af5f53ef764eaf0859f324ddec6804382e2ba0e2
[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(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)
34 {
35         Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
36
37         screen.SetView(this); // oh dear...
38
39         
40
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
43         if (screen.Valid())
44         {
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();
50         }
51         else
52         {
53                 for (int i = RECT_FILLED; i <= PATH; ++i)
54                         m_object_renderers[i] = new FakeRenderer();
55         }
56
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
60         // 3. Add it here
61         // 4. Profit
62
63
64 #ifndef QUADTREE_DISABLED
65         m_quadtree_max_depth = 2;
66         m_current_quadtree_node = document.GetQuadTree().root_id;
67 #endif
68 }
69
70 /**
71  * Destroy a view
72  * Frees memory used by ObjectRenderers
73  */
74 View::~View()
75 {
76         for (unsigned i = 0; i < m_object_renderers.size(); ++i)
77         {
78                 delete m_object_renderers[i]; // delete's match new's in constructor
79         }
80         m_object_renderers.clear();
81         delete [] m_cpu_rendering_pixels;
82 }
83
84 /**
85  * Translate the view
86  * @param x, y - Amount to translate
87  */
88 void View::Translate(Real x, Real y)
89 {
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
96                         type = PATH;
97                 #endif
98         m_document.TranslateObjects(-x, -y, type);
99         #endif
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());
103
104         
105 }
106
107 /**
108  * Set View bounds
109  * @param bounds - New bounds
110  */
111 void View::SetBounds(const Rect & bounds)
112 {
113         #ifdef TRANSFORM_OBJECTS_NOT_VIEW
114         ObjectType type = NUMBER_OF_OBJECT_TYPES;
115         #ifdef TRANSFORM_BEZIERS_TO_PATH
116                 type = PATH;
117         #endif
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);
120         #endif
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;
128 }
129
130 /**
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
134  */
135 void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
136 {
137         
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;
144         
145         
146         #ifdef TRANSFORM_OBJECTS_NOT_VIEW
147         ObjectType type = NUMBER_OF_OBJECT_TYPES;
148         #ifdef TRANSFORM_BEZIERS_TO_PATH
149                 type = PATH;
150         #endif
151         m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
152         #endif
153         VReal vx = m_bounds.w * VReal(x);
154         VReal vy = m_bounds.h * VReal(y);
155         vx += m_bounds.x;
156         vy += m_bounds.y;
157         
158         VReal top = vy - m_bounds.y;
159         VReal left = vx - m_bounds.x;
160         
161         top *= scale_amount;
162         left *= scale_amount;
163         
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         if (m_bounds.w == VReal(0))
169         {
170                 Debug("Scaled to zero!!!");
171         }
172         //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());
173         
174         
175 }
176
177 /**
178  * Transform a point in the document to a point relative to the top left corner of the view
179  * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
180  * @param inp - Input Rect {x,y,w,h} in the document
181  * @returns output Rect {x,y,w,h} in the View
182  */
183 Rect View::TransformToViewCoords(const Rect& inp) const
184 {
185         #ifdef TRANSFORM_OBJECTS_NOT_VIEW
186                 return inp;
187         #endif
188         return TransformRectCoordinates(m_bounds.Convert<Real>(), inp);
189 }
190
191 /**
192  * Render the view
193  * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
194  * Otherwise just Blits the cached FrameBuffer
195  * @param width - Width of View to render
196  * @param height - Height of View to render
197  */
198 void View::Render(int width, int height)
199 {
200         if (!m_screen.Valid()) return;
201         glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
202         // View dimensions have changed (ie: Window was resized)
203         int prev_width = m_cached_display.GetWidth();
204         int prev_height = m_cached_display.GetHeight();
205         if (width != prev_width || height != prev_height)
206         {
207                 m_cached_display.Create(width, height);
208                 m_bounds_dirty = true;
209         }
210
211         // View bounds have not changed; blit the FrameBuffer as it is
212         if (!m_bounds_dirty && m_lazy_rendering)
213         {
214                 m_cached_display.UnBind();
215                 m_cached_display.Blit();
216                 glPopDebugGroup();
217                 return;
218         }
219         m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
220         m_cached_display.Clear();
221
222 #ifndef QUADTREE_DISABLED
223         // I'm going to write this out in comments, so hopefully then I'll understand it. :/
224         //
225         // This code looks at the current bounds and tries to work out how they need to change
226         // to keep the view looking at the correct quadtree node.
227         //
228         // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always
229         // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right,
230         // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating
231         // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main
232         // quadtree node).
