Overview
Examples
Screenshots
Comparisons
Applications
Download
Documentation
Tutorials
Bazaar
Status & Roadmap
FAQ
Authors & License
Forums
Funding Ultimate++
Search on this site
Search in forums












SourceForge.net Logo
Home » U++ Library support » Archive » AGG and Upp Draw integration...
AGG and Upp Draw integration... [message #2449] Thu, 13 April 2006 07:17 Go to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
quote from AGG...
and just some thoughts...
 
//The image buffers 
        // are not displayed directly, they should be copied to or 
        // combined somehow with the rbuf_window(). rbuf_window() is
        // the only buffer that can be actually displayed.
        rendering_buffer& rbuf_window()          { return m_rbuf_window; } 
        rendering_buffer& rbuf_img(unsigned idx) { return m_rbuf_img[idx]; } 
        
//=======
  
        void copy_img_to_window(unsigned idx)
        {
            if(idx < max_images && rbuf_img(idx).buf())
            {
                rbuf_window().copy_from(rbuf_img(idx));
            }
        }
        
        //--------------------------------------------------------------------
        void copy_window_to_img(unsigned idx)
        {
            if(idx < max_images)
            {
                create_img(idx, rbuf_window().width(), rbuf_window().height());
                rbuf_img(idx).copy_from(rbuf_window());
            }
        }
       
        //--------------------------------------------------------------------
        void copy_img_to_img(unsigned idx_to, unsigned idx_from)
        {
            if(idx_from < max_images && 
               idx_to < max_images && 
               rbuf_img(idx_from).buf())
            {
                create_img(idx_to, 
                           rbuf_img(idx_from).width(), 
                           rbuf_img(idx_from).height());
                rbuf_img(idx_to).copy_from(rbuf_img(idx_from));
            }
        }

If I understand correctly, one simple approach could be:
1. to use some of agg image manipulation functions even outside Ultimate's Draw on one image as
2. agg's so called "rendering buffer" and simply ...draw that image! Just a question of pixel formats...

More difficult would be to bind graphic objects with events...
and 1/3 pixel precision...

[Updated on: Thu, 13 April 2006 07:18]

Report message to a moderator

Re: AGG and Upp Draw integration... [message #2458 is a reply to message #2449] Thu, 13 April 2006 14:19 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 12814
Registered: November 2005
Ultimate Member
fudadmin wrote on Thu, 13 April 2006 01:17

quote from AGG...
and just some thoughts...
 
//The image buffers 
        // are not displayed directly, they should be copied to or 
        // combined somehow with the rbuf_window(). rbuf_window() is
        // the only buffer that can be actually displayed.
        rendering_buffer& rbuf_window()          { return m_rbuf_window; } 
        rendering_buffer& rbuf_img(unsigned idx) { return m_rbuf_img[idx]; } 
        
//=======
  
        void copy_img_to_window(unsigned idx)
        {
            if(idx < max_images && rbuf_img(idx).buf())
            {
                rbuf_window().copy_from(rbuf_img(idx));
            }
        }
        
        //--------------------------------------------------------------------
        void copy_window_to_img(unsigned idx)
        {
            if(idx < max_images)
            {
                create_img(idx, rbuf_window().width(), rbuf_window().height());
                rbuf_img(idx).copy_from(rbuf_window());
            }
        }
       
        //--------------------------------------------------------------------
        void copy_img_to_img(unsigned idx_to, unsigned idx_from)
        {
            if(idx_from < max_images && 
               idx_to < max_images && 
               rbuf_img(idx_from).buf())
            {
                create_img(idx_to, 
                           rbuf_img(idx_from).width(), 
                           rbuf_img(idx_from).height());
                rbuf_img(idx_to).copy_from(rbuf_img(idx_from));
            }
        }

If I understand correctly, one simple approach could be:
1. to use some of agg image manipulation functions even outside Ultimate's Draw on one image as
2. agg's so called "rendering buffer" and simply ...draw that image! Just a question of pixel formats...

More difficult would be to bind graphic objects with events...
and 1/3 pixel precision...




Sure, in fact this is what will happen in output to the screen, but this does not solve Drawing/printing...

