2 #include "bufferbuilder.h"
6 #ifndef CONTROLPANEL_DISABLED
7 #include "controlpanel.h"
8 #endif //CONTROLPANEL_DISABLED
11 #ifdef TRANSFORM_BEZIERS_TO_PATH
12 #ifndef TRANSFORM_OBJECTS_NOT_VIEW
13 //#error Cannot TRANSFORM_BEZIERS_TO_PATH _without_ TRANSFORM_OBJECTS_NOT_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
27 View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour)
28 : m_use_gpu_transform(false), 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 m_query_gpu_bounds_on_next_frame(NULL)
35 Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
37 screen.SetView(this); // oh dear...
41 // Create ObjectRenderers - new's match delete's in View::~View
42 //TODO: Don't forget to put new renderers here or things will be segfaultastic
45 m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
46 m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
47 m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
48 m_object_renderers[BEZIER] = new BezierRenderer();
49 m_object_renderers[PATH] = new PathRenderer();
53 for (int i = RECT_FILLED; i <= PATH; ++i)
54 m_object_renderers[i] = new FakeRenderer();
57 // To add rendering for a new type of object;
58 // 1. Add enum to ObjectType in ipdf.h
59 // 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp
64 #ifndef QUADTREE_DISABLED
65 m_quadtree_max_depth = 2;
66 m_current_quadtree_node = document.GetQuadTree().root_id;
72 * Frees memory used by ObjectRenderers
76 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
78 delete m_object_renderers[i]; // delete's match new's in constructor
80 m_object_renderers.clear();
81 delete [] m_cpu_rendering_pixels;
86 * @param x, y - Amount to translate
88 void View::Translate(Real x, Real y)
90 if (!m_use_gpu_transform)
91 m_buffer_dirty = true;
92 m_bounds_dirty = true;
93 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
94 ObjectType type = NUMBER_OF_OBJECT_TYPES;
95 #ifdef TRANSFORM_BEZIERS_TO_PATH
98 m_document.TranslateObjects(-x, -y, type);
100 m_bounds.x += m_bounds.w*VReal(x);
101 m_bounds.y += m_bounds.h*VReal(y);
102 //Debug("View Bounds => %s", m_bounds.Str().c_str());
109 * @param bounds - New bounds
111 void View::SetBounds(const Rect & bounds)
113 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
114 ObjectType type = NUMBER_OF_OBJECT_TYPES;
115 #ifdef TRANSFORM_BEZIERS_TO_PATH
118 SVGMatrix transform = {Real(m_bounds.w)/bounds.w, 0, Real(m_bounds.x) - bounds.x, 0,Real(m_bounds.h)/bounds.h, Real(m_bounds.y) - bounds.y};
119 m_document.TransformObjectBounds(transform, type);
121 m_bounds.x = bounds.x;
122 m_bounds.y = bounds.y;
123 m_bounds.w = bounds.w;
124 m_bounds.h = bounds.h;
125 if (!m_use_gpu_transform)
126 m_buffer_dirty = true;
127 m_bounds_dirty = true;
131 * Scale the View at a point
132 * @param x, y - Coordinates to scale at (eg: Mouse cursor position)
133 * @param scale_amount - Amount to scale by
135 void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
138 // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
139 // x and y are coordinates in the window
140 // Convert to local coords.