233         if (m_bounds_dirty || !m_lazy_rendering)
234         {
235                 // If we're too far zoomed out, become the parent of the current node.
236                 if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
237                 {
238                         // If a parent node exists, we'll become it.
239                         //TODO: Generate a new parent node if none exists, and work out when to change child_type
240                         // away from QTC_UNKNOWN
241                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
242                         {
243                                 m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
244                                 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
245                         }
246                 }
247
248                 // If we have a parent... (This prevents some crashes, but should disappear.)
249                 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
250                 {
251                         // If the current node is off the left-hand side of the screen...
252                         while (m_bounds.x > 1)
253                         {
254                                 //... the current node becomes the node to its right.
255                                 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
256                                 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document);
257                         }
258                         while (m_bounds.y > 1)
259                         {
260                                 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
261                                 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document);
262                         }
263                         while (m_bounds.x < 0)
264                         {
265                                 m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
266                                 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
267                         }
268                         while (m_bounds.y < 0)
269                         {
270                                 m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
271                                 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
272                         }
273                 }
274
275                 // 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.)
276                 if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
277                 {
278                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
279                         {
280                                 // We want to reparent into a child node, but none exist. Get the document to create one.
281                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
282                                 m_render_dirty = true;
283                         }
284                         m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
285                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
286                 }
287                 if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
288                 {
289                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
290                         {
291                                 // We want to reparent into a child node, but none exist. Get the document to create one.
292                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
293                                 m_render_dirty = true;
294                         }
295                         m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
296                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
297                 }
298                 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
299                 {
300                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
301                         {
302                                 // We want to reparent into a child node, but none exist. Get the document to create one.
303                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
304                                 m_render_dirty = true;
305                         }
306                         m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
307                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
308                 }
309                 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
310                 {
311                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
312                         {
313                                 // We want to reparent into a child node, but none exist. Get the document to create one.
314                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
315                                 m_render_dirty = true;
316                         }
317                         m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
318                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
319                 }
320
321                 // Otherwise, we'll arbitrarily select the bottom-right.
322                 // TODO: Perhaps select based on greatest area?
323                 if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
324                 {
325                         if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
326                         {
327                                 // We want to reparent into a child node, but none exist. Get the document to create one.
328                                 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
329                                 m_render_dirty = true;
330                         }
331                         m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
332                         m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
333                 }
334         }
335
336         m_screen.DebugFontPrintF("Current View QuadTree");
337         QuadTreeIndex overlay = m_current_quadtree_node;
338         while (overlay != -1)
339         {
340                 m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin,
341                                         m_document.GetQuadTree().nodes[overlay].object_end);
342                 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
343         }
344         m_screen.DebugFontPrintF("\n");
345         m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n",
346                         m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0),
347                         m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0),
348                         m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0),
349                         m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0));
350
351
352         Rect view_top_bounds = m_bounds;
353         QuadTreeIndex tmp = m_current_quadtree_node;
354         while (tmp != -1)
355         {
356                 view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
357                 tmp = m_document.GetQuadTree().nodes[tmp].parent;
358         }
359         m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
360 #endif
361
362         if (!m_use_gpu_rendering)
363         {
364                 // Dynamically resize CPU rendering target pixels if needed
365                 if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
366                 {
367                         delete [] m_cpu_rendering_pixels;
368                         m_cpu_rendering_pixels = new uint8_t[width*height*4];
369                         if (m_cpu_rendering_pixels == NULL)
370                                 Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
371                 }
372                 // Clear CPU rendering pixels
373                 for (int i = 0; i < width*height*4; ++i)
374                         m_cpu_rendering_pixels[i] = 255;
375         }
376 #ifdef QUADTREE_DISABLED
377         RenderRange(width, height, 0, m_document.ObjectCount());
378 #else
379         RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
380 #endif
381         if (!m_use_gpu_rendering)
382         {
383                 m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
384                 // Debug for great victory (do something similar for GPU and compare?)
385                 //ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
386         }
387         m_cached_display.UnBind(); // resets render target to the screen
388         m_cached_display.Blit(); // blit FrameBuffer to screen
389         m_buffer_dirty = false;
390         glPopDebugGroup();
391         
392 #ifndef CONTROLPANEL_DISABLED
393         // The powers that be suggest that this may be causing of the segfaults.