The scenartio that has to be supported:

Image is drawn at certain size to Drawing, then whole drawing is resized and drawn elsewhere (printer).

Therefore virtualization has to support storing drawing ops into Drawing and also printing somehow.


Mirek
Re: AGG and Upp Draw integration... [message #2459 is a reply to message #2458] Thu, 13 April 2006 14:21 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 12814
Registered: November 2005
Ultimate Member
P.S.: See all implementation details coming into play in reference/Reports...

Mirek
Re: AGG and Upp Draw integration... [message #3243 is a reply to message #2458] Mon, 15 May 2006 22:33 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 12814
Registered: November 2005
Ultimate Member
Ok, so "rendering buffer" == "ImageBuffer" Wink

Anyway, not exactly hard thing to do, but lot of lines will be needed to provide "drawing recording" code... (basically, in one of modes, all drawing operations will have instead performed be stored into String to be drawn by DrawData later, after possible rescaling).

Mirek
Re: AGG and Upp Draw integration... [message #3613 is a reply to message #3243] Wed, 07 June 2006 03:46 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
I have got agg working to upp ImageBuffer. That means, I guess (I haven't tested all the examples), it is possible to use all power of agg with Ultimate++!
One interesting thing that if I use one more separate buffer (not ImageBuffer directly atached to agg::rendering_buffer) with memset and then memcpy it to ImageBuffer, animation looks significantly better (less shearing) in my eyes... Any ideas why? (I tried to slow down things with GuiSleep but that doesn't help...)

P.S. Some more thoughts...
The second thing is that if to adapt more things from upp to agg then 2/3 of agg would be possible to throw away... Smile New Image and things are superb!
The third thing, I can't believe my eyes but it looks that it's possible to have even 1/256 pixel accuracy (at least visual) only with upp! E.g. during my experiments I've made a smooth horizontal line going from 1 pixel to 2 pixels width (256 length)...
Re: AGG and Upp Draw integration... [message #3616 is a reply to message #3613] Wed, 07 June 2006 13:17 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 12814
Registered: November 2005
Ultimate Member
fudadmin wrote on Tue, 06 June 2006 21:46

I have got agg working to upp ImageBuffer. That means, I guess (I haven't tested all the examples), it is possible to use all power of agg with Ultimate++!



Is it possible to upload it to uppbox? (I hope you have now adapted AGG as package...) With example?

Quote:


One interesting thing that if I use one more separate buffer (not ImageBuffer directly atached to agg::rendering_buffer) with memset and then memcpy it to ImageBuffer, animation looks significantly better (less shearing) in my eyes... Any ideas why? (I tried to slow down things with GuiSleep but that doesn't help...)



Hard to say what is happening based on such short description...

Quote:


The second thing is that if to adapt more things from upp to agg then 2/3 of agg would be possible to throw away... Smile New Image and things are superb!
The third thing, I can't believe my eyes but it looks that it's possible to have even 1/256 pixel accuracy (at least visual) only with upp! E.g. during my experiments I've made a smooth horizontal line going from 1 pixel to 2 pixels width (256 length)...



I am a bit confused about above statements. Well, new U++ Image is good improvement, however, what is so important about AGG is vector drawing - and there is nothing new in U++ in this area (actually, some less often used functions are still unimplemented).

What do you mean by drawing line with 1/256 pixel accuracy? Have you implemented your own drawing routines that work on ImageBuffer?

Mirek
Re: AGG and Upp Draw integration... [message #3618 is a reply to message #3616] Wed, 07 June 2006 14:22 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
I'll post in a few days after I clean and make my code more elegant. Also, there are more updates for agg as of 5 May 2006. At the moment, I have made a bit of a mess of agg files...
And my working test looks like this:
( 1/256 accuracy is a result of using some alpha values... Smile )
//#define AGG_RGB24
//#define AGG_BGRA32 
//#define AGG_RGBA32 
//#define AGG_ARGB32 
//#define AGG_ABGR32
//#define AGG_RGB565
//#define AGG_RGB555
//#define AGG_GRAY8
//#define AGG_BGR24

#define AGG_RGBA32

#include <agg_main/agg_main.h>


#include <nImage/Image.h>
#include <nImage/Raster.h>

// AGG rendering buffer class - pointers to each row.


