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 Rect & 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)
34 Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
36 screen.SetView(this); // oh dear...
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
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();
52 for (int i = RECT_FILLED; i <= PATH; ++i)
53 m_object_renderers[i] = new FakeRenderer();
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
63 #ifndef QUADTREE_DISABLED
64 m_quadtree_max_depth = 2;
65 m_current_quadtree_node = document.GetQuadTree().root_id;
71 * Frees memory used by ObjectRenderers
75 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
77 delete m_object_renderers[i]; // delete's match new's in constructor
79 m_object_renderers.clear();
80 delete [] m_cpu_rendering_pixels;
85 * @param x, y - Amount to translate
87 void View::Translate(Real x, Real y)
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
97 m_document.TranslateObjects(-x, -y, type);
103 //Debug("View Bounds => %s", m_bounds.Str().c_str());
110 * @param bounds - New bounds
112 void View::SetBounds(const Rect & bounds)
114 m_bounds.x = bounds.x;
115 m_bounds.y = bounds.y;
116 m_bounds.w = bounds.w;
117 m_bounds.h = bounds.h;
118 if (!m_use_gpu_transform)
119 m_buffer_dirty = true;
120 m_bounds_dirty = true;
124 * Scale the View at a point
125 * @param x, y - Coordinates to scale at (eg: Mouse cursor position)
126 * @param scale_amount - Amount to scale by
128 void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
131 // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
132 // x and y are coordinates in the window
133 // Convert to local coords.
134 if (!m_use_gpu_transform)
135 m_buffer_dirty = true;
136 m_bounds_dirty = true;
139 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
140 ObjectType type = NUMBER_OF_OBJECT_TYPES;
141 #ifdef TRANSFORM_BEZIERS_TO_PATH
144 m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
151 Real top = y - m_bounds.y;
152 Real left = x - m_bounds.x;
155 left *= scale_amount;
157 m_bounds.x = x - left;
158 m_bounds.y = y - top;
159 m_bounds.w *= scale_amount;
160 m_bounds.h *= scale_amount;
161 //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());
167 * Transform a point in the document to a point relative to the top left corner of the view
168 * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
169 * @param inp - Input Rect {x,y,w,h} in the document
170 * @returns output Rect {x,y,w,h} in the View
172 Rect View::TransformToViewCoords(const Rect& inp) const
174 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
177 return TransformRectCoordinates(m_bounds, inp);
182 * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
183 * Otherwise just Blits the cached FrameBuffer
184 * @param width - Width of View to render
185 * @param height - Height of View to render
187 void View::Render(int width, int height)
189 if (!m_screen.Valid()) return;
190 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
191 // View dimensions have changed (ie: Window was resized)
192 int prev_width = m_cached_display.GetWidth();
193 int prev_height = m_cached_display.GetHeight();
194 if (width != prev_width || height != prev_height)
196 m_cached_display.Create(width, height);
197 m_bounds_dirty = true;
200 // View bounds have not changed; blit the FrameBuffer as it is
201 if (!m_bounds_dirty && m_lazy_rendering)
203 m_cached_display.UnBind();
204 m_cached_display.Blit();
208 m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
209 m_cached_display.Clear();
211 #ifndef QUADTREE_DISABLED
212 if (m_bounds_dirty || !m_lazy_rendering)
214 if ( (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0))
216 //TODO: Generate a new parent node.
217 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
219 m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
220 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
223 if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
225 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
227 // We want to reparent into a child node, but none exist. Get the document to create one.
228 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
229 m_render_dirty = true;
231 m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
232 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
234 if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
236 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
238 // We want to reparent into a child node, but none exist. Get the document to create one.
239 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
240 m_render_dirty = true;
242 m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
243 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
245 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
247 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
249 // We want to reparent into a child node, but none exist. Get the document to create one.
250 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
251 m_render_dirty = true;
253 m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
254 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
256 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
258 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
260 // We want to reparent into a child node, but none exist. Get the document to create one.
