Compositing on CPU sort of kind of works if we ignore Alpha*
[ipdf/code.git] / src / view.h
1 #ifndef _VIEW_H
2 #define _VIEW_H
3
4 #include "ipdf.h"
5 #include "document.h"
6 #include "framebuffer.h"
7 #include "objectrenderer.h"
8
9 #define USE_GPU_TRANSFORM true 
10 #define USE_GPU_RENDERING true
11 #define USE_SHADING !(USE_GPU_RENDERING) && true
12
13 namespace IPDF
14 {
15         class Screen;
16         /**
17          * The View class manages a rectangular view into the document.
18          * It is responsible for coordinate transforms and rendering the document.
19          * ObjectRenderer's for each type of Object should be created in the constructor.
20          */
21         class View
22         {
23                 public:
24                         View(Document & document, Screen & screen, const Rect & bounds = Rect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f));
25                         virtual ~View();
26
27                         void Render(int width = 0, int height = 0);
28                         
29                         void Translate(Real x, Real y);
30                         void ScaleAroundPoint(Real x, Real y, Real scale_amount);
31                         void SetBounds(const Rect & new_bounds);
32                         
33                         Rect TransformToViewCoords(const Rect& inp) const;
34                         
35                         const Rect& GetBounds() const { return m_bounds; }
36                         
37                         
38                         const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
39                         const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
40                         void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
41                         void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
42                         
43                         void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
44
45                         bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles
46                         void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
47                         bool ShowingBezierType() const {return m_show_bezier_type;}
48                         void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;}
49                         bool ShowingFillPoints() const {return m_show_fill_points;}
50                         void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;}
51                         bool ShowingFillBounds() const {return m_show_fill_bounds;}
52                         void ShowFillBounds(bool state) {m_show_fill_bounds = true;}
53                         
54                         bool PerformingShading() const {return m_perform_shading;}
55                         void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
56
57                         void ForceBoundsDirty() {m_bounds_dirty = true;}                
58                         void ForceBufferDirty() {m_buffer_dirty = true;}                
59                         void ForceRenderDirty() {m_render_dirty = true;}
60
61                 private:
62                         struct GPUObjBounds
63                         {
64                                 float x0, y0;
65                                 float x1, y1;
66                         } __attribute__((packed));
67
68                         void PrepareRender(); // call when m_render_dirty is true
69                         void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
70
71                         void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj);
72
73                         bool m_use_gpu_transform;
74                         bool m_use_gpu_rendering;
75                         bool m_bounds_dirty; // the view bounds has changed (occurs when changing view)
76                         bool m_buffer_dirty; // the object bounds have changed (also occurs when changing view, but only when not using GPU transforms)
77                         bool m_render_dirty; // the document has changed (occurs when document first loaded)
78                         Document & m_document;
79                         Screen & m_screen;
80                         FrameBuffer m_cached_display;
81                         Rect m_bounds;
82                         Colour m_colour;
83
84                         // Stores the view bounds.
85                         GraphicsBuffer m_bounds_ubo; //bounds_dirty means this one has changed
86                         // Stores the bounds for _all_ objects.
87                         GraphicsBuffer m_objbounds_vbo; //buffer_dirty means this one has changed
88
89                         // ObjectRenderers to be initialised in constructor
90                         // Trust me it will be easier to generalise things this way. Even though there are pointers.
91                         std::vector<ObjectRenderer*> m_object_renderers; 
92                         uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
93
94                         
95                         // shading
96                         bool m_perform_shading;
97                         
98                         // Debug rendering
99                         bool m_show_bezier_bounds;
100                         bool m_show_bezier_type;
101                         bool m_show_fill_points;
102                         bool m_show_fill_bounds;
103
104
105 #ifndef QUADTREE_DISABLED
106                         QuadTreeIndex m_current_quadtree_node;  // The highest node we will traverse.
107                         int m_quadtree_max_depth;               // The maximum quadtree depth.
108                         void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);
109
110 #endif
111         };
112 }
113
114 #endif //_VIEW_H

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