394         //ControlPanel::Update();
395 #endif //CONTROLPANEL_DISABLED
396         //Debug("Completed Render");
397         
398 }
399
400 #ifndef QUADTREE_DISABLED
401 void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
402 {
403         Rect old_bounds = m_bounds;
404         if (node == QUADTREE_EMPTY) return;
405         if (!remaining_depth) return;
406         //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
407         m_bounds_dirty = true;
408         m_render_dirty = m_buffer_dirty = true;
409         QuadTreeIndex overlay = node;
410         while(overlay != -1)
411         {
412                 RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
413                 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
414         }
415
416         if (m_bounds.Intersects(Rect(1,1,1,1)))
417         {
418                 m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
419                 m_bounds_dirty = true;
420                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
421         }
422         m_bounds = old_bounds;
423         if (m_bounds.Intersects(Rect(1,0,1,1)))
424         {
425                 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
426                 m_bounds_dirty = true;
427                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
428         }
429         m_bounds = old_bounds;
430         if (m_bounds.Intersects(Rect(0,1,1,1)))
431         {
432                 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
433                 m_bounds_dirty = true;
434                 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
435         }
436         m_bounds = old_bounds;
437         m_bounds_dirty = true;
438
439 #if 0
440         m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
441         m_bounds_dirty = true;
442         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
443         m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
444         m_bounds_dirty = true;
445         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
446         m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
447         m_bounds_dirty = true;
448         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
449         m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
450         m_bounds_dirty = true;
451         RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
452         m_bounds = old_bounds;
453         m_bounds_dirty = true;
454 #endif
455 }
456 #endif
457
458 void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
459 {
460         glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
461         if (m_render_dirty) // document has changed
462                 PrepareRender();
463
464         if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
465         {
466                 if (m_use_gpu_rendering)
467                         UpdateObjBoundsVBO(first_obj, last_obj);
468         }
469
470         if (m_use_gpu_transform)
471         {
472                 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
473                         //Debug("Transform objects, not view");
474                                 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
475                                         0.0f, 0.0f, float(width), float(height)};
476                 #else
477                 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)),
478                                         0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
479                 #endif
480                 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
481         }
482         else
483         {
484                 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
485                                         0.0f, 0.0f, float(width), float(height)};
486                 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
487         }
488         m_bounds_dirty = false;
489
490
491         // Render using GPU
492         if (m_use_gpu_rendering) 
493         {
494                 if (m_colour.a < 1.0f)
495                 {
496                         glEnable(GL_BLEND);
497                         glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
498                 }
499                 m_objbounds_vbo.Bind();
500                 m_bounds_ubo.Bind();
501                 glEnableVertexAttribArray(0);
502                 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
503         
504                 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
505                 {
506                         m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
507                 }
508                 
509                 glDisableVertexAttribArray(0);
510                 if (m_colour.a < 1.0f)
511                 {
512                         glDisable(GL_BLEND);
513                 }
514         }
515         else // Rasterise on CPU then blit texture to GPU
516         {
517
518                 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
519                 {
520                         m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
521                 }
522         }
523         glPopDebugGroup();
524 }
525
526 void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
527 {
528         if (m_query_gpu_bounds_on_next_frame != NULL)
529         {
530                 fprintf(m_query_gpu_bounds_on_next_frame,"# View: %s\t%s\t%s\t%s\n", Str(m_bounds.x).c_str(), Str(m_bounds.y).c_str(), Str(m_bounds.w).c_str(), Str(m_bounds.h).c_str());
531         }       
532         
533         //m_objbounds_vbo.Invalidate();
534         m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
535         m_objbounds_vbo.SetName("Object Bounds VBO");
536         
537         #ifndef TRANSFORM_OBJECTS_NOT_VIEW
538         if (m_use_gpu_transform)
539         {
540                 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
541         }
542         else
543         #endif //TRANSFORM_OBJECTS_NOT_VIEW
544         {
545                 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
546         }
547         m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
548
549         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());
550
551         #ifndef TRANSFORM_BEZIERS_TO_PATH
552         for (unsigned id = first_obj; id < last_obj; ++id)
553         {
554                 Rect obj_bounds;
555                 if (m_use_gpu_transform)
556                 {
557                         obj_bounds = m_document.m_objects.bounds[id];
558                 }
559                 else
560                 {
