09b7f2cf7b072ce82fdee7af36d5e5bdb55f33a3
[ipdf/code.git] / src / view.cpp
1 #include "view.h"
2 #include "bufferbuilder.h"
3 #include "screen.h"
4 #include "gl_core44.h"
5
6 #ifndef CONTROLPANEL_DISABLED
7         #include "controlpanel.h"
8 #endif //CONTROLPANEL_DISABLED
9
10
11 #ifdef TRANSFORM_BEZIERS_TO_PATH 
12         #ifndef TRANSFORM_OBJECTS_NOT_VIEW
13         //#error Cannot TRANSFORM_BEZIERS_TO_PATH _without_ TRANSFORM_OBJECTS_NOT_VIEW
14         #endif
15 #endif
16
17 using namespace IPDF;
18 using namespace std;
19
20 /**
21  * Constructs a view
22  * Allocates memory for ObjectRenderers
23  * @param document - The document to associate the View with
24  * @param bounds - Initial bounds of the View
25  * @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it
26  */
27 View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour)
28         : m_use_gpu_transform(USE_GPU_TRANSFORM), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true), 
29                 m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(), 
30                 m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL),
31                 m_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false),
32                 m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true)
33 {
34         Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
35
36         screen.SetView(this); // oh dear...
37
38         
39
40         // Create ObjectRenderers - new's match delete's in View::~View
41         //TODO: Don't forget to put new renderers here or things will be segfaultastic
42         if (screen.Valid())
43         {
44                 m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
45                 m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
46                 m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
47                 m_object_renderers[BEZIER] = new BezierRenderer();
48                 m_object_renderers[PATH] = new PathRenderer();
49         }
50         else
51         {
52                 for (int i = RECT_FILLED; i <= PATH; ++i)
53                         m_object_renderers[i] = new FakeRenderer();
54         }
55
56         // To add rendering for a new type of object;
57         // 1. Add enum to ObjectType in ipdf.h
58         // 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp
59         // 3. Add it here
60         // 4. Profit
61
62
63 #ifndef QUADTREE_DISABLED
64         m_quadtree_max_depth = 2;
65         m_current_quadtree_node = document.GetQuadTree().root_id;
66 #endif
67 }
68
69 /**
70  * Destroy a view
71  * Frees memory used by ObjectRenderers
72  */
73 View::~View()
74 {
75         for (unsigned i = 0; i < m_object_renderers.size(); ++i)
76         {
77                 delete m_object_renderers[i]; // delete's match new's in constructor
78         }
79         m_object_renderers.clear();
80         delete [] m_cpu_rendering_pixels;
81 }
82
83 /**
84  * Translate the view
85  * @param x, y - Amount to translate
86  */
87 void View::Translate(Real x, Real y)
88 {
89         if (!m_use_gpu_transform)
90                 m_buffer_dirty = true;
91         m_bounds_dirty = true;
92         #ifdef TRANSFORM_OBJECTS_NOT_VIEW
93         ObjectType type = NUMBER_OF_OBJECT_TYPES;
94                 #ifdef TRANSFORM_BEZIERS_TO_PATH
95                         type = PATH;
96                 #endif
97         m_document.TranslateObjects(-x, -y, type);
98         #endif
99         m_bounds.x += m_bounds.w*VReal(x);
100         m_bounds.y += m_bounds.h*VReal(y);
101         //Debug("View Bounds => %s", m_bounds.Str().c_str());
102
103         
104 }
105
106 /**
107  * Set View bounds
108  * @param bounds - New bounds
109  */
110 void View::SetBounds(const Rect & bounds)
111 {
112         m_bounds.x = bounds.x;
113         m_bounds.y = bounds.y;
114         m_bounds.w = bounds.w;
115         m_bounds.h = bounds.h;
116         if (!m_use_gpu_transform)
117                 m_buffer_dirty = true;
118         m_bounds_dirty = true;
119 }
120
121 /**
122  * Scale the View at a point
123  * @param x, y - Coordinates to scale at (eg: Mouse cursor position)
124  * @param scale_amount - Amount to scale by
125  */
126 void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
127 {
128         
129         // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
130         // x and y are coordinates in the window
131         // Convert to local coords.
