X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=967f7e1ce023c56898041caea5260903326112f5;hp=ed4db414ad838534c57c1168c6331e2146876d12;hb=d83560835237d360f6d12776435e91676c8ab45f;hpb=2a1715c907ba3ccfb952e9630c3fe305655637e0 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index ed4db41..967f7e1 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -42,7 +42,7 @@ 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 +227,13 @@ 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 +243,7 @@ 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 +281,9 @@ 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 +328,7 @@ 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))); } /** @@ -337,6 +336,9 @@ 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; @@ -345,22 +347,21 @@ 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]]]; + const Colour & c = group.shading; + if (c.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); - */ + // 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; @@ -388,6 +389,15 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c } } } + //#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); + } } @@ -473,14 +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