261 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
262 m_render_dirty = true;
264 m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
265 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
269 m_screen.DebugFontPrintF("Current View QuadTree");
270 QuadTreeIndex overlay = m_current_quadtree_node;
271 while (overlay != -1)
273 m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin,
274 m_document.GetQuadTree().nodes[overlay].object_end);
275 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
277 m_screen.DebugFontPrintF("\n");
279 Rect view_top_bounds = m_bounds;
280 QuadTreeIndex tmp = m_current_quadtree_node;
283 view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
284 tmp = m_document.GetQuadTree().nodes[tmp].parent;
286 m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
289 if (!m_use_gpu_rendering)
291 // Dynamically resize CPU rendering target pixels if needed
292 if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
294 delete [] m_cpu_rendering_pixels;
295 m_cpu_rendering_pixels = new uint8_t[width*height*4];
296 if (m_cpu_rendering_pixels == NULL)
297 Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
299 // Clear CPU rendering pixels
300 for (int i = 0; i < width*height*4; ++i)
301 m_cpu_rendering_pixels[i] = 255;
303 #ifdef QUADTREE_DISABLED
304 RenderRange(width, height, 0, m_document.ObjectCount());
306 RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
308 if (!m_use_gpu_rendering)
310 m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
311 // Debug for great victory (do something similar for GPU and compare?)
312 //ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
314 m_cached_display.UnBind(); // resets render target to the screen
315 m_cached_display.Blit(); // blit FrameBuffer to screen
316 m_buffer_dirty = false;
319 #ifndef CONTROLPANEL_DISABLED
320 ControlPanel::Update();
321 #endif //CONTROLPANEL_DISABLED
322 //Debug("Completed Render");
326 #ifndef QUADTREE_DISABLED
327 void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
329 Rect old_bounds = m_bounds;
330 if (node == QUADTREE_EMPTY) return;
331 if (!remaining_depth) return;
332 //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
333 m_bounds_dirty = true;
334 QuadTreeIndex overlay = node;
337 RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
338 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
341 if (m_bounds.Intersects(Rect(-1,-1,1,1)))
343 m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
344 m_bounds_dirty = true;
345 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, -1), remaining_depth - 1);
347 if (m_bounds.Intersects(Rect(-1,0,1,1)))
349 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
350 m_bounds_dirty = true;
351 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 0), remaining_depth - 1);
353 if (m_bounds.Intersects(Rect(-1,1,1,1)))
355 m_bounds = Rect(m_bounds.x - 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
356 m_bounds_dirty = true;
357 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 1), remaining_depth - 1);
359 if (m_bounds.Intersects(Rect(0,-1,1,1)))
361 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
362 m_bounds_dirty = true;
363 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, -1), remaining_depth - 1);
365 if (m_bounds.Intersects(Rect(0,1,1,1)))
367 m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
368 m_bounds_dirty = true;
369 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1), remaining_depth - 1);
371 if (m_bounds.Intersects(Rect(1,-1,1,1)))
373 m_bounds = Rect(m_bounds.x + 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
374 m_bounds_dirty = true;
375 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, -1), remaining_depth - 1);
377 if (m_bounds.Intersects(Rect(1,0,1,1)))
379 m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
380 m_bounds_dirty = true;
381 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0), remaining_depth - 1);
383 if (m_bounds.Intersects(Rect(1,1,1,1)))
385 m_bounds = Rect(m_bounds.x + 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
386 m_bounds_dirty = true;
387 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1), remaining_depth - 1);
389 m_bounds = old_bounds;
390 m_bounds_dirty = true;
393 m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
394 m_bounds_dirty = true;
395 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
396 m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
397 m_bounds_dirty = true;
398 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
399 m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
400 m_bounds_dirty = true;
401 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
402 m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
403 m_bounds_dirty = true;
404 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
405 m_bounds = old_bounds;
406 m_bounds_dirty = true;
411 void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
413 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
414 if (m_render_dirty) // document has changed
417 if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
419 if (m_use_gpu_rendering)
420 UpdateObjBoundsVBO(first_obj, last_obj);
