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My eyes, they burn! Also runs faster, slightly less buggy.
[ipdf/code.git]
/
src
/
view.cpp
diff --git
a/src/view.cpp
b/src/view.cpp
index
1ed36e7
..
007b9e0
100644
(file)
--- a/
src/view.cpp
+++ b/
src/view.cpp
@@
-233,7
+233,7
@@
void View::Render(int width, int height)
{
g_profiler.BeginZone("View::Render -- Quadtree view bounds management");
// If we're too far zoomed out, become the parent of the current node.
-
if
( m_bounds.w > 1.0 || m_bounds.h > 1.0)
+
while
( m_bounds.w > 1.0 || m_bounds.h > 1.0)
{
// If a parent node exists, we'll become it.
//TODO: Generate a new parent node if none exists, and work out when to change child_type
@@
-243,6
+243,7
@@
void View::Render(int width, int height)
m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
}
+ else break;
}
// If we have a parent... (This prevents some crashes, but should disappear.)
@@
-320,7
+321,7
@@
void View::Render(int width, int height)
// Otherwise, we'll arbitrarily select the bottom-right.
// TODO: Perhaps select based on greatest area?
-
if
(m_bounds.w < 0.5 || m_bounds.h < 0.5)
+
while
(m_bounds.w < 0.5 || m_bounds.h < 0.5)
{
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
{
@@
-377,6
+378,12
@@
void View::Render(int width, int height)
#ifdef QUADTREE_DISABLED
RenderRange(width, height, 0, m_document.ObjectCount());
#else
+ // Make sure we update the gpu buffers properly.
+ if (m_document.m_document_dirty)
+ {
+ m_render_dirty = m_buffer_dirty = true;
+ m_document.m_document_dirty = false;
+ }
RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
#endif
if (!m_use_gpu_rendering)
@@
-404,17
+411,15
@@
void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
Rect old_bounds = m_bounds;
if (node == QUADTREE_EMPTY) return;
if (!remaining_depth) return;
- //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
m_bounds_dirty = true;
- if (m_document.m_document_dirty)
- {
- m_render_dirty = m_buffer_dirty = true;
- m_document.m_document_dirty = false;
- }
QuadTreeIndex overlay = node;
while(overlay != -1)
{
+ //Debug("Rendering QT node %d, (overlay %d, objs: %d -- %d)\n", node, overlay, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+ if (m_document.GetQuadTree().nodes[overlay].render_dirty)
+ m_buffer_dirty = m_render_dirty = true;
RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+ const_cast<bool&>(m_document.GetQuadTree().nodes[overlay].render_dirty) = false;
overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
}
@@
-462,41
+467,46
@@
void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
{
+ // We don't want to render an empty range,
+ // so don't waste time setting up everything.
+ if (first_obj == last_obj) return;
PROFILE_SCOPE("View::RenderRange");
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
if (m_render_dirty) // document has changed
PrepareRender();
+
if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
{
if (m_use_gpu_rendering)
UpdateObjBoundsVBO(first_obj, last_obj);
}
- if (m_use_gpu_transform)
- {
- #ifdef TRANSFORM_OBJECTS_NOT_VIEW
- //Debug("Transform objects, not view");
- GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, float(width), float(height)};
- #else
- 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)),
- 0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
- #endif
- m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
- }
- else
- {
- GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f, float(width), float(height)};
- m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
- }
- m_bounds_dirty = false;
-
// Render using GPU
if (m_use_gpu_rendering)
{
+
+ if (m_use_gpu_transform)
+ {
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ //Debug("Transform objects, not view");
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, float(width), float(height)};
+ #else
+ 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)),
+ 0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
+ #endif
+ m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+ }
+ else
+ {
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, float(width), float(height)};
+ m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+ }
+ m_bounds_dirty = false;
+
if (m_colour.a < 1.0f)
{
glEnable(GL_BLEND);
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