X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=cb96c305301f8c892d64037ee51d627bb3d484a3;hp=c552bd868d5efb8b3ffd350dd56916f3c5f44b4e;hb=4166b2c124b0bc652e9f8e5245488cdd2b86ebf0;hpb=f59f24dff392428d7219ba2d6be5e1e81c344ee0 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index c552bd8..cb96c30 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -13,7 +13,9 @@ namespace IPDF /** * ObjectRenderer constructor - * Note we cannot compile the shaders in the constructor because the Screen class needs to initialise GL and it has a ShaderProgram member + * Note we cannot compile the shaders in the ShaderProgram constructor + * because the Screen class needs to initialise GL first and it has a + * ShaderProgram member */ ObjectRenderer::ObjectRenderer(const ObjectType & type, const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file) @@ -27,20 +29,27 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, /** * Render using GPU */ -void ObjectRenderer::RenderUsingGPU() +void ObjectRenderer::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.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; + unsigned last_index = first_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, m_indexes.size()*2, GL_UNSIGNED_INT, 0); + glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t))); } /** * Default implementation for rendering using CPU */ -void ObjectRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void ObjectRenderer::RenderUsingCPU(const 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? @@ -105,14 +114,16 @@ void ObjectRenderer::FinaliseBuffers() /** * Rectangle (filled) */ -void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void RectFilledRenderer::RenderUsingCPU(const 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)); - 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; @@ -127,11 +138,13 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi /** * Rectangle (outine) */ -void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void RectOutlineRenderer::RenderUsingCPU(const 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) { + 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)); // Using bresenham's lines now mainly because I want to see if they work @@ -153,10 +166,12 @@ void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v /** * Circle (filled) */ -void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +void CircleFilledRenderer::RenderUsingCPU(const 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)); int64_t centre_x = bounds.x + bounds.w / 2; int64_t centre_y = bounds.y + bounds.h / 2; @@ -164,21 +179,20 @@ 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) { - double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w); - double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h); + Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w); + Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h); int64_t index = (x+target.w*y)*4; - if (dx*dx + dy*dy <= 1.0) + if (dx*dx + dy*dy <= Real(1)) { target.pixels[index+0] = 0; target.pixels[index+1] = 0; target.pixels[index+2] = 0; target.pixels[index+3] = 255; - } } } @@ -200,11 +214,13 @@ Rect ObjectRenderer::CPURenderBounds(const Rect & bounds, const View & view, con * 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) +void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) { //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; Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target)); PixelBounds pix_bounds(bounds); @@ -225,10 +241,16 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, Real x[2]; Real y[2]; control.Evaluate(x[0], y[0], Real(0)); - for (unsigned j = 1; j <= 100; ++j) + //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) { - control.Evaluate(x[j % 2],y[j % 2], Real(0.01)*j); - ObjectRenderer::RenderLineOnCPU((int64_t)x[0],(int64_t)y[0], (int64_t)x[1],(int64_t)y[1], target); + 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); } /* @@ -251,6 +273,61 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, } } +void BezierRenderer::PrepareBezierGPUBuffer(const 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 (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez) + { + GPUBezierCoeffs coeffs = { + 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); + } + m_bezier_coeffs.UnMap(); + glGenTextures(1, &m_bezier_buffer_texture); + glBindTexture(GL_TEXTURE_BUFFER, m_bezier_buffer_texture); + glTexBuffer(GL_TEXTURE_BUFFER, GL_RG32F, m_bezier_coeffs.GetHandle()); + + m_bezier_ids.SetType(GraphicsBuffer::BufferTypeTexture); + m_bezier_ids.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + m_bezier_ids.Upload(objects.data_indices.size() * sizeof(uint32_t), &objects.data_indices[0]); + + glGenTextures(1, &m_bezier_id_buffer_texture); + glActiveTexture(GL_TEXTURE1); + glBindTexture(GL_TEXTURE_BUFFER, m_bezier_id_buffer_texture); + glTexBuffer(GL_TEXTURE_BUFFER, GL_R32I, m_bezier_ids.GetHandle()); + glActiveTexture(GL_TEXTURE0); +} + +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.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; + unsigned last_index = first_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))); +} + /** * For debug, save pixels to bitmap */ @@ -346,7 +423,7 @@ 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); } }