561                         obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
562                 }
563                 GPUObjBounds gpu_bounds = {
564                         Float(obj_bounds.x),
565                         Float(obj_bounds.y),
566                         Float(obj_bounds.x + obj_bounds.w),
567                         Float(obj_bounds.y + obj_bounds.h)
568                 };
569
570                 if (m_query_gpu_bounds_on_next_frame != NULL)
571                 {       
572                         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));
573                 }
574                 
575                 obj_bounds_builder.Add(gpu_bounds);
576         }
577         #else
578         for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
579         {
580                 Path & path = m_document.m_objects.paths[i];
581                 Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
582                 //TODO: Add clipping here
583                 //if (!pbounds.Intersects(Rect(0,0,1,1)) || pbounds.w < Real(1)/Real(800))
584                 //      continue;
585
586                 for (unsigned id = path.m_start; id <= path.m_end; ++id)
587                 {
588                         if (id < first_obj || id >= last_obj)
589                                 continue;
590                                 
591                         Rect obj_bounds = m_document.m_objects.bounds[id];
592                         obj_bounds.x *= pbounds.w;
593                         obj_bounds.x += pbounds.x;
594                         obj_bounds.y *= pbounds.h;
595                         obj_bounds.y += pbounds.y;
596                         obj_bounds.w *= pbounds.w;
597                         obj_bounds.h *= pbounds.h;
598                         
599                         if (!m_use_gpu_transform)
600                                 obj_bounds = TransformToViewCoords(obj_bounds);
601                         GPUObjBounds gpu_bounds = {
602                                 ClampFloat(obj_bounds.x),
603                                 ClampFloat(obj_bounds.y),
604                                 ClampFloat(obj_bounds.x + obj_bounds.w),
605                                 ClampFloat(obj_bounds.y + obj_bounds.h)
606                         };
607                         obj_bounds_builder.Add(gpu_bounds);
608                         //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()); 
609                         
610                         if (m_query_gpu_bounds_on_next_frame != NULL)
611                         {
612                                 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));
613                         }
614                 }
615                 GPUObjBounds p_gpu_bounds = {
616                                 ClampFloat(pbounds.x),
617                                 ClampFloat(pbounds.y),
618                                 ClampFloat(pbounds.x + pbounds.w),
619                                 ClampFloat(pbounds.y + pbounds.h)
620                 };              
621                 obj_bounds_builder.Add(p_gpu_bounds);
622         }
623         #endif
624         if (m_query_gpu_bounds_on_next_frame != NULL)
625         {
626                 if (m_query_gpu_bounds_on_next_frame != stdout && m_query_gpu_bounds_on_next_frame != stderr)
627                         fclose(m_query_gpu_bounds_on_next_frame);
628                 m_query_gpu_bounds_on_next_frame = NULL;
629         }
630         m_objbounds_vbo.UnMap();
631 }
632 /**
633  * Prepare the document for rendering
634  * Will be called on View::Render if m_render_dirty is set
635  * (Called at least once, on the first Render)
636  */
637 void View::PrepareRender()
638 {
639         Debug("Recreate buffers with %u objects", m_document.ObjectCount());
640         // Prepare bounds vbo
641         if (UsingGPURendering())
642         {
643                 m_bounds_ubo.Invalidate();
644                 m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
645                 m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
646                 m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
647         }
648         
649         // Instead of having each ObjectRenderer go through the whole document
650         //  we initialise them, go through the document once adding to the appropriate Renderers
651         //  and then finalise them
652         // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know.
653
654         // Prepare the buffers
655         for (unsigned i = 0; i < m_object_renderers.size(); ++i)
656         {
657                 m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
658         }
659
660         // Add objects from Document to buffers
661         for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
662         {
663                 ObjectType type = m_document.m_objects.types[id];
664                 m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
665                 // (Also, Wow I just actually used std::vector::at())
666                 // (Also, I just managed to make it throw an exception because I'm a moron)
667                 //Debug("Object of type %d", type);
668         }
669
670
671         // Finish the buffers
672         for (unsigned i = 0; i < m_object_renderers.size(); ++i)
673         {
674                 m_object_renderers[i]->FinaliseBuffers();
675         }
676         if (UsingGPURendering())
677         {
678                 dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
679         }
680         m_render_dirty = false;
681 }
682
683 void View::SaveCPUBMP(const char * filename)
684 {
685         bool prev = UsingGPURendering();
686         SetGPURendering(false);
687         Render(800, 600);
688         ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
689         SetGPURendering(prev);
690 }
691
692 void View::SaveGPUBMP(const char * filename)
693 {
694         bool prev = UsingGPURendering();
695         SetGPURendering(true);
696         Render(800,600);
697         m_screen.ScreenShot(filename);
698         SetGPURendering(prev);  
699 }
700
701 void View::QueryGPUBounds(const char * filename, const char * mode)
702 {
703         m_query_gpu_bounds_on_next_frame = fopen(filename, mode); 
704         Debug("File: %s", filename);
705         if (m_query_gpu_bounds_on_next_frame == NULL)
706                 Error("Couldn't open file \"%s\" : %s", filename, strerror(errno));
707         ForceBoundsDirty(); 
708         ForceBufferDirty(); 
709         ForceRenderDirty();
710 }

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