X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=c0c44b65e70f5cb955e915994a815256305f019c;hp=fe97afd29516aa4e483d5b437bf019d3ee21e150;hb=HEAD;hpb=20788af97c06b76040ea2de5ab3ddc683a261365 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index fe97afd..c0c44b6 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -24,9 +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 + } } /** @@ -225,11 +228,12 @@ ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, } -void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View & view, const CPURenderTarget & target, const Colour & c) +void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c) { - const Rect & bounds = objects.bounds[i]; + //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(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()) { @@ -239,20 +243,21 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View 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)); } - unsigned blen = min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), - min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U)); + 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() < blen) + while(divisions.size() < (uint64_t)(blen)) { Bezier & current = divisions.front(); - if (current.GetType() == Bezier::LINE) - { - --blen; - continue; - } + //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(); @@ -263,6 +268,21 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View 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 } /** @@ -271,6 +291,9 @@ void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View */ 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; @@ -305,7 +328,9 @@ void BezierRenderer::RenderUsingCPU(Objects & objects, const View & view, const break; } } - RenderBezierOnCPU(m_indexes[i], objects, view, target, c); + 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); } } @@ -316,11 +341,10 @@ void BezierRenderer::PrepareBezierGPUBuffer(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 (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), @@ -329,6 +353,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(Objects & objects) }; builder.Add(coeffs); } + m_bezier_coeffs.UnMap(); glGenTextures(1, &m_bezier_buffer_texture); glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture); @@ -347,6 +372,7 @@ void BezierRenderer::PrepareBezierGPUBuffer(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); @@ -356,7 +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 ++; @@ -364,6 +397,12 @@ 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(); + + // 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))); } @@ -382,9 +421,10 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP if (m_indexes[i] >= last_obj_id) continue; - Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target)); - PixelBounds pix_bounds(bounds); + 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()) { @@ -397,13 +437,41 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP } } + #ifndef TRANSFORM_BEZIERS_TO_PATH if (!view.PerformingShading()) continue; - for (unsigned b = path.m_start; b <= path.m_end; ++b) { - BezierRenderer::RenderBezierOnCPU(b,objects,view,target,path.m_stroke); + 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) { @@ -440,6 +508,9 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP } } + + + /** * For debug, save pixels to bitmap */ @@ -461,6 +532,9 @@ void ObjectRenderer::SaveBMP(const CPURenderTarget & target, const char * filena SDL_FreeSurface(surf); } + + + /** * Bresenham's lines */ @@ -580,4 +654,12 @@ void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bo } } +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)); +} + }