X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=967f7e1ce023c56898041caea5260903326112f5;hp=0770e46424d7b97fd8f1f816cbce19ee42c9a297;hb=d83560835237d360f6d12776435e91676c8ab45f;hpb=2efd51d686e0dd911f0220ab2d595c0b3b0e18be diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 0770e46..967f7e1 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -31,14 +31,18 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, */ void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) { + // If we don't have anything to render, return. + if (first_obj_id == last_obj_id) return; + // If there are no objects of this type, return. + if (m_indexes.empty()) return; unsigned first_index = 0; - while (m_indexes[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id) last_index ++; + while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++; 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))); } @@ -117,9 +121,9 @@ 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)); - for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x) + 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(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y) + for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y) { int index = (x+target.w*y)*4; target.pixels[index+0] = 0; @@ -175,9 +179,9 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & //Debug("Centre is %d, %d", centre_x, centre_y); //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h); //Debug("Windos is %d,%d", target.w, target.h); - for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x) + 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(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y) + for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y) { Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w); Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h); @@ -217,18 +221,19 @@ 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); @@ -237,9 +242,11 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, Real x[2]; Real y[2]; control.Evaluate(x[0], y[0], Real(0)); - int64_t blen = max(2L, min(100L, pix_bounds.w)); + //Debug("target is (%lu, %lu)", target.w, target.h); + 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)); + //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); @@ -273,12 +280,16 @@ 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 - bez->x0), Float(bez->y1 - bez->y0), - Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0) + 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); } @@ -303,16 +314,93 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) if (!m_shader_program.Valid()) Warn("Shader is invalid (objects are of type %d)", m_type); + // If we don't have anything to render, return. + if (first_obj_id == last_obj_id) return; + // If there are no objects of this type, return. + if (m_indexes.empty()) return; + unsigned first_index = 0; - while (m_indexes[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id) last_index ++; + while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++; m_shader_program.Use(); 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) + */ +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]]]; + const Colour & c = group.shading; + if (c.a == 0 || !view.PerformingShading()) + continue; + + // make the bounds just a little bit bigger + pix_bounds.x--; + pix_bounds.w++; + pix_bounds.y--; + pix_bounds.h++; + + // 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) + { + 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; + } + } + } + //#endif //SHADING_DUMB + if (view.ShowingObjectBounds()) + { + + 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); + } + + + } } /** @@ -395,14 +483,13 @@ 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 @@ -410,7 +497,7 @@ 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); } }