X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=82345473302c1f8698e892f62256f28cca5c0d05;hp=ed4db414ad838534c57c1168c6331e2146876d12;hb=3172dd5af487e0f8a6e5cd5439dea594b9cbd7c9;hpb=2a1715c907ba3ccfb952e9630c3fe305655637e0 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index ed4db41..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); +} /** @@ -227,12 +240,13 @@ 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 +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)); @@ -281,10 +294,9 @@ 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), @@ -329,14 +341,19 @@ 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 Group (shading) + * Render Path (shading) */ -void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) +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; @@ -345,48 +362,33 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target)); PixelBounds pix_bounds(bounds); - - - 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); - */ - // Attempt to shade the region - // Assumes the outline has been drawn first... - for (int64_t y = max((int64_t)0, pix_bounds.y); y <= min(pix_bounds.y+pix_bounds.h, target.h-1); ++y) + 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()) { - 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) - { - 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) - { - online = true; - continue; - } - else if (online) - { - inside = !inside; - online = false; - } - - if (inside) - { - 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; - } - } + 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); } @@ -473,14 +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 @@ -491,4 +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); + +} + }