X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=f2f0fdd7aaedaad33b091d9794def54e2ba6d80f;hp=4e59cd001fc5d0f71de074b9c29cbb59303e37b5;hb=e7066887c0d142ddef87ec9ae07ef08ff31573dc;hpb=8b3424a48d2d2e20de1a0e60ff6e1d84b9b5e226 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 4e59cd0..f2f0fdd 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -52,7 +52,7 @@ void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) /** * 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? @@ -117,7 +117,7 @@ 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) { @@ -144,7 +144,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi /** * 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) @@ -172,7 +172,7 @@ 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) { @@ -224,85 +224,92 @@ ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point, return PixelPoint(x,y); } + +void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, 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)); + + 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)); + } + + unsigned blen = min(max(2U, (unsigned)(target.w/view.GetBounds().w)), + min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U)); + + // DeCasteljau Divide the Bezier + queue divisions; + divisions.push(control); + while(divisions.size() < 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(current.x0, current.y0, current.x3, current.y3, target, c); + divisions.pop(); + } +} /** * 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) { + 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 - if (view.ShowingObjectBounds()) + Colour c(0,0,0,255); + if (view.ShowingBezierType()) { - 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); - - - - - unsigned blen = min(max(2U, (unsigned)(target.w/view.GetBounds().w)), min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U)); - - // DeCasteljau Divide the Bezier - queue divisions; - divisions.push(control); - while(divisions.size() < blen) - { - Bezier & current = divisions.front(); - if (current.GetType() == Bezier::LINE) + switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType()) { - --blen; - continue; + 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; } - divisions.push(current.DeCasteljauSubdivideRight(Real(1)/Real(2))); - divisions.push(current.DeCasteljauSubdivideLeft(Real(1)/Real(2))); - divisions.pop(); - - //Debug("divisions %u", divisions.size()); } - while (divisions.size() > 0) - { - Bezier & current = divisions.front(); - RenderLineOnCPU(current.x0, current.y0, current.x3, current.y3, target, Colour(0,0,0,!view.PerformingShading())); - divisions.pop(); - } - - /* Draw the Bezier by sampling - Real invblen(1); invblen /= 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); - - ObjectRenderer::RenderLineOnCPU(v0.x, v0.y, v1.x, v1.y, target, Colour(0,0,0,!view.PerformingShading())); - //ObjectRenderer::SetColour(target, x[0], y[0], Colour(1,0,0,1)); - //ObjectRenderer::SetColour(target, x[1], y[1], Colour(0,0,1,1)); - t += invblen; - v0 = v1; - } - */ + RenderBezierOnCPU(m_indexes[i], objects, 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); @@ -365,10 +372,9 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) /** * Render Path (shading) */ -void PathRenderer::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) { - if (!view.ShowingObjectBounds() && !view.PerformingShading()) - return; + for (unsigned i = 0; i < m_indexes.size(); ++i) { @@ -379,27 +385,57 @@ void PathRenderer::RenderUsingCPU(const Objects & objects, const View & view, co Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target)); PixelBounds pix_bounds(bounds); const Path & path = objects.paths[objects.data_indices[m_indexes[i]]]; - if (path.m_fill.a == 0 || !view.PerformingShading()) + + if (view.ShowingFillPoints()) + { + + 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) + { + 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)); + } + } + + if (!view.PerformingShading()) continue; - for (unsigned f = 0; f < path.m_fill_points.size(); ++f) + for (unsigned b = path.m_start; b <= path.m_end; ++b) { - PixelPoint fill_point(CPUPointLocation(path.m_fill_points[f], view, target)); - FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill); + BezierRenderer::RenderBezierOnCPU(b,objects,view,target,path.m_stroke); } - /*if (true)//(view.ShowingObjectBounds()) + if (pix_bounds.w*pix_bounds.h > 100) { - - PixelPoint start(CPUPointLocation((path.m_top+path.m_left+path.m_right+path.m_bottom)/4, view, target)); + Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h); for (unsigned f = 0; f < path.m_fill_points.size(); ++f) { - PixelPoint end(CPUPointLocation(path.m_fill_points[f], view, target)); - RenderLineOnCPU(start.first, start.second, end.first, end.second, target, Colour(0,0,1,1)); + PixelPoint fill_point(CPUPointLocation(path.m_fill_points[f], view, target)); + + 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) + { + 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); + } + } } } - */ - } } @@ -449,12 +485,6 @@ 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; @@ -487,8 +517,10 @@ void ObjectRenderer::RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t 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; @@ -500,10 +532,27 @@ 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) + +void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke) { - if (fill == Colour(1,1,1,1)) + // 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! @@ -514,10 +563,14 @@ void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bo 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; - if (GetColour(target, cur.first, cur.second) != Colour(1,1,1,1)) + 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));