//====================1/256 accuracy!=================
void DrawLine(ImageBuffer& b, Point p1, Point p2, Color color, int alpha = 255)
{
int angle=0;
int dx=p2.x-p1.x;
int dy=p2.y-p1.y;

		 angle = dx/dy;

	RGBA ba;
	RGBA ba1;
	ba.a = alpha;
	ba.b = color.GetB();
	ba.r = color.GetR();
	ba.g = color.GetG();

	ba1.a=255;
	ba1.b = 0;//color.GetB();
	ba1.r = 255;//255;//color.GetR();
	ba1.g = 0;//color.GetG();

//	RGBA *t = b[y] + x;
//	RGBA *t = b[10];
int shading=1; //255/(2*angle);
//int steps;
	int y=21;
	for(int x=0; x<dx; x++){
//			b[y][x]=ba;
	}

	y=1;
	for(int x=0; x<dx; x++) {
			  ba.a= (x%2)+x/2;
		 	  b[y-1][x]=ba;
		 	  
			  ba.a =255-ba.a%2;
//			  b[y][x]=ba;

//			  ba.a= 255-ba.a%2;
//		 	  b[y+1][x]=ba;  
		}
	y=1;
	for(int x=0; x<dx; x++) {
			  ba.a= x%2+x;
//			b[y][x]=ba;
			  ba.a =255-ba.a%2;
//			b[y+1][x]=ba;
			
		}
	y=24;
	for(int x=0; x<dx; x++){
		ba.a=255;
//			b[y][x]=ba;
	}


//		Fill(t, t+5*i , ba);
//		Fill(t, t+5*i-1 , ba2);
	//	t += b.GetSize().cx;
//		t+=b.GetSize().cx;
//		*t++=ba;
}

//Mirek's...
void DrawRect(ImageBuffer& b, int x, int y, int cx, int cy, Color color, int alpha = 255)
{
	RGBA ba;
	ba.a = alpha;
	ba.b = color.GetB();
	ba.r = color.GetR();
	ba.g = color.GetG();
	RGBA *t = b[y] + x;
	for(int i = 0; i < cy; i++) {
		Fill(t, t + cx, ba);
		t += b.GetSize().cx;
	}
}


//=====================================
//=====================================
//=====================================
class App : public TopWindow {
private:
	SliderCtrl slider;
	double m_x[3];
	double m_y[3];
	double m_dx;
	double m_dy;
	int    m_idx;

	agg::int8u *tbuf;
	
	agg::rasterizer_scanline_aa<> m_ras;
	agg::scanline_p8              m_sl_p8;
	agg::scanline_bin             m_sl_bin;


	int frame_width;
	int frame_height;
	
	double m_gamma_value;

public:
	virtual void Paint(Draw& draw);
	void DrawAgg();
	void test();
	typedef App CLASSNAME;

	typedef agg::renderer_base<pixfmt> renderer_base;
	typedef agg::renderer_scanline_aa_solid<renderer_base> renderer_aa;
	typedef agg::renderer_scanline_bin_solid<renderer_base> renderer_bin;

	void App::SetGamma();


	App();

	~App() {
//	;	delete [] m_points;
	delete [] tbuf;
	}

};

void App::DrawAgg()
{
	ImageBuffer rgbbuf(frame_width, frame_height);
	RGBA *rgba = rgbbuf[0];

	agg::rendering_buffer rbuf(tbuf, frame_width, frame_height, frame_width*4);

	pixfmt pixf(rbuf);
	renderer_base rb(pixf);
	
	renderer_aa ren_aa(rb);

		agg::path_storage path;

		path.move_to(m_x[0], m_y[0]);
		path.line_to(m_x[1], m_y[1]);
		path.line_to(m_x[2], m_y[2]);
		path.close_polygon();

		ren_aa.color(agg::rgba(0.7, 0.5, 0.1, 0.7));

		m_ras.gamma(agg::gamma_power( m_gamma_value* 2.0));
		m_ras.add_path(path);
		agg::render_scanlines(m_ras, m_sl_p8, ren_aa);
		
	memsetex(rgbbuf, &tbuf, sizeof(RGBA), 1000);
//	buf= rbuf.buf();
//	memcpy(buf, rbuf.buf(), 10*3*6);
}



void App::Paint(Draw& w)
{
	Size sz = GetSize();
	w.DrawRect(GetSize(), SLtGray);
	