132         if (!m_use_gpu_transform)
133                 m_buffer_dirty = true;
134         m_bounds_dirty = true;
135         
136         
137         #ifdef TRANSFORM_OBJECTS_NOT_VIEW
138         ObjectType type = NUMBER_OF_OBJECT_TYPES;
139         #ifdef TRANSFORM_BEZIERS_TO_PATH
140                 type = PATH;
141         #endif
142         m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
143         #endif
144         VReal vx = m_bounds.w * VReal(x);
145         VReal vy = m_bounds.h * VReal(y);
146         vx += m_bounds.x;
147         vy += m_bounds.y;
148         
149         VReal top = vy - m_bounds.y;
150         VReal left = vx - m_bounds.x;
151         
152         top *= scale_amount;
153         left *= scale_amount;
154         
155         m_bounds.x = vx - left;
156         m_bounds.y = vy - top;
157         m_bounds.w *= scale_amount;
158         m_bounds.h *= scale_amount;
159         //Debug("Scale at {%s, %s} by %s View Bounds => %s", x.Str().c_str(), y.Str().c_str(), scale_amount.Str().c_str(), m_bounds.Str().c_str());
160         
161         
162 }
163
164 /**
165  * Transform a point in the document to a point relative to the top left corner of the view
166  * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
167  * @param inp - Input Rect {x,y,w,h} in the document
168  * @returns output Rect {x,y,w,h} in the View
169  */
170 Rect View::TransformToViewCoords(const Rect& inp) const
171 {
172         #ifdef TRANSFORM_OBJECTS_NOT_VIEW
173                 return inp;
174         #endif
175         return TransformRectCoordinates(m_bounds.Convert<Real>(), inp);
176 }
177
178 /**
179  * Render the view
180  * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
181  * Otherwise just Blits the cached FrameBuffer
182  * @param width - Width of View to render
183  * @param height - Height of View to render
184  */
185 void View::Render(int width, int height)
186 {
187         if (!m_screen.Valid()) return;
188         glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
189         // View dimensions have changed (ie: Window was resized)
190         int prev_width = m_cached_display.GetWidth();
191         int prev_height = m_cached_display.GetHeight();
192         if (width != prev_width || height != prev_height)
193         {
194                 m_cached_display.Create(width, height);
195                 m_bounds_dirty = true;
196         }
197
198         // View bounds have not changed; blit the FrameBuffer as it is
199         if (!m_bounds_dirty && m_lazy_rendering)
200         {
201                 m_cached_display.UnBind();
202                 m_cached_display.Blit();
203                 glPopDebugGroup();
204                 return;
205         }
206         m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
207         m_cached_display.Clear();
208
209 #ifndef QUADTREE_DISABLED
210         // I'm going to write this out in comments, so hopefully then I'll understand it. :/
211         //
212         // This code looks at the current bounds and tries to work out how they need to change
213         // to keep the view looking at the correct quadtree node.
214         //
215         // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always
216         // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right,
217         // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating
218         // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main
219         // quadtree node).
220         if (m_bounds_dirty || !m_lazy_rendering)
221         {
222                 // If we're too far zoomed out, become the parent of the current node.
223                 if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
224                 {
225                         // If a parent node exists, we'll become it.
226                         //TODO: Generate a new parent node if none exists, and work out when to change child_type
227                         // away from QTC_UNKNOWN
228                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
229                         {
230                                 m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
231                                 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
232                         }
233                 }
234
235                 // If we have a parent... (This prevents some crashes, but should disappear.)
236                 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
237                 {
238                         // If the current node is off the left-hand side of the screen...
239                         while (m_bounds.x > 1)
240                         {
241                                 //... the current node becomes the node to its right.