423 if (m_use_gpu_transform)
425 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
426 //Debug("Transform objects, not view");
427 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
428 0.0f, 0.0f, float(width), float(height)};
430 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)),
431 0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
433 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
437 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
438 0.0f, 0.0f, float(width), float(height)};
439 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
441 m_bounds_dirty = false;
445 if (m_use_gpu_rendering)
447 if (m_colour.a < 1.0f)
450 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
452 m_objbounds_vbo.Bind();
454 glEnableVertexAttribArray(0);
455 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
457 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
459 m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
462 glDisableVertexAttribArray(0);
463 if (m_colour.a < 1.0f)
468 else // Rasterise on CPU then blit texture to GPU
471 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
473 m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
479 void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
481 //m_objbounds_vbo.Invalidate();
482 m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
483 m_objbounds_vbo.SetName("Object Bounds VBO");
485 #ifndef TRANSFORM_OBJECTS_NOT_VIEW
486 if (m_use_gpu_transform)
488 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
491 #endif //TRANSFORM_OBJECTS_NOT_VIEW
493 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
495 m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
497 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());
499 #ifndef TRANSFORM_BEZIERS_TO_PATH
500 for (unsigned id = first_obj; id < last_obj; ++id)
503 if (m_use_gpu_transform)
505 obj_bounds = m_document.m_objects.bounds[id];
509 obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
511 GPUObjBounds gpu_bounds = {
512 (float)Float(obj_bounds.x),
513 (float)Float(obj_bounds.y),
514 (float)Float(obj_bounds.x + obj_bounds.w),
515 (float)Float(obj_bounds.y + obj_bounds.h)
518 obj_bounds_builder.Add(gpu_bounds);
521 for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
523 Path & path = m_document.m_objects.paths[i];
524 Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
525 for (unsigned id = path.m_start; id <= path.m_end; ++id)
527 if (id < first_obj || id >= last_obj)
530 Rect obj_bounds = m_document.m_objects.bounds[id];
532 obj_bounds.x *= pbounds.w;
533 obj_bounds.x += pbounds.x;
534 obj_bounds.y *= pbounds.h;
535 obj_bounds.y += pbounds.y;
536 obj_bounds.w *= pbounds.w;
537 obj_bounds.h *= pbounds.h;
539 if (!m_use_gpu_transform)
540 obj_bounds = TransformToViewCoords(obj_bounds);
541 GPUObjBounds gpu_bounds = {
544 Float(obj_bounds.x + obj_bounds.w),
545 Float(obj_bounds.y + obj_bounds.h)
547 obj_bounds_builder.Add(gpu_bounds);
548 //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());
550 GPUObjBounds p_gpu_bounds = {
553 Float(pbounds.x + pbounds.w),
554 Float(pbounds.y + pbounds.h)
556 obj_bounds_builder.Add(p_gpu_bounds);
559 m_objbounds_vbo.UnMap();
562 * Prepare the document for rendering
563 * Will be called on View::Render if m_render_dirty is set
564 * (Called at least once, on the first Render)
566 void View::PrepareRender()
568 Debug("Recreate buffers with %u objects", m_document.ObjectCount());
569 // Prepare bounds vbo
570 if (UsingGPURendering())
572 m_bounds_ubo.Invalidate();
573 m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
574 m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
575 m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
578 // Instead of having each ObjectRenderer go through the whole document
579 // we initialise them, go through the document once adding to the appropriate Renderers
580 // and then finalise them
581 // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know.
583 // Prepare the buffers
584 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
586 m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
589 // Add objects from Document to buffers
590 for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
592 ObjectType type = m_document.m_objects.types[id];
593 m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
594 // (Also, Wow I just actually used std::vector::at())
595 // (Also, I just managed to make it throw an exception because I'm a moron)
596 //Debug("Object of type %d", type);
600 // Finish the buffers
601 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
603 m_object_renderers[i]->FinaliseBuffers();
605 if (UsingGPURendering())
607 dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
609 m_render_dirty = false;
612 void View::SaveCPUBMP(const char * filename)
614 bool prev = UsingGPURendering();
615 SetGPURendering(false);
617 ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
618 SetGPURendering(prev);
621 void View::SaveGPUBMP(const char * filename)
623 bool prev = UsingGPURendering();
624 SetGPURendering(true);
626 m_screen.ScreenShot(filename);
627 SetGPURendering(prev);