1d99f2ce07fd8a27b4ac03c9c05eb67858e74432
[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         ControlPanel::Update();
381 #endif //CONTROLPANEL_DISABLED
382         //Debug("Completed Render");
383         
384 }
385
386 #ifndef QUADTREE_DISABLED
387 void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
388 {
389         Rect old_bounds = m_bounds;
390         if (node == QUADTREE_EMPTY) return;
391         if (!remaining_depth) return;
392         //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
393         m_bounds_dirty = true;
394         m_render_dirty = m_buffer_dirty = true;
395         QuadTreeIndex overlay = node;
396         while(overlay != -1)
397         {
398                 RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
399                 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
400         }
401
402         if (m_bounds.Intersects(Rect(1,1,1,1)))
403         {
404                 m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
405                 m_bounds_dirty = true;
406                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
407         }
408         m_bounds = old_bounds;
409         if (m_bounds.Intersects(Rect(1,0,1,1)))
410         {
411                 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
412                 m_bounds_dirty = true;
413                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
414         }
415         m_bounds = old_bounds;
416         if (m_bounds.Intersects(Rect(0,1,1,1)))
417         {
418                 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
419                 m_bounds_dirty = true;
420                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
421         }
422         m_bounds = old_bounds;
423         m_bounds_dirty = true;
424
425 #if 0
426         m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
427         m_bounds_dirty = true;
428         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
429         m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
430         m_bounds_dirty = true;
431         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
432         m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
433         m_bounds_dirty = true;
434         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
435         m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
436         m_bounds_dirty = true;
437         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
438         m_bounds = old_bounds;
439         m_bounds_dirty = true;
440 #endif
441 }
442 #endif
443
444 void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
445 {
446         glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
447         if (m_render_dirty) // document has changed
448                 PrepareRender();
449
450         if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
451         {
452                 if (m_use_gpu_rendering)
453                         UpdateObjBoundsVBO(first_obj, last_obj);
454         }
455
456         if (m_use_gpu_transform)
457         {
458                 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
459                         //Debug("Transform objects, not view");
460                                 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
461                                         0.0f, 0.0f, float(width), float(height)};
462                 #else
463                 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)),
464                                         0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
465                 #endif
466                 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
467         }
468         else
469         {
470                 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
471                                         0.0f, 0.0f, float(width), float(height)};
472                 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
473         }
474         m_bounds_dirty = false;
475
476
477         // Render using GPU
478         if (m_use_gpu_rendering) 
479         {
480                 if (m_colour.a < 1.0f)
481                 {
482                         glEnable(GL_BLEND);
483                         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
484                 }
485                 m_objbounds_vbo.Bind();
486                 m_bounds_ubo.Bind();
487                 glEnableVertexAttribArray(0);
488                 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
489         
490                 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
491                 {
492                         m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
493                 }
494                 
495                 glDisableVertexAttribArray(0);
496                 if (m_colour.a < 1.0f)
497                 {
498                         glDisable(GL_BLEND);
499                 }
500         }
501         else // Rasterise on CPU then blit texture to GPU
502         {
503
504                 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
505                 {
506                         m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
507                 }
508         }
509         glPopDebugGroup();
510 }
511
512 void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
513 {
514         //m_objbounds_vbo.Invalidate();
515         m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
516         m_objbounds_vbo.SetName("Object Bounds VBO");
517         
518         #ifndef TRANSFORM_OBJECTS_NOT_VIEW
519         if (m_use_gpu_transform)
520         {
521                 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
522         }
523         else
524         #endif //TRANSFORM_OBJECTS_NOT_VIEW
