X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=f39bae86f9c14527e9cc655e22951e34d1e86645;hp=42ec8fd7eef925853aa46615426d8131008d745c;hb=35f1190c8c8036ed11180656769cf0c1cbf7c2b3;hpb=dfd021b1505fb3924ae103d8aa27c6200d6ec3fd diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 42ec8fd..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; @@ -121,6 +123,8 @@ 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)); + 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) @@ -132,6 +136,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi target.pixels[index+3] = 255; } } + */ } } @@ -208,6 +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); +} /** @@ -227,12 +241,13 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, 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)); - */ + 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); @@ -242,15 +257,14 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, 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); + 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)); 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())); } /* @@ -281,10 +295,9 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) 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), @@ -332,11 +345,16 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) 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(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; @@ -345,50 +363,27 @@ void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, c 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) + 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()) { - 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; - } - - if (inside) - { - 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; - } + 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)); } } - + */ } } @@ -473,14 +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 @@ -491,4 +485,30 @@ 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) +{ + 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)); + } +} + }