141 if (!m_use_gpu_transform)
142 m_buffer_dirty = true;
143 m_bounds_dirty = true;
146 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
147 ObjectType type = NUMBER_OF_OBJECT_TYPES;
148 #ifdef TRANSFORM_BEZIERS_TO_PATH
151 m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
153 VReal vx = m_bounds.w * VReal(x);
154 VReal vy = m_bounds.h * VReal(y);
158 VReal top = vy - m_bounds.y;
159 VReal left = vx - m_bounds.x;
162 left *= scale_amount;
164 m_bounds.x = vx - left;
165 m_bounds.y = vy - top;
166 m_bounds.w *= scale_amount;
167 m_bounds.h *= scale_amount;
168 //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());
174 * Transform a point in the document to a point relative to the top left corner of the view
175 * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
176 * @param inp - Input Rect {x,y,w,h} in the document
177 * @returns output Rect {x,y,w,h} in the View
179 Rect View::TransformToViewCoords(const Rect& inp) const
181 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
184 return TransformRectCoordinates(m_bounds.Convert<Real>(), inp);
189 * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
190 * Otherwise just Blits the cached FrameBuffer
191 * @param width - Width of View to render
192 * @param height - Height of View to render
194 void View::Render(int width, int height)
196 if (!m_screen.Valid()) return;
197 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
198 // View dimensions have changed (ie: Window was resized)
199 int prev_width = m_cached_display.GetWidth();
200 int prev_height = m_cached_display.GetHeight();
201 if (width != prev_width || height != prev_height)
203 m_cached_display.Create(width, height);
204 m_bounds_dirty = true;
207 // View bounds have not changed; blit the FrameBuffer as it is
208 if (!m_bounds_dirty && m_lazy_rendering)
210 m_cached_display.UnBind();
211 m_cached_display.Blit();
215 m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
216 m_cached_display.Clear();
218 #ifndef QUADTREE_DISABLED
219 // I'm going to write this out in comments, so hopefully then I'll understand it. :/
221 // This code looks at the current bounds and tries to work out how they need to change
222 // to keep the view looking at the correct quadtree node.
224 // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always
225 // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right,
226 // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating
227 // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main
229 if (m_bounds_dirty || !m_lazy_rendering)
231 // If we're too far zoomed out, become the parent of the current node.
232 if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
234 // If a parent node exists, we'll become it.
235 //TODO: Generate a new parent node if none exists, and work out when to change child_type
236 // away from QTC_UNKNOWN
237 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
239 m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
240 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
244 // If we have a parent... (This prevents some crashes, but should disappear.)
245 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
247 // If the current node is off the left-hand side of the screen...
248 while (m_bounds.x > 1)
250 //... the current node becomes the node to its right.
251 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
252 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document);
254 while (m_bounds.y > 1)
256 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
257 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document);
259 while (m_bounds.x < 0)
261 m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
262 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
264 while (m_bounds.y < 0)
266 m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
267 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
271 // 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.)
272 if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
274 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
276 // We want to reparent into a child node, but none exist. Get the document to create one.
277 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
278 m_render_dirty = true;
280 m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
281 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
283 if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
285 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
287 // We want to reparent into a child node, but none exist. Get the document to create one.
288 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
289 m_render_dirty = true;
291 m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
292 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
294 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
296 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
298 // We want to reparent into a child node, but none exist. Get the document to create one.
299 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
300 m_render_dirty = true;
302 m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
303 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
305 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
307 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
309 // We want to reparent into a child node, but none exist. Get the document to create one.
310 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
311 m_render_dirty = true;
313 m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
314 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
317 // Otherwise, we'll arbitrarily select the bottom-right.
318 // TODO: Perhaps select based on greatest area?
319 if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
321 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
323 // We want to reparent into a child node, but none exist. Get the document to create one.
324 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
325 m_render_dirty = true;
327 m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
328 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
332 m_screen.DebugFontPrintF("Current View QuadTree");
333 QuadTreeIndex overlay = m_current_quadtree_node;
334 while (overlay != -1)
336 m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin,
337 m_document.GetQuadTree().nodes[overlay].object_end);
338 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
340 m_screen.DebugFontPrintF("\n");
341 m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n",
342 m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0),
343 m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0),
344 m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0),
345 m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0));
348 Rect view_top_bounds = m_bounds;
349 QuadTreeIndex tmp = m_current_quadtree_node;
352 view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
353 tmp = m_document.GetQuadTree().nodes[tmp].parent;
355 m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
358 if (!m_use_gpu_rendering)
360 // Dynamically resize CPU rendering target pixels if needed
361 if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
363 delete [] m_cpu_rendering_pixels;
364 m_cpu_rendering_pixels = new uint8_t[width*height*4];
365 if (m_cpu_rendering_pixels == NULL)
366 Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
368 // Clear CPU rendering pixels
369 for (int i = 0; i < width*height*4; ++i)
370 m_cpu_rendering_pixels[i] = 255;
372 #ifdef QUADTREE_DISABLED
373 RenderRange(width, height, 0, m_document.ObjectCount());
375 RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
377 if (!m_use_gpu_rendering)
379 m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
380 // Debug for great victory (do something similar for GPU and compare?)
