X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=fe97afd29516aa4e483d5b437bf019d3ee21e150;hp=c552bd868d5efb8b3ffd350dd56916f3c5f44b4e;hb=888817a67a9d840be66b52811b01eb77f10ff3e6;hpb=f59f24dff392428d7219ba2d6be5e1e81c344ee0 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index c552bd8..fe97afd 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -5,6 +5,9 @@ #include "objectrenderer.h" #include "view.h" +#include +#include +#include using namespace std; @@ -13,7 +16,9 @@ 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 +32,27 @@ 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*)(2*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(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 +117,18 @@ void ObjectRenderer::FinaliseBuffers() /** * Rectangle (filled) */ -void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +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) { + 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; @@ -121,17 +137,20 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi target.pixels[index+3] = 255; } } + */ } } /** * Rectangle (outine) */ -void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) +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) { + 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 +172,12 @@ 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(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 +185,20 @@ 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; - } } } @@ -194,61 +214,230 @@ 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 = Int64(result.x)*target.w; + int64_t y = Int64(result.y)*target.h; + 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)Int64(Real(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(Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(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) +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) { - Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target)); - PixelBounds pix_bounds(bounds); + if (m_indexes[i] < first_obj_id) continue; + if (m_indexes[i] >= last_obj_id) continue; + Colour c(0,0,0,255); + if (view.ShowingBezierType()) + { + switch (objects.beziers[objects.data_indices[m_indexes[i]]].GetType()) + { + 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; + } + } + RenderBezierOnCPU(m_indexes[i], objects, view, target, c); + } +} +void BezierRenderer::PrepareBezierGPUBuffer(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()); - Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]], bounds); - //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); + + 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), + 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]); - // 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); - + 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*)(2*first_index*sizeof(uint32_t))); +} + + + +/** + * Render Path (shading) + */ +void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) +{ - Real x[2]; Real y[2]; - control.Evaluate(x[0], y[0], Real(0)); - for (unsigned j = 1; j <= 100; ++j) + 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); + Path & path = objects.paths[objects.data_indices[m_indexes[i]]]; + + if (view.ShowingFillPoints()) { - 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); + + 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)); + } } - /* - Real u(0); - while (u < Real(1)) + if (!view.PerformingShading()) + continue; + + for (unsigned b = path.m_start; b <= path.m_end; ++b) { - u += Real(1e-6); - Real x; Real y; control.Evaluate(x,y,u); - int64_t index = ((int64_t)x + (int64_t)y*target.w)*4; - if (index >= 0 && index < 4*(target.w*target.h)) - { - target.pixels[index+0] = 0; - target.pixels[index+1] = 0; - target.pixels[index+2] = 0; - target.pixels[index+3] = 255; - } + BezierRenderer::RenderBezierOnCPU(b,objects,view,target,path.m_stroke); } - */ - } + if (pix_bounds.w*pix_bounds.h > 100) + { + vector & fill_points = path.FillPoints(objects, view); + Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h); + for (unsigned f = 0; f < fill_points.size(); ++f) + { + PixelPoint fill_point(CPUPointLocation(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); + } + } + } + } + } } /** @@ -297,12 +486,6 @@ 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; @@ -331,14 +514,15 @@ 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]; + 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; else @@ -346,7 +530,54 @@ 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, const Colour & stroke) +{ + // 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! + 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; + 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)); + traverse.push(PixelPoint(cur.first, cur.second-1)); + traverse.push(PixelPoint(cur.first, cur.second+1)); + } } }