242                                 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
243                                 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document);
244                         }
245                         while (m_bounds.y > 1)
246                         {
247                                 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
248                                 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document);
249                         }
250                         while (m_bounds.x < 0)
251                         {
252                                 m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
253                                 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
254                         }
255                         while (m_bounds.y < 0)
256                         {
257                                 m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
258                                 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
259                         }
260                 }
261
262                 // Recurse into a node if we are completely within it. (If we're okay with having an invalid frame or two, we can remove this.)
263                 if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
264                 {
265                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
266                         {
267                                 // We want to reparent into a child node, but none exist. Get the document to create one.
268                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
269                                 m_render_dirty = true;
270                         }
271                         m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
272                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
273                 }
274                 if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
275                 {
276                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
277                         {
278                                 // We want to reparent into a child node, but none exist. Get the document to create one.
279                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
280                                 m_render_dirty = true;
281                         }
282                         m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
283                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
284                 }
285                 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
286                 {
287                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
288                         {
289                                 // We want to reparent into a child node, but none exist. Get the document to create one.
290                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
291                                 m_render_dirty = true;
292                         }
293                         m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
294                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
295                 }
296                 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
297                 {
298                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
299                         {
300                                 // We want to reparent into a child node, but none exist. Get the document to create one.
301                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
302                                 m_render_dirty = true;
303                         }
304                         m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
305                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
306                 }
307
308                 // Otherwise, we'll arbitrarily select the bottom-right.
309                 // TODO: Perhaps select based on greatest area?
310                 if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
311                 {
312                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
313                         {
314                                 // We want to reparent into a child node, but none exist. Get the document to create one.
315                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
316                                 m_render_dirty = true;
317                         }
318                         m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
319                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
320                 }
321         }
322
323         m_screen.DebugFontPrintF("Current View QuadTree");
324         QuadTreeIndex overlay = m_current_quadtree_node;
325         while (overlay != -1)
326         {
327                 m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin,
328                                         m_document.GetQuadTree().nodes[overlay].object_end);
329                 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
330         }
331         m_screen.DebugFontPrintF("\n");
332         m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n",
333                         m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0),
334                         m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0),
335                         m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0),
336                         m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0));
337
338
339         Rect view_top_bounds = m_bounds;
340         QuadTreeIndex tmp = m_current_quadtree_node;
341         while (tmp != -1)
342         {
343                 view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
344                 tmp = m_document.GetQuadTree().nodes[tmp].parent;
345         }
346         m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
347 #endif
348
349         if (!m_use_gpu_rendering)
350         {
351                 // Dynamically resize CPU rendering target pixels if needed
352                 if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
353                 {
354                         delete [] m_cpu_rendering_pixels;
355                         m_cpu_rendering_pixels = new uint8_t[width*height*4];
356                         if (m_cpu_rendering_pixels == NULL)
357                                 Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
358                 }
359                 // Clear CPU rendering pixels
360                 for (int i = 0; i < width*height*4; ++i)
361                         m_cpu_rendering_pixels[i] = 255;
362         }
363 #ifdef QUADTREE_DISABLED
364         RenderRange(width, height, 0, m_document.ObjectCount());
365 #else
366         RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
367 #endif
368         if (!m_use_gpu_rendering)
369         {
370                 m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
371                 // Debug for great victory (do something similar for GPU and compare?)
372                 //ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
373         }
374         m_cached_display.UnBind(); // resets render target to the screen
375         m_cached_display.Blit(); // blit FrameBuffer to screen
376         m_buffer_dirty = false;
377         glPopDebugGroup();
378         
379 #ifndef CONTROLPANEL_DISABLED
380         // The powers that be suggest that this may be causing of the segfaults.