381 //ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
383 m_cached_display.UnBind(); // resets render target to the screen
384 m_cached_display.Blit(); // blit FrameBuffer to screen
385 m_buffer_dirty = false;
388 #ifndef CONTROLPANEL_DISABLED
389 // The powers that be suggest that this may be causing of the segfaults.
390 //ControlPanel::Update();
391 #endif //CONTROLPANEL_DISABLED
392 //Debug("Completed Render");
396 #ifndef QUADTREE_DISABLED
397 void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
399 Rect old_bounds = m_bounds;
400 if (node == QUADTREE_EMPTY) return;
401 if (!remaining_depth) return;
402 //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
403 m_bounds_dirty = true;
404 m_render_dirty = m_buffer_dirty = true;
405 QuadTreeIndex overlay = node;
408 RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
409 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
412 if (m_bounds.Intersects(Rect(1,1,1,1)))
414 m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
415 m_bounds_dirty = true;
416 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
418 m_bounds = old_bounds;
419 if (m_bounds.Intersects(Rect(1,0,1,1)))
421 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
422 m_bounds_dirty = true;
423 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
425 m_bounds = old_bounds;
426 if (m_bounds.Intersects(Rect(0,1,1,1)))
428 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
429 m_bounds_dirty = true;
430 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
432 m_bounds = old_bounds;
433 m_bounds_dirty = true;
436 m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
437 m_bounds_dirty = true;
438 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
439 m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
440 m_bounds_dirty = true;
441 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
442 m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
443 m_bounds_dirty = true;
444 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
445 m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
446 m_bounds_dirty = true;
447 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
448 m_bounds = old_bounds;
449 m_bounds_dirty = true;
454 void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
456 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
457 if (m_render_dirty) // document has changed
460 if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
462 if (m_use_gpu_rendering)
463 UpdateObjBoundsVBO(first_obj, last_obj);
466 if (m_use_gpu_transform)
468 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
469 //Debug("Transform objects, not view");
470 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
471 0.0f, 0.0f, float(width), float(height)};
473 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)),
474 0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
476 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
480 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
481 0.0f, 0.0f, float(width), float(height)};
482 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
484 m_bounds_dirty = false;
488 if (m_use_gpu_rendering)
490 if (m_colour.a < 1.0f)
493 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
495 m_objbounds_vbo.Bind();
497 glEnableVertexAttribArray(0);
498 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
500 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
502 m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
505 glDisableVertexAttribArray(0);
506 if (m_colour.a < 1.0f)
511 else // Rasterise on CPU then blit texture to GPU
514 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
516 m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
522 void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
524 if (m_query_gpu_bounds_on_next_frame != NULL)
526 fprintf(m_query_gpu_bounds_on_next_frame,"# View: %s\t%s\t%s\t%s", Str(m_bounds.x).c_str(), Str(m_bounds.y).c_str(), Str(m_bounds.w).c_str(), Str(m_bounds.h).c_str());
529 //m_objbounds_vbo.Invalidate();
530 m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
531 m_objbounds_vbo.SetName("Object Bounds VBO");
533 #ifndef TRANSFORM_OBJECTS_NOT_VIEW
534 if (m_use_gpu_transform)
536 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
539 #endif //TRANSFORM_OBJECTS_NOT_VIEW
541 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
543 m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
545 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());
