X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=c0c44b65e70f5cb955e915994a815256305f019c;hp=ed4db414ad838534c57c1168c6331e2146876d12;hb=HEAD;hpb=2a1715c907ba3ccfb952e9630c3fe305655637e0 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index ed4db41..c0c44b6 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -5,6 +5,9 @@ #include "objectrenderer.h" #include "view.h" +#include +#include +#include using namespace std; @@ -21,9 +24,12 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file) : m_type(type), m_shader_program(), m_indexes(), m_buffer_builder(NULL) { - m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file); - m_shader_program.Use(); - glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours + if (vert_glsl_file != NULL && frag_glsl_file != NULL && geom_glsl_file != NULL) + { + m_shader_program.InitialiseShaders(vert_glsl_file, frag_glsl_file, geom_glsl_file); + m_shader_program.Use(); + glUniform4f(m_shader_program.GetUniformLocation("colour"), 0,0,0,1); //TODO: Allow different colours + } } /** @@ -42,14 +48,14 @@ 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))); } /** * Default implementation for rendering using CPU */ -void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) +void ObjectRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) { Error("Cannot render objects of type %d on CPU", m_type); //TODO: Render a rect or something instead? @@ -114,13 +120,15 @@ void ObjectRenderer::FinaliseBuffers() /** * Rectangle (filled) */ -void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) +void RectFilledRenderer::RenderUsingCPU(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; 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) @@ -132,13 +140,14 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi target.pixels[index+3] = 255; } } + */ } } /** * Rectangle (outine) */ -void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) +void RectOutlineRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) { //Debug("Render %u outlined rectangles on CPU", m_indexes.size()); for (unsigned i = 0; i < m_indexes.size(); ++i) @@ -166,7 +175,7 @@ void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v /** * Circle (filled) */ -void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) +void CircleFilledRenderer::RenderUsingCPU(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) { @@ -208,84 +217,134 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con result.h *= Real(target.h); return result; } + +ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target) +{ + // hack... + Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1)); + int64_t x = Int64(result.x)*target.w; + int64_t y = Int64(result.y)*target.h; + return PixelPoint(x,y); +} + +void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c) +{ + //const Rect & bounds = objects.bounds[i]; + PixelBounds pix_bounds(CPURenderBounds(bounds,view,target)); + //Bezier control(objects.beziers[objects.data_indices[i]].ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target)); + Bezier control(relative.ToAbsolute(bounds), Rect(0,0,target.w, target.h)); + + if (view.ShowingBezierBounds()) + { + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(255,0,0,0)); + 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(0,255,0,0)); + ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(255,0,0,0)); + 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(0,255,0,0)); + } + + int64_t blen = min((int64_t)50,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), + //min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U)); + + // DeCasteljau Divide the Bezier + #ifdef BEZIER_CPU_DECASTELJAU + queue divisions; + divisions.push(control); + while(divisions.size() < (uint64_t)(blen)) + { + Bezier & current = divisions.front(); + //if (current.GetType() == Bezier::LINE) + //{ + // --blen; + // continue; + //} + divisions.push(current.DeCasteljauSubdivideRight(Real(1)/Real(2))); + divisions.push(current.DeCasteljauSubdivideLeft(Real(1)/Real(2))); + divisions.pop(); + } + while (divisions.size() > 0) + { + Bezier & current = divisions.front(); + RenderLineOnCPU(Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(current.y3), target, c); + divisions.pop(); + } + #else + Real invblen(1); invblen /= Real(blen); + + Real t(invblen); + Vec2 v0; + Vec2 v1; + control.Evaluate(v0.x, v0.y, 0); + for (int64_t j = 1; j <= blen; ++j) + { + control.Evaluate(v1.x, v1.y, t); + RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target); + t += invblen; + v0 = v1; + } + #endif //BEZIER_CPU_DECASTELJAU +} /** * Bezier curve * Not sure how to apply De'Casteljau, will just use a bunch of Bresnham lines for now. */ -void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) +void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) { + #ifdef TRANSFORM_BEZIERS_TO_PATH + return; + #endif + if (view.PerformingShading()) + return; + //Warn("Rendering Beziers on CPU. Things may explode."); 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; - 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]]].