X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.h;h=85a413b40a564b9613d190f3b916f51031ce7a8f;hp=4ebb66a2186e9d0669c410893da8c7febebec42c;hb=326f04a375ce3120f7e8957e3d7cd5f296f513e3;hpb=09fc4981be389620d3c269beacf0630de45871bb diff --git a/src/objectrenderer.h b/src/objectrenderer.h index 4ebb66a..85a413b 100644 --- a/src/objectrenderer.h +++ b/src/objectrenderer.h @@ -10,6 +10,9 @@ #include "graphicsbuffer.h" #include "shaderprogram.h" #include "bufferbuilder.h" +#include + +#define BEZIER_CPU_DECASTELJAU namespace IPDF { @@ -27,14 +30,14 @@ namespace IPDF { public: /** Construct the ObjectRenderer **/ - ObjectRenderer(const ObjectType & type, const char * vert_glsl_file, const char * frag_glsl_file, const char * geom_glsl_file = ""); + ObjectRenderer(const ObjectType & type, const char * vert_glsl_file="", const char * frag_glsl_file="", const char * geom_glsl_file = ""); virtual ~ObjectRenderer() {} /** * Use the GPU to render the objects - GLSL shader approach * This way is definitely faster, but subject to the GPU's limitations on precision */ - virtual void RenderUsingGPU(); + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id); /** * Use the CPU to render the objects - "make a bitmap and convert it to a texture" approach @@ -46,20 +49,46 @@ namespace IPDF uint8_t * pixels; int64_t w; int64_t h; + + + }; + + static Colour GetColour(const CPURenderTarget & target, int64_t x, int64_t y) + { + int64_t index = 4*(x+y*target.w); + if (index < 0 || index >= 4*(target.w*target.h)) + return Colour(0,0,0,0); + return Colour(target.pixels[index+0],target.pixels[index+1],target.pixels[index+2],target.pixels[index+3]); + } + + static void SetColour(const CPURenderTarget & target, int64_t x, int64_t y, const Colour & c) + { + int64_t index = 4*(x+y*target.w); + if (index < 0 || index >= 4*(target.w*target.h)) + return; + + target.pixels[index+0] = c.r; + target.pixels[index+1] = c.g; + target.pixels[index+2] = c.b; + target.pixels[index+3] = c.a; + } + struct PixelBounds { int64_t x; int64_t y; int64_t w; int64_t h; - PixelBounds(const Rect & bounds) : x(bounds.x), y(bounds.y), w(bounds.w), h(bounds.h) {} + PixelBounds(const Rect & bounds); }; + + typedef std::pair PixelPoint; static Rect CPURenderBounds(const Rect & bounds, const View & view, const CPURenderTarget & target); - + static PixelPoint CPUPointLocation(const Vec2 & point, const View & view, const CPURenderTarget & target); static void SaveBMP(const CPURenderTarget & target, const char * filename); - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target) = 0; + virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) = 0; @@ -72,6 +101,8 @@ namespace IPDF /** Helper for CPU rendering that will render a line using Bresenham's algorithm. Do not use the transpose argument. **/ static void RenderLineOnCPU(int64_t x0, int64_t y0, int64_t x1, int64_t y1, const CPURenderTarget & target, const Colour & colour = Colour(0,0,0,1), bool transpose = false); + + static void FloodFillOnCPU(int64_t x0, int64_t y0, const PixelBounds & bounds, const CPURenderTarget & target, const Colour & fill, const Colour & stroke=Colour(0,0,0,0)); ShaderProgram m_shader_program; /** GLSL shaders for GPU **/ GraphicsBuffer m_ibo; /** Index Buffer Object for GPU rendering **/ @@ -85,7 +116,7 @@ namespace IPDF public: RectFilledRenderer() : ObjectRenderer(RECT_FILLED, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl","shaders/rect_filled_geom.glsl") {} virtual ~RectFilledRenderer() {} - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); + virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); }; /** Renderer for outlined rectangles **/ class RectOutlineRenderer : public ObjectRenderer @@ -93,7 +124,7 @@ namespace IPDF public: RectOutlineRenderer() : ObjectRenderer(RECT_OUTLINE, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {} virtual ~RectOutlineRenderer() {} - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); + virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); }; /** Renderer for filled circles **/ class CircleFilledRenderer : public ObjectRenderer @@ -101,7 +132,7 @@ namespace IPDF public: CircleFilledRenderer() : ObjectRenderer(CIRCLE_FILLED, "shaders/rect_vert.glsl", "shaders/circle_frag.glsl", "shaders/circle_filled_geom.glsl") {} virtual ~CircleFilledRenderer() {} - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); + virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); }; /** Renderer for bezier curves **/ @@ -110,9 +141,12 @@ namespace IPDF public: BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbuf_geom.glsl") {} virtual ~BezierRenderer() {} - virtual void RenderUsingGPU(); - virtual void RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target); - void PrepareBezierGPUBuffer(const Objects & objects); + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id); + virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); + void PrepareBezierGPUBuffer(Objects & objects); + + static void RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c=Colour(0,0,0,255)); + private: GraphicsBuffer m_bezier_coeffs; GraphicsBuffer m_bezier_ids; @@ -121,12 +155,35 @@ namespace IPDF float x0, y0; float x1, y1; float x2, y2; + float x3, y3; }; GLuint m_bezier_buffer_texture; GLuint m_bezier_id_buffer_texture; }; + + /** Renderer for filled paths **/ + class PathRenderer : public ObjectRenderer + { + public: + PathRenderer() : ObjectRenderer(PATH, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbug_geom.glsl") {} + virtual ~PathRenderer() {} + virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); + // do nothing on GPU + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {} + + }; + + class FakeRenderer : public ObjectRenderer + { + public: + FakeRenderer() : ObjectRenderer(PATH,NULL,NULL,NULL) {} + ~FakeRenderer() {} + virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) {} + virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {} + }; + } #endif //_OBJECT_RENDERER_H