547 #ifndef TRANSFORM_BEZIERS_TO_PATH
548 for (unsigned id = first_obj; id < last_obj; ++id)
551 if (m_use_gpu_transform)
553 obj_bounds = m_document.m_objects.bounds[id];
557 obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
559 GPUObjBounds gpu_bounds = {
562 Float(obj_bounds.x + obj_bounds.w),
563 Float(obj_bounds.y + obj_bounds.h)
566 if (m_query_gpu_bounds_on_next_frame != NULL)
568 fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, Float(obj_bounds.x), Float(obj_bounds.y), Float(obj_bounds.w), Float(obj_bounds.h));
571 obj_bounds_builder.Add(gpu_bounds);
574 for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
576 Path & path = m_document.m_objects.paths[i];
577 Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
578 //TODO: Add clipping here
579 //if (!pbounds.Intersects(Rect(0,0,1,1)) || pbounds.w < Real(1)/Real(800))
582 for (unsigned id = path.m_start; id <= path.m_end; ++id)
584 if (id < first_obj || id >= last_obj)
587 Rect obj_bounds = m_document.m_objects.bounds[id];
589 obj_bounds.x *= pbounds.w;
590 obj_bounds.x += pbounds.x;
591 obj_bounds.y *= pbounds.h;
592 obj_bounds.y += pbounds.y;
593 obj_bounds.w *= pbounds.w;
594 obj_bounds.h *= pbounds.h;
596 if (!m_use_gpu_transform)
597 obj_bounds = TransformToViewCoords(obj_bounds);
598 GPUObjBounds gpu_bounds = {
599 ClampFloat(obj_bounds.x),
600 ClampFloat(obj_bounds.y),
601 ClampFloat(obj_bounds.x + obj_bounds.w),
602 ClampFloat(obj_bounds.y + obj_bounds.h)
604 obj_bounds_builder.Add(gpu_bounds);
605 //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());
607 if (m_query_gpu_bounds_on_next_frame != NULL)
609 fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, ClampFloat(obj_bounds.x), ClampFloat(obj_bounds.y), ClampFloat(obj_bounds.w), ClampFloat(obj_bounds.h));
612 GPUObjBounds p_gpu_bounds = {
613 ClampFloat(pbounds.x),
614 ClampFloat(pbounds.y),
615 ClampFloat(pbounds.x + pbounds.w),
616 ClampFloat(pbounds.y + pbounds.h)
618 obj_bounds_builder.Add(p_gpu_bounds);
621 if (m_query_gpu_bounds_on_next_frame != NULL)
623 if (m_query_gpu_bounds_on_next_frame != stdout && m_query_gpu_bounds_on_next_frame != stderr)
624 fclose(m_query_gpu_bounds_on_next_frame);
625 m_query_gpu_bounds_on_next_frame = NULL;
627 m_objbounds_vbo.UnMap();
630 * Prepare the document for rendering
631 * Will be called on View::Render if m_render_dirty is set
632 * (Called at least once, on the first Render)
634 void View::PrepareRender()
636 Debug("Recreate buffers with %u objects", m_document.ObjectCount());
637 // Prepare bounds vbo
638 if (UsingGPURendering())
640 m_bounds_ubo.Invalidate();
641 m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
642 m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
643 m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
646 // Instead of having each ObjectRenderer go through the whole document
647 // we initialise them, go through the document once adding to the appropriate Renderers
648 // and then finalise them
649 // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know.
651 // Prepare the buffers
652 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
654 m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
657 // Add objects from Document to buffers
658 for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
660 ObjectType type = m_document.m_objects.types[id];
661 m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
662 // (Also, Wow I just actually used std::vector::at())
663 // (Also, I just managed to make it throw an exception because I'm a moron)
664 //Debug("Object of type %d", type);
668 // Finish the buffers
669 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
671 m_object_renderers[i]->FinaliseBuffers();
673 if (UsingGPURendering())
675 dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
677 m_render_dirty = false;
680 void View::SaveCPUBMP(const char * filename)
682 bool prev = UsingGPURendering();
683 SetGPURendering(false);
685 ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
686 SetGPURendering(prev);
689 void View::SaveGPUBMP(const char * filename)
691 bool prev = UsingGPURendering();
692 SetGPURendering(true);
694 m_screen.ScreenShot(filename);
695 SetGPURendering(prev);
698 void View::QueryGPUBounds(const char * filename, const char * mode)
700 m_query_gpu_bounds_on_next_frame = fopen(filename, mode);
701 Debug("File: %s", filename);
702 if (m_query_gpu_bounds_on_next_frame == NULL)
703 Error("Couldn't open file \"%s\" : %s", filename, strerror(errno));