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)); - */ - // 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); - - - - 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); - - Real invblen(1); invblen /= blen; - //Debug("Using %li lines, inverse %f", blen, Double(invblen)); - for (int64_t j = 1; j <= blen; ++j) + Colour c(0,0,0,255); + if (view.ShowingBezierType()) { - control.Evaluate(x[j % 2],y[j % 2], invblen*j); - ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target); - } - - /* - Real u(0); - while (u < Real(1)) - { - u += Real(1e-6); - Real x; Real y; control.Evaluate(x,y,u); - int64_t index = ((int64_t)x + (int64_t)y*target.w)*4; - if (index >= 0 && index < 4*(target.w*target.h)) + switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType()) { - target.pixels[index+0] = 0; - target.pixels[index+1] = 0; - target.pixels[index+2] = 0; - target.pixels[index+3] = 255; - } + case Bezier::LINE: + break; + case Bezier::QUADRATIC: + c.b = 255; + break; + case Bezier::SERPENTINE: + c.r = 255; + break; + case Bezier::CUSP: + c.g = 255; + break; + case Bezier::LOOP: + c.r = 128; + c.b = 128; + break; + default: + c.r = 128; + c.g = 128; + break; + } } - */ - + Rect bounds = view.TransformToViewCoords(objects.bounds[m_indexes[i]]); + Bezier & bez = objects.beziers[objects.data_indices[m_indexes[i]]]; + RenderBezierOnCPU(bez, bounds, view, target, c); } } -void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) +void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects) { m_bezier_coeffs.SetType(GraphicsBuffer::BufferTypeTexture); m_bezier_coeffs.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs)); 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), Float(bez.x1), Float(bez.y1), @@ -294,6 +353,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) }; builder.Add(coeffs); } + m_bezier_coeffs.UnMap(); glGenTextures(1, &m_bezier_buffer_texture); glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture); @@ -312,6 +372,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) 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); @@ -321,7 +382,14 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) if (m_indexes.empty()) return; unsigned first_index = 0; - while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) + { + unsigned new_index = (first_index + first_obj_id) / 2; + if (new_index != first_index && new_index < m_indexes.size() && m_indexes[new_index] < first_obj_id) + first_index = new_index; + else + first_index ++; + } unsigned last_index = first_index; while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++; @@ -329,70 +397,120 @@ 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))); + + // To antialias the line... causes SIGFPE because why would anything make sense + //glEnable(GL_BLEND); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glEnable(GL_LINE_SMOOTH); + //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); + 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(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); - // 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) + Path & path = objects.paths[objects.data_indices[m_indexes[i]]]; + Rect bounds(CPURenderBounds(path.GetBounds(objects), view, target)); + PixelBounds pix_bounds(bounds); + + if (view.ShowingFillPoints()) { - 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) + + PixelPoint start(CPUPointLocation((path.m_top+path.m_left+path.m_right+path.m_bottom)/4, view, target)); + for (unsigned f = 0; f < path.m_fill_points.size(); ++f) { - 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; - } + PixelPoint end(CPUPointLocation(path.m_fill_points[f], view, target)); + RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,255,0)); + } + } + + #ifndef TRANSFORM_BEZIERS_TO_PATH + if (!view.PerformingShading()) + continue; + for (unsigned b = path.m_start; b <= path.m_end; ++b) + { + Rect bbounds = view.TransformToViewCoords(objects.bounds[b]); + Bezier & bez = objects.beziers[objects.data_indices[b]]; + BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke); + } + #else + // Outlines still get drawn if using TRANSFORM_BEZIERS_TO_PATH + for (unsigned b = path.m_start; b <= path.m_end; ++b) + { + Colour stroke = (view.PerformingShading()) ? path.m_stroke : Colour(0,0,0,255); + // bezier's bounds are relative to this object's bounds, convert back to view bounds + Rect bbounds = objects.bounds[b]; + bbounds.x *= objects.bounds[m_indexes[i]].w; + bbounds.x += objects.bounds[m_indexes[i]].x; + bbounds.y *= objects.bounds[m_indexes[i]].h; + bbounds.y += objects.bounds[m_indexes[i]].y; + bbounds.w *= objects.bounds[m_indexes[i]].w; + bbounds.h *= objects.bounds[m_indexes[i]].h; + bbounds = view.TransformToViewCoords(bbounds); + //Debug("Bounds: %s", objects.bounds[m_indexes[i]].Str().c_str()); + //Debug("Relative Bez Bounds: %s", objects.bounds[b].Str().c_str()); + //Debug("Bez Bounds: %s", bbounds.Str().c_str()); + + Bezier & bez = objects.beziers[objects.data_indices[b]]; + + BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target, stroke); + } + if (!view.PerformingShading()) + continue; + #endif + + + if (pix_bounds.w*pix_bounds.h > 100) + { + vector & fill_points = path.FillPoints(objects, view); + Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h); + for (unsigned f = 0; f < fill_points.size(); ++f) + { + PixelPoint fill_point(CPUPointLocation(fill_points[f], view, target)); - if (inside) + FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill, path.m_stroke); + } + } + else + { + Debug("Low resolution; use brute force %u,%u",pix_bounds.w, pix_bounds.h); + int64_t y_min = max((int64_t)0, pix_bounds.y); + int64_t y_max = min(pix_bounds.y+pix_bounds.h, target.h); + int64_t x_min = max((int64_t)0, pix_bounds.x); + int64_t x_max = min(pix_bounds.x+pix_bounds.w, target.w); + for (int64_t y = y_min; y < y_max; ++y) + { + for (int64_t x = x_min; x < x_max; ++x) { - 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; + Rect pb(path.SolveBounds(objects)); + Vec2 pt(pb.x + (Real(x-pix_bounds.x)/Real(pix_bounds.w))*pb.w, + pb.y + (Real(y-pix_bounds.y)/Real(pix_bounds.h))*pb.h); + if (path.PointInside(objects, pt)) + { + FloodFillOnCPU(x, y, pix_bounds, target, path.m_fill, path.m_stroke); + } } } } - - } } + + + /** * For debug, save pixels to bitmap */ @@ -414,6 +532,9 @@ void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filena SDL_FreeSurface(surf); } + + + /** * Bresenham's lines */ @@ -439,12 +560,6 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t int64_t width = (transpose ? target.h : target.w); int64_t height = (transpose ? target.w : target.h); - uint8_t rgba[4]; - rgba[0] = 255*colour.r; - rgba[1] = 255*colour.g; - rgba[2] = 255*colour.b; - rgba[3] = 255*colour.a; - if (x0 > x1) { x = x1; @@ -473,14 +588,15 @@ 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]; + target.pixels[index+0] = colour.r; + target.pixels[index+1] = colour.g; + target.pixels[index+2] = colour.b; + target.pixels[index+3] = colour.a; } - if (p < 0) p += two_dy; else @@ -491,4 +607,59 @@ 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, const Colour & stroke) +{ + // HACK to prevent overflooding (when the fill points for a path round to the pixel outside the boundary) + // (I totally just made that term up...) + Colour c = GetColour(target, x+1, y); + if (c == fill || c == stroke) + return; + c = GetColour(target, x-1, y); + if (c == fill || c == stroke) + return; + c = GetColour(target, x, y+1); + if (c == fill || c == stroke) + return; + c = GetColour(target, x, y-1); + if (c == fill || c == stroke) + return; + + // The hack works but now we get underflooding, or, "droughts". + + + queue traverse; + traverse.push(PixelPoint(x,y)); + // now with 100% less stack overflows! + while (traverse.size() > 0) + { + PixelPoint cur(traverse.front()); + traverse.pop(); + if (cur.first < 0 || cur.first < bounds.x || cur.first >= bounds.x+bounds.w || cur.first >= target.w || + cur.second < 0 || cur.second < bounds.y || cur.second >= bounds.y+bounds.h || cur.second >= target.h) + continue; + c = GetColour(target, cur.first, cur.second); + if (c == fill || c == stroke) + continue; + + SetColour(target, cur.first, cur.second, fill); + + //Debug("c is {%u,%u,%u,%u} fill is {%u,%u,%u,%u}, stroke is {%u,%u,%u,%u}", + // c.r,c.g,c.b,c.a, fill.r,fill.g,fill.b,fill.a, stroke.r,stroke.g,stroke.b,stroke.a); + + traverse.push(PixelPoint(cur.first+1, cur.second)); + traverse.push(PixelPoint(cur.first-1, cur.second)); + traverse.push(PixelPoint(cur.first, cur.second-1)); + traverse.push(PixelPoint(cur.first, cur.second+1)); + } +} + +ObjectRenderer::PixelBounds::PixelBounds(const Rect & bounds) +{ + x = Int64(Double(bounds.x)); + y = Int64(Double(bounds.y)); + w = Int64(Double(bounds.w)); + h = Int64(Double(bounds.h)); +} + }