X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.h;h=85a413b40a564b9613d190f3b916f51031ce7a8f;hp=6e5176b5104f191373c515289387f930c6496b32;hb=64b7c42c71c35d520424cf4ca5ecaa99faef8b26;hpb=f8ef964f021d1d6da6ea46bbb1fe8f0250a5be8c diff --git a/src/objectrenderer.h b/src/objectrenderer.h index 6e5176b..85a413b 100644 --- a/src/objectrenderer.h +++ b/src/objectrenderer.h @@ -3,50 +3,106 @@ * @brief Definition of ObjectRenderer class */ +#ifndef _OBJECT_RENDERER_H +#define _OBJECT_RENDERER_H + #include "ipdf.h" #include "graphicsbuffer.h" #include "shaderprogram.h" #include "bufferbuilder.h" +#include + +#define BEZIER_CPU_DECASTELJAU namespace IPDF { + class View; /** * Abstract Base class representing how a particular type of object will be rendered * Includes GPU rendering and CPU rendering * For GPU rendering, pass GLSL shader source files to constructor in the constructor of a base class * To leave unimplemented, just pass NULL filename strings - * For CPU rendering, implement RenderUsingCPU in the base class - * To leave unimplemented, just call ObjectRenderer::RenderUsingCPU in the base class + * For CPU rendering, implement RenderUsingCPU in the derived class + * To leave unimplemented, just call ObjectRenderer::RenderUsingCPU in the derived class * The View class uses ObjectRenderer's; see view.h */ class ObjectRenderer { 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 */ - 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 * This way is definitely slower, but gives us more control over the number representations than a GPU */ - virtual void RenderUsingCPU() = 0; + + struct CPURenderTarget + { + 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); + }; + + 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(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id) = 0; const ObjectType m_type; /** Type of objects **/ - private: + protected: friend class View; //View is a friendly fellow in the world of IPDF void PrepareBuffers(unsigned max_size); void FinaliseBuffers(); void AddObjectToBuffers(unsigned index); - + + /** 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 **/ @@ -60,7 +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() {ObjectRenderer::RenderUsingCPU();} //TODO: Implement + 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 @@ -68,7 +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() {ObjectRenderer::RenderUsingCPU();} //TODO: Implement + 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 @@ -76,6 +132,58 @@ 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() {ObjectRenderer::RenderUsingCPU();} //TODO: Implement + virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id); + }; + + /** Renderer for bezier curves **/ + class BezierRenderer : public ObjectRenderer + { + public: + BezierRenderer() : ObjectRenderer(BEZIER, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbuf_geom.glsl") {} + virtual ~BezierRenderer() {} + 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; + struct GPUBezierCoeffs + { + 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