	ImageBuffer b(256, 256);  //make space (in buffer)
//	DrawRect(b, 0, 0, 100, 100, SBlue);  //drawToBuffer
//	DrawRect(b, 0, 0, 20, 20, Red);
	DrawRect(b, 0, 0, 25, 255, Red);
	DrawLine(b, Point(0,0), Point(255,1), Black);

	Image img = b;  
//	img.Paint(w, 0, 0);  //image has the buffer! paint it (in fact both!) to window
//=====================================================	
	ImageBuffer rgbbuf(frame_width, frame_height);
//	RGBA *rgba = rgbbuf();

	memset(rgbbuf, 255, frame_width * frame_height * 4);

//	DrawRect(rgbbuf, 0, 0, frame_width, frame_height, SWhite);
	unsigned char * buf= (unsigned char *)rgbbuf[0];

	agg::rendering_buffer rbuf(buf, frame_width, frame_height, frame_width*4); //veikia!!!
//	agg::rendering_buffer rbuf(tbuf, frame_width, frame_height, frame_width*4); //veikia!!!

//	agg::rendering_buffer rbuf; //  (???, frame_width, frame_height, frame_width*4);


	pixfmt pixf(rbuf);
	renderer_base rb(pixf);
	
	renderer_aa ren_aa(rb);

		agg::path_storage path;

		path.move_to(m_x[0], m_y[0]);
		path.line_to(m_x[1], m_y[1]);
		path.line_to(m_x[2], m_y[2]);
		path.close_polygon();

		ren_aa.color(agg::rgba(0.7, 0.5, 0.1, 0.7));

		m_ras.gamma(agg::gamma_power( m_gamma_value*2.0));
		m_ras.add_path(path);
		agg::render_scanlines(m_ras, m_sl_p8, ren_aa);
		
//	memsetex(rgbbuf, &tbuf, sizeof(RGBA), 0); //possible to use for moving?
//	memcpy(rgbbuf, rbuf.buf(), frame_width*frame_height*4);
//	memcpy(rgbbuf, tbuf, frame_width*frame_height*4);
	
	Image img1 = rgbbuf;
	img1.Paint(w, 50, 50);
	GuiSleep(500);
//	img.Paint(w, 100, 50);

//	memset(tbuf, 255, frame_width * frame_height * 4);
	
//	img.Paint(w, 250, 70, 100);
//	img.Paint(w, 300, 250, 100);
//new buffer
//	ImageBuffer b1(60, 60);

////	DrawAgg();
	
//	img.Paint(w, 300, 300);

}


void App::SetGamma()
{
	m_gamma_value=(double)~slider/100;
	int delta = ~slider;
		m_x[0] = 100 + 120-delta; m_y[0] = 60-delta;
		m_x[1] = 369 + 120-delta; m_y[1] = 170-delta;
		m_x[2] = 143 + 120-delta; m_y[2] = 310-delta;
	
//	memset(tbuf, 255, frame_width * frame_height * 4);
	Refresh();
}


App::App()
{
	frame_width=500;
	frame_height=400;
	slider.SetRect(600,300,20,100);
	Add(slider);
	slider.MinMax(0,100);
	slider.SetData(50);
	m_gamma_value=1.0;

	slider.WhenAction=THISBACK(SetGamma);
//	ImageBuffer b(100, 100);
//	DrawLine(b, Point(0,0), Point(20,20), Green);
		m_x[0] = 100 + 120; m_y[0] = 60;
		m_x[1] = 369 + 120; m_y[1] = 170;
		m_x[2] = 143 + 120; m_y[2] = 310;

	tbuf = new agg::int8u[frame_width*frame_height*4];

	memset(tbuf, 255, frame_width * frame_height * 4);

//	DrawAgg();
		BackPaint();
}


GUI_APP_MAIN
{
//	the_application     app(pix_format, flip_y, num_points);

//	app.init(start_width, start_height, agg::window_resize | agg::window_keep_aspect_ratio)

	App().Title("AGG Drawing with U++...").Run();

}

/*
Ok, so "rendering buffer" == "ImageBuffer" Wink

Anyway, not exactly hard thing to do, but lot of lines will be needed to provide "drawing recording" code...
(basically, in one of modes, 
	all drawing operations will have instead performed:
be stored into String 
to be drawn by DrawData later, after possible rescaling).