381         //ControlPanel::Update();
382 #endif //CONTROLPANEL_DISABLED
383         //Debug("Completed Render");
384         
385 }
386
387 #ifndef QUADTREE_DISABLED
388 void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
389 {
390         Rect old_bounds = m_bounds;
391         if (node == QUADTREE_EMPTY) return;
392         if (!remaining_depth) return;
393         //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
394         m_bounds_dirty = true;
395         m_render_dirty = m_buffer_dirty = true;
396         QuadTreeIndex overlay = node;
397         while(overlay != -1)
398         {
399                 RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
400                 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
401         }
402
403         if (m_bounds.Intersects(Rect(1,1,1,1)))
404         {
405                 m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
406                 m_bounds_dirty = true;
407                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
408         }
409         m_bounds = old_bounds;
410         if (m_bounds.Intersects(Rect(1,0,1,1)))
411         {
412                 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
413                 m_bounds_dirty = true;
414                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
415         }
416         m_bounds = old_bounds;
417         if (m_bounds.Intersects(Rect(0,1,1,1)))
418         {
419                 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
420                 m_bounds_dirty = true;
421                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
422         }
423         m_bounds = old_bounds;
424         m_bounds_dirty = true;
425
426 #if 0
427         m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
428         m_bounds_dirty = true;
429         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
430         m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
431         m_bounds_dirty = true;
432         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
433         m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
434         m_bounds_dirty = true;
435         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
436         m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
437         m_bounds_dirty = true;
438         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
439         m_bounds = old_bounds;
440         m_bounds_dirty = true;
441 #endif
442 }
443 #endif
444
445 void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
446 {
447         glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
448         if (m_render_dirty) // document has changed
449                 PrepareRender();
450
451         if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
452         {
453                 if (m_use_gpu_rendering)
454                         UpdateObjBoundsVBO(first_obj, last_obj);
455         }
456
457         if (m_use_gpu_transform)
458         {
459                 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
460                         //Debug("Transform objects, not view");
461                                 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
462                                         0.0f, 0.0f, float(width), float(height)};
463                 #else
464                 GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
465                                         0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
466                 #endif
467                 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
468         }
469         else
470         {
471                 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
472                                         0.0f, 0.0f, float(width), float(height)};
473                 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
474         }
475         m_bounds_dirty = false;
476
477
478         // Render using GPU
479         if (m_use_gpu_rendering) 
480         {
481                 if (m_colour.a < 1.0f)
482                 {
483                         glEnable(GL_BLEND);
484                         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
485                 }
486                 m_objbounds_vbo.Bind();
487                 m_bounds_ubo.Bind();
488                 glEnableVertexAttribArray(0);
489                 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
490         
491                 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
492                 {
493                         m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
494                 }
495                 
496                 glDisableVertexAttribArray(0);
497                 if (m_colour.a < 1.0f)
498                 {
499                         glDisable(GL_BLEND);
500                 }
501         }
502         else // Rasterise on CPU then blit texture to GPU
503         {
504
505                 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
506                 {
507                         m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
508                 }
509         }
510         glPopDebugGroup();
511 }
512
513 void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
514 {
515         //m_objbounds_vbo.Invalidate();
516         m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
517         m_objbounds_vbo.SetName("Object Bounds VBO");
518         
519         #ifndef TRANSFORM_OBJECTS_NOT_VIEW
520         if (m_use_gpu_transform)
521         {
522                 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
523         }
524         else
525         #endif //TRANSFORM_OBJECTS_NOT_VIEW
526         {
527                 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
528         }
529         m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
