X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=f39bae86f9c14527e9cc655e22951e34d1e86645;hp=0770e46424d7b97fd8f1f816cbce19ee42c9a297;hb=35f1190c8c8036ed11180656769cf0c1cbf7c2b3;hpb=2efd51d686e0dd911f0220ab2d595c0b3b0e18be diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 0770e46..f39bae8 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -5,6 +5,8 @@ #include "objectrenderer.h" #include "view.h" +#include +#include using namespace std; @@ -31,14 +33,18 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, */ void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) { + // 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[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id) last_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, (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))); } @@ -117,9 +123,11 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi 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) + 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(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; @@ -128,6 +136,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi target.pixels[index+3] = 255; } } + */ } } @@ -175,9 +184,9 @@ 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) { Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w); Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h); @@ -204,6 +213,15 @@ 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 = result.x*target.w; + int64_t y = result.y*target.h; + return PixelPoint(x,y); +} /** @@ -217,18 +235,19 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, { 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); + 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]]], bounds); + 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 coord transforms - //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target); - //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target); - //ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target); - //ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target); - + // Draw a rectangle around the bezier for debugging the bounds rectangle calculations + 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); @@ -237,13 +256,15 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, Real x[2]; Real y[2]; control.Evaluate(x[0], y[0], Real(0)); - int64_t blen = max(2L, min(100L, pix_bounds.w)); + //Debug("target is (%lu, %lu)", target.w, target.h); + 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)); + //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], 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); + ObjectRenderer::RenderLineOnCPU((int64_t)Double(x[0]),(int64_t)Double(y[0]), (int64_t)Double(x[1]),(int64_t)Double(y[1]), target, Colour(0,0,0,!view.PerformingShading())); } /* @@ -273,12 +294,16 @@ void BezierRenderer::PrepareBezierGPUBuffer(const 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 (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez) + + 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 - bez->x0), Float(bez->y1 - bez->y0), - Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0) + 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); } @@ -303,16 +328,64 @@ 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[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id) last_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))); + glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t))); +} + + + +/** + * Render Path (shading) + */ +void PathRenderer::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; + if (m_indexes[i] >= last_obj_id) continue; + + + 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()) + continue; + + for (unsigned f = 0; f < path.m_fill_points.size(); ++f) + { + PixelPoint fill_point(CPUPointLocation(path.m_fill_points[f], view, target)); + FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill); + } + + /*if (true)//(view.ShowingObjectBounds()) + { + + 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(0,0,1,1)); + } + } + */ + + } } /** @@ -395,14 +468,13 @@ 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 @@ -410,7 +482,33 @@ 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); +} + +void ObjectRenderer::FloodFillOnCPU(int64_t x, int64_t y, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill) +{ + if (fill == Colour(1,1,1,1)) + return; + 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; + if (GetColour(target, cur.first, cur.second) != Colour(1,1,1,1)) + continue; + SetColour(target, cur.first, cur.second, fill); + + + 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)); + } } }