Mirek

//from agg line:
	unsigned char* buffer = new unsigned char[frame_width * frame_height * 3];

	memset(buffer, 255, frame_width * frame_height * 3);

	agg::rendering_buffer rbuf(buffer, 
							frame_width, 
							frame_height, 
							frame_width * 3);

	unsigned i;
	for(i = 0; i < rbuf.height()/2; ++i)
	{
		// Get the pointer to the beginning of the i-th row (Y-coordinate)
		// and shift it to the i-th position, that is, X-coordinate.
		//---------------
		unsigned char* ptr = rbuf.row(i) + i * 3;
		
		// PutPixel, very sophisticated, huh? :)
		//-------------
		*ptr++ = 127; // R
		*ptr++ = 200; // G
		*ptr++ = 98;  // B
	}


*/
Re: AGG and Upp Draw integration... [message #3621 is a reply to message #3613] Wed, 07 June 2006 19:28 Go to previous messageGo to next message
forlano is currently offline  forlano
Messages: 1108
Registered: March 2006
Location: Italy
Senior Contributor
fudadmin wrote on Wed, 07 June 2006 03:46

I have got agg working to upp ImageBuffer. That means, I guess (I haven't tested all the examples), it is possible to use all power of agg with Ultimate++!
One interesting thing that if I use one more separate buffer (not ImageBuffer directly atached to agg::rendering_buffer) with memset and then memcpy it to ImageBuffer, animation looks significantly better (less shearing) in my eyes... Any ideas why? (I tried to slow down things with GuiSleep but that doesn't help...)

P.S. Some more thoughts...
The second thing is that if to adapt more things from upp to agg then 2/3 of agg would be possible to throw away... Smile New Image and things are superb!
The third thing, I can't believe my eyes but it looks that it's possible to have even 1/256 pixel accuracy (at least visual) only with upp! E.g. during my experiments I've made a smooth horizontal line going from 1 pixel to 2 pixels width (256 length)...



I've not really understood what it is happening with the new upp Draw routine. But after your post I was on the AGG site and remained impressed by its capability and quality. So if AGG is being to be integrated in upp++ I think a new era will begin. Please post as soon as possibile your new achievement Smile

Luigi
Re: AGG and Upp Draw integration... [message #3638 is a reply to message #3613] Fri, 09 June 2006 23:17 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
fudadmin wrote on Wed, 07 June 2006 02:46


P.S. Some more thoughts...
The second thing is that if to adapt more things from upp to agg then 2/3 of agg would be possible to throw away... Smile New Image and things are superb!



Or... the other way round - to throw away some things from upp. Because quite a lot of things duplicate each other, IMO.
Re: AGG and Upp Draw integration... [message #3640 is a reply to message #3621] Sat, 10 June 2006 03:17 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
forlano wrote on Wed, 07 June 2006 18:28



I've not really understood what it is happening with the new upp Draw routine. But after your post I was on the AGG site and remained impressed by its capability and quality. So if AGG is being to be integrated in upp++ I think a new era will begin. Please post as soon as possibile your new achievement Smile

Luigi



if you want "really" to be impressed download and try the things from here: http://www.arilect.com/upp/forum/index.php?t=msg&th=296& amp;start=0&
(I'm surprised you haven't tried Wink )
Re: AGG and Upp Draw integration... [message #3652 is a reply to message #3638] Sun, 11 June 2006 21:26 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 12814
Registered: November 2005
Ultimate Member
fudadmin wrote on Fri, 09 June 2006 17:17

fudadmin wrote on Wed, 07 June 2006 02:46


P.S. Some more thoughts...
The second thing is that if to adapt more things from upp to agg then 2/3 of agg would be possible to throw away... Smile New Image and things are superb!