525         {
526                 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
527         }
528         m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
529
530         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());
531
532         #ifndef TRANSFORM_BEZIERS_TO_PATH
533         for (unsigned id = first_obj; id < last_obj; ++id)
534         {
535                 Rect obj_bounds;
536                 if (m_use_gpu_transform)
537                 {
538                         obj_bounds = m_document.m_objects.bounds[id];
539                 }
540                 else
541                 {
542                         obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
543                 }
544                 GPUObjBounds gpu_bounds = {
545                         Float(obj_bounds.x),
546                         Float(obj_bounds.y),
547                         Float(obj_bounds.x + obj_bounds.w),
548                         Float(obj_bounds.y + obj_bounds.h)
549                 };
550
551                 obj_bounds_builder.Add(gpu_bounds);
552         }
553         #else
554         for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
555         {
556                 Path & path = m_document.m_objects.paths[i];
557                 Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
558                 for (unsigned id = path.m_start; id <= path.m_end; ++id)
559                 {
560                         if (id < first_obj || id >= last_obj)
561                                 continue;
562                                 
563                         Rect obj_bounds = m_document.m_objects.bounds[id];
564
565                         obj_bounds.x *= pbounds.w;
566                         obj_bounds.x += pbounds.x;
567                         obj_bounds.y *= pbounds.h;
568                         obj_bounds.y += pbounds.y;
569                         obj_bounds.w *= pbounds.w;
570                         obj_bounds.h *= pbounds.h;
571                         
572                         if (!m_use_gpu_transform)
573                                 obj_bounds = TransformToViewCoords(obj_bounds);
574                         GPUObjBounds gpu_bounds = {
575                                 ClampFloat(obj_bounds.x),
576                                 ClampFloat(obj_bounds.y),
577                                 ClampFloat(obj_bounds.x + obj_bounds.w),
578                                 ClampFloat(obj_bounds.y + obj_bounds.h)
579                         };
580                         obj_bounds_builder.Add(gpu_bounds);
581                         //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()); 
582                 }
583                 GPUObjBounds p_gpu_bounds = {
584                                 ClampFloat(pbounds.x),
585                                 ClampFloat(pbounds.y),
586                                 ClampFloat(pbounds.x + pbounds.w),
587                                 ClampFloat(pbounds.y + pbounds.h)
588                 };              
589                 obj_bounds_builder.Add(p_gpu_bounds);
590         }
591         #endif
592         m_objbounds_vbo.UnMap();
593 }
594 /**
595  * Prepare the document for rendering
596  * Will be called on View::Render if m_render_dirty is set
597  * (Called at least once, on the first Render)
598  */
599 void View::PrepareRender()
600 {
601         Debug("Recreate buffers with %u objects", m_document.ObjectCount());
602         // Prepare bounds vbo
603         if (UsingGPURendering())
604         {
605                 m_bounds_ubo.Invalidate();
606                 m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
607                 m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
608                 m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
609         }
610         
611         // Instead of having each ObjectRenderer go through the whole document
612         //  we initialise them, go through the document once adding to the appropriate Renderers
613         //  and then finalise them
614         // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know.
615
616         // Prepare the buffers
617         for (unsigned i = 0; i < m_object_renderers.size(); ++i)
618         {
619                 m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
620         }
621
622         // Add objects from Document to buffers
623         for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
624         {
625                 ObjectType type = m_document.m_objects.types[id];
626                 m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
627                 // (Also, Wow I just actually used std::vector::at())
628                 // (Also, I just managed to make it throw an exception because I'm a moron)
629                 //Debug("Object of type %d", type);
630         }
631
632
633         // Finish the buffers
634         for (unsigned i = 0; i < m_object_renderers.size(); ++i)
635         {
636                 m_object_renderers[i]->FinaliseBuffers();
637         }
638         if (UsingGPURendering())
639         {
640                 dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
641         }
642         m_render_dirty = false;
643 }
644
645 void View::SaveCPUBMP(const char * filename)
646 {
647         bool prev = UsingGPURendering();
648         SetGPURendering(false);
649         Render(800, 600);
650         ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
651         SetGPURendering(prev);
652 }
653
654 void View::SaveGPUBMP(const char * filename)
655 {
656         bool prev = UsingGPURendering();
657         SetGPURendering(true);
658         Render(800,600);
659         m_screen.ScreenShot(filename);
660         SetGPURendering(prev);  
661 }

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