530
531         BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.MapRange(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds), false, true, true), m_objbounds_vbo.GetSize());
532
533         #ifndef TRANSFORM_BEZIERS_TO_PATH
534         for (unsigned id = first_obj; id < last_obj; ++id)
535         {
536                 Rect obj_bounds;
537                 if (m_use_gpu_transform)
538                 {
539                         obj_bounds = m_document.m_objects.bounds[id];
540                 }
541                 else
542                 {
543                         obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
544                 }
545                 GPUObjBounds gpu_bounds = {
546                         Float(obj_bounds.x),
547                         Float(obj_bounds.y),
548                         Float(obj_bounds.x + obj_bounds.w),
549                         Float(obj_bounds.y + obj_bounds.h)
550                 };
551
552                 obj_bounds_builder.Add(gpu_bounds);
553         }
554         #else
555         for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
556         {
557                 Path & path = m_document.m_objects.paths[i];
558                 Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
559                 for (unsigned id = path.m_start; id <= path.m_end; ++id)
560                 {
561                         if (id < first_obj || id >= last_obj)
562                                 continue;
563                                 
564                         Rect obj_bounds = m_document.m_objects.bounds[id];
565
566                         obj_bounds.x *= pbounds.w;
567                         obj_bounds.x += pbounds.x;
568                         obj_bounds.y *= pbounds.h;
569                         obj_bounds.y += pbounds.y;
570                         obj_bounds.w *= pbounds.w;
571                         obj_bounds.h *= pbounds.h;
572                         
573                         if (!m_use_gpu_transform)
574                                 obj_bounds = TransformToViewCoords(obj_bounds);
575                         GPUObjBounds gpu_bounds = {
576                                 ClampFloat(obj_bounds.x),
577                                 ClampFloat(obj_bounds.y),
578                                 ClampFloat(obj_bounds.x + obj_bounds.w),
579                                 ClampFloat(obj_bounds.y + obj_bounds.h)
580                         };
581                         obj_bounds_builder.Add(gpu_bounds);
582                         //Debug("Path %d %s -> %s via %s", id, m_document.m_objects.bounds[id].Str().c_str(), obj_bounds.Str().c_str(), pbounds.Str().c_str()); 
583                 }
584                 GPUObjBounds p_gpu_bounds = {
585                                 ClampFloat(pbounds.x),
586                                 ClampFloat(pbounds.y),
587                                 ClampFloat(pbounds.x + pbounds.w),
588                                 ClampFloat(pbounds.y + pbounds.h)
589                 };              
590                 obj_bounds_builder.Add(p_gpu_bounds);
591         }
592         #endif
593         m_objbounds_vbo.UnMap();
594 }
595 /**
596  * Prepare the document for rendering
597  * Will be called on View::Render if m_render_dirty is set
598  * (Called at least once, on the first Render)
599  */
600 void View::PrepareRender()
601 {
602         Debug("Recreate buffers with %u objects", m_document.ObjectCount());
603         // Prepare bounds vbo
604         if (UsingGPURendering())
605         {
606                 m_bounds_ubo.Invalidate();
607                 m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
608                 m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
609                 m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
610         }
611         
612         // Instead of having each ObjectRenderer go through the whole document
613         //  we initialise them, go through the document once adding to the appropriate Renderers
614         //  and then finalise them
615         // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know.
616
617         // Prepare the buffers
618         for (unsigned i = 0; i < m_object_renderers.size(); ++i)
619         {
620                 m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
621         }
622
623         // Add objects from Document to buffers
624         for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
625         {
626                 ObjectType type = m_document.m_objects.types[id];
627                 m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
628                 // (Also, Wow I just actually used std::vector::at())
629                 // (Also, I just managed to make it throw an exception because I'm a moron)
630                 //Debug("Object of type %d", type);
631         }
632
633
634         // Finish the buffers
635         for (unsigned i = 0; i < m_object_renderers.size(); ++i)
636         {
637                 m_object_renderers[i]->FinaliseBuffers();
638         }
639         if (UsingGPURendering())
640         {
641                 dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
642         }
643         m_render_dirty = false;
644 }
645
646 void View::SaveCPUBMP(const char * filename)
647 {
648         bool prev = UsingGPURendering();
649         SetGPURendering(false);
650         Render(800, 600);
651         ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
652         SetGPURendering(prev);
653 }
654
655 void View::SaveGPUBMP(const char * filename)
656 {
657         bool prev = UsingGPURendering();
658         SetGPURendering(true);
659         Render(800,600);
660         m_screen.ScreenShot(filename);
661         SetGPURendering(prev);  
662 }

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