Or... the other way round - to throw away some things from upp. Because quite a lot of things duplicate each other, IMO.


Hm, like what? Smile

MIrek
Re: AGG and Upp Draw integration... [message #3657 is a reply to message #3652] Mon, 12 June 2006 00:21 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
Maybe that duplication is really needed for upp Ctlrs, I don't know. But isn't upp Draw and related classes just a low quality agg (in terms of graphics not programming)(like bin rasterizers)? Rectangle, size, clipping management... resizing, blending... Then DrawLine, DrawRectangle, DrawPolygon and similar.
But... don't pay too much attention to this... Smile
Re: AGG and Upp Draw integration... [message #3658 is a reply to message #3657] Mon, 12 June 2006 02:01 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 12814
Registered: November 2005
Ultimate Member
fudadmin wrote on Sun, 11 June 2006 18:21

Maybe that duplication is really needed for upp Ctlrs, I don't know. But isn't upp Draw and related classes just a low quality agg (in terms of graphics not programming)(like bin rasterizers)? Rectangle, size, clipping management... resizing, blending... Then DrawLine, DrawRectangle, DrawPolygon and similar.
But... don't pay too much attention to this... Smile


Keep in mind one important thing - these operations are hardware accelerated and more importantly, are implemented by printer drivers.

Using AGG for printing as the only possibility would result in rendering each page as bitmap - 50MB / page.

Mirek
Re: AGG and Upp Draw integration... [message #3659 is a reply to message #3658] Mon, 12 June 2006 03:22 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
luzr wrote on Mon, 12 June 2006 01:01

fudadmin wrote on Sun, 11 June 2006 18:21

Maybe that duplication is really needed for upp Ctlrs, I don't know. But isn't upp Draw and related classes just a low quality agg (in terms of graphics not programming)(like bin rasterizers)? Rectangle, size, clipping management... resizing, blending... Then DrawLine, DrawRectangle, DrawPolygon and similar.
But... don't pay too much attention to this... Smile


Keep in mind one important thing - these operations are hardware accelerated and more importantly, are implemented by printer drivers.

Using AGG for printing as the only possibility would result in rendering each page as bitmap - 50MB / page.

Mirek


Yes, I've forgotten that. It's time for hardware producers to support agg... Smile.
Re: AGG and Upp Draw integration... [message #3660 is a reply to message #2458] Mon, 12 June 2006 04:05 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
Quote:


Sure, in fact this is what will happen in output to the screen, but this does not solve Drawing/printing...

The scenartio that has to be supported:

Image is drawn at certain size to Drawing, then whole drawing is resized and drawn elsewhere (printer).

Therefore virtualization has to support storing drawing ops into Drawing and also printing somehow.



I have my aggImg working with DrawingDraw and then it gets resized nicely with Reports.
How do you imagine the whole interface?
Something like w.DrawAggLine or w.DrawLine(......, "agg-line")?
Re: AGG and Upp Draw integration... [message #3661 is a reply to message #3660] Mon, 12 June 2006 07:47 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 12814
Registered: November 2005
Ultimate Member
I believe that AGG (and other SW renderers) should be supported via DrawData interface.

Something like:


....Draw& w;....

AGGDraw agg(w, x, y, cx, cy);
agg.DrawLine(...
...



There are two alternatives (to investigate):

- AGGDraw simply stores all drawing operations to String and its destructor performs DrawData (which paints the content using registred AGG routine)

- slightly more efficient approach would detect whether target is Drawing and performed storing just in that case; otherwise it would create Image and draw content

I would start with the first one. I believe that costs to record drawing first and replay later are negligible compared to actual drawing operations.

BTW, note that DrawData performs "RLE encoding" of resulting bitmap drawing which I believe should greatly reduce printer bandwidth in most common cases.

Mirek

P.S.: Please consider this as preliminary and do not be angry if I change mind completely. This is too important to accept very first version, we need some experimenting before final decision...

