } } + */ } } @@ -208,6 +212,15 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con result.h *= Real(target.h); return result; } + +pair ObjectRenderer::CPUPointLocation(const pair & point, const View & view, const CPURenderTarget & target) +{ + // hack... + Rect result = view.TransformToViewCoords(Rect(point.first, point.second,1,1)); + int64_t x = result.x*target.w; + int64_t y = result.y*target.h; + return pair(x,y); +} /** @@ -221,18 +234,19 @@ 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); @@ -242,8 +256,7 @@ 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)); @@ -280,13 +293,16 @@ 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.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); } @@ -325,7 +341,58 @@ 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))); +} + + + +/** + * Render Path (shading) + */ +void PathRenderer::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); + pix_bounds.x-=1; + pix_bounds.w+=2; + pix_bounds.y-=1; + pix_bounds.h+=2; + const Path & path = objects.paths[objects.data_indices[m_indexes[i]]]; + if (path.m_fill.a == 0 || !view.PerformingShading()) + continue; + + + pair top(CPUPointLocation(path.m_top, view, target)); + pair bottom(CPUPointLocation(path.m_bottom, view, target)); + pair left(CPUPointLocation(path.m_left, view, target)); + pair right(CPUPointLocation(path.m_right, view, target)); + FloodFillOnCPU(top.first, top.second+1, pix_bounds, target, path.m_fill); + FloodFillOnCPU(bottom.first, bottom.second-1, pix_bounds, target, path.m_fill); + FloodFillOnCPU(left.first+1, left.second, pix_bounds, target, path.m_fill); + FloodFillOnCPU(right.first-1, right.second, pix_bounds, target, path.m_fill); + + if (view.ShowingObjectBounds()) + { + Colour c(0,0,1,1); + RenderLineOnCPU(top.first, top.second, bottom.first, bottom.second, target, c); + RenderLineOnCPU(left.first, left.second, right.first, right.second, target, c); + 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); + } + + + } } /** @@ -408,14 +475,13 @@ 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 @@ -426,4 +492,22 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t } while (++x <= x_end); } +void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill) +{ + if (x < 0 || x < bounds.x || x > bounds.x+bounds.w || x >= target.w) + return; + if (y < 0 || y < bounds.y || y > bounds.y+bounds.h || y >= target.h) + return; + + if (GetColour(target, x, y) != Colour(1,1,1,1)) + return; + + SetColour(target, x, y, fill); + FloodFillOnCPU(x-1, y, bounds, target, fill); + FloodFillOnCPU(x+1, y, bounds, target, fill); + FloodFillOnCPU(x,y-1,bounds,target,fill); + FloodFillOnCPU(x,y+1,bounds,target,fill); + +} + }