[Updated on: Mon, 12 June 2006 09:18]

Report message to a moderator

Re: AGG and Upp Draw integration... [message #3694 is a reply to message #3659] Tue, 13 June 2006 13:48 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
fudadmin wrote on Mon, 12 June 2006 02:22

Quote:


Using AGG for printing as the only possibility would result in rendering each page as bitmap - 50MB / page.

Mirek


Yes, I've forgotten that. It's time for hardware producers to support agg... Smile.


there it goes:
http://www.khronos.org/openvg/
Re: AGG and Upp Draw integration... [message #3702 is a reply to message #3661] Tue, 13 June 2006 21:07 Go to previous messageGo to next message
fudadmin is currently offline  fudadmin
Messages: 1298
Registered: November 2005
Location: London, UK
Senior Contributor
Administrator
luzr wrote on Mon, 12 June 2006 06:47

I believe that AGG (and other SW renderers) should be supported via DrawData interface.

...

I believe that costs to record drawing first and replay later are negligible compared to actual drawing operations.

BTW, note that DrawData performs "RLE encoding" of resulting bitmap drawing which I believe should greatly reduce printer bandwidth in most common cases.

Mirek



After that topic: http://www.arilect.com/upp/forum/index.php?t=msg&&th =1098&goto=3689#msg_3689
I agree... Smile

Do I understandand correctly that the line in DrawDataOp:

	Image m = dd->Render(ccy);  //render some lines (rectangle of image)


implies on having not the whole aggImg but only some piece of it generated (or lines rendered) "on demand"?
Re: AGG and Upp Draw integration... [message #3708 is a reply to message #3702] Wed, 14 June 2006 20:52 Go to previous messageGo to next message
mirek is currently offline  mirek
Messages: 12814
Registered: November 2005
Ultimate Member
fudadmin wrote on Tue, 13 June 2006 15:07

luzr wrote on Mon, 12 June 2006 06:47

I believe that AGG (and other SW renderers) should be supported via DrawData interface.

...

I believe that costs to record drawing first and replay later are negligible compared to actual drawing operations.

BTW, note that DrawData performs "RLE encoding" of resulting bitmap drawing which I believe should greatly reduce printer bandwidth in most common cases.

Mirek



After that topic: http://www.arilect.com/upp/forum/index.php?t=msg&&th =1098&goto=3689#msg_3689
I agree... Smile

Do I understandand correctly that the line in DrawDataOp:

	Image m = dd->Render(ccy);  //render some lines (rectangle of image)


implies on having not the whole aggImg but only some piece of it generated (or lines rendered) "on demand"?


Yes, it creates the "band" of the target width, but ccy height. DataDrawer should return consequentive (it that the right word? Smile bands, starting with y = 0.

BTW, term "band" is adapted from Windows printing terminology and I believe that the very original meaning comes from those old matrix printers - when printing graphics, you need to send similars strips to the printer, covering the height of ink band.

Mirek

[Updated on: Wed, 14 June 2006 20:55]

Report message to a moderator

Re: AGG and Upp Draw integration... [message #3734 is a reply to message #3640] Sun, 18 June 2006 14:03 Go to previous messageGo to previous message
forlano is currently offline  forlano
Messages: 1108
Registered: March 2006
Location: Italy
Senior Contributor
fudadmin wrote on Sat, 10 June 2006 03:17


if you want "really" to be impressed download and try the things from here: http://www.arilect.com/upp/forum/index.php?t=msg&th=296& amp; amp;start=0&
(I'm surprised you haven't tried Wink )


Today I've downloaded once more the agg port. I was able to compile it with MSC8. It's very nice. So you was able to port all the test cases of the agg library. Congratulations. Smile
I had a look to the source code and seems to me not at all immediate. In fact in the past I was used only to hilight 1 pixel at time in some hires device.
I hope that the integration of agg with upp will produce some easy_to_use interface.

Luigi
Previous Topic: Drag & Drop Example?
Next Topic: How to try classes inside TCtrlLib?
Goto Forum:
  


Current Time: Tue Oct 20 13:37:34 CEST 2020

Total time taken to generate the page: 0.01134 seconds