Merge branch 'master' of git.ucc.asn.au:ipdf/code
[ipdf/code.git] / src / view.cpp
index d8a875b..09b7f2c 100644 (file)
 #include "view.h"
+#include "bufferbuilder.h"
+#include "screen.h"
+#include "gl_core44.h"
 
-#include "SDL_opengl.h"
+#ifndef CONTROLPANEL_DISABLED
+       #include "controlpanel.h"
+#endif //CONTROLPANEL_DISABLED
+
+
+#ifdef TRANSFORM_BEZIERS_TO_PATH 
+       #ifndef TRANSFORM_OBJECTS_NOT_VIEW
+       //#error Cannot TRANSFORM_BEZIERS_TO_PATH _without_ TRANSFORM_OBJECTS_NOT_VIEW
+       #endif
+#endif
 
 using namespace IPDF;
 using namespace std;
 
+/**
+ * Constructs a view
+ * Allocates memory for ObjectRenderers
+ * @param document - The document to associate the View with
+ * @param bounds - Initial bounds of the View
+ * @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it
+ */
+View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour)
+       : m_use_gpu_transform(USE_GPU_TRANSFORM), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true), 
+               m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(), 
+               m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL),
+               m_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false),
+               m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true)
+{
+       Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
+
+       screen.SetView(this); // oh dear...
+
+       
+
+       // Create ObjectRenderers - new's match delete's in View::~View
+       //TODO: Don't forget to put new renderers here or things will be segfaultastic
+       if (screen.Valid())
+       {
+               m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
+               m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
+               m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
+               m_object_renderers[BEZIER] = new BezierRenderer();
+               m_object_renderers[PATH] = new PathRenderer();
+       }
+       else
+       {
+               for (int i = RECT_FILLED; i <= PATH; ++i)
+                       m_object_renderers[i] = new FakeRenderer();
+       }
+
+       // To add rendering for a new type of object;
+       // 1. Add enum to ObjectType in ipdf.h
+       // 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp
+       // 3. Add it here
+       // 4. Profit
+
+
+#ifndef QUADTREE_DISABLED
+       m_quadtree_max_depth = 2;
+       m_current_quadtree_node = document.GetQuadTree().root_id;
+#endif
+}
+
+/**
+ * Destroy a view
+ * Frees memory used by ObjectRenderers
+ */
+View::~View()
+{
+       for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+       {
+               delete m_object_renderers[i]; // delete's match new's in constructor
+       }
+       m_object_renderers.clear();
+       delete [] m_cpu_rendering_pixels;
+}
+
+/**
+ * Translate the view
+ * @param x, y - Amount to translate
+ */
 void View::Translate(Real x, Real y)
 {
-       x *= m_bounds.w;
-       y *= m_bounds.h;
-       m_bounds.x += x;
-       m_bounds.y += y;
-       Debug("View Bounds => %s", m_bounds.Str().c_str());
+       if (!m_use_gpu_transform)
+               m_buffer_dirty = true;
+       m_bounds_dirty = true;
+       #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+       ObjectType type = NUMBER_OF_OBJECT_TYPES;
+               #ifdef TRANSFORM_BEZIERS_TO_PATH
+                       type = PATH;
+               #endif
+       m_document.TranslateObjects(-x, -y, type);
+       #endif
+       m_bounds.x += m_bounds.w*VReal(x);
+       m_bounds.y += m_bounds.h*VReal(y);
+       //Debug("View Bounds => %s", m_bounds.Str().c_str());
+
+       
+}
+
+/**
+ * Set View bounds
+ * @param bounds - New bounds
+ */
+void View::SetBounds(const Rect & bounds)
+{
+       m_bounds.x = bounds.x;
+       m_bounds.y = bounds.y;
+       m_bounds.w = bounds.w;
+       m_bounds.h = bounds.h;
+       if (!m_use_gpu_transform)
+               m_buffer_dirty = true;
+       m_bounds_dirty = true;
 }
 
-void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
+/**
+ * Scale the View at a point
+ * @param x, y - Coordinates to scale at (eg: Mouse cursor position)
+ * @param scale_amount - Amount to scale by
+ */
+void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
 {
+       
+       // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
        // x and y are coordinates in the window
        // Convert to local coords.
-       x *= m_bounds.w;
-       y *= m_bounds.h;
-       x += m_bounds.x;
-       y += m_bounds.y;
+       if (!m_use_gpu_transform)
+               m_buffer_dirty = true;
+       m_bounds_dirty = true;
        
-       //Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt));
        
-       Real top = y - m_bounds.y;
-       Real left = x - m_bounds.x;
+       #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+       ObjectType type = NUMBER_OF_OBJECT_TYPES;
+       #ifdef TRANSFORM_BEZIERS_TO_PATH
+               type = PATH;
+       #endif
+       m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
+       #endif
+       VReal vx = m_bounds.w * VReal(x);
+       VReal vy = m_bounds.h * VReal(y);
+       vx += m_bounds.x;
+       vy += m_bounds.y;
+       
+       VReal top = vy - m_bounds.y;
+       VReal left = vx - m_bounds.x;
+       
+       top *= scale_amount;
+       left *= scale_amount;
+       
+       m_bounds.x = vx - left;
+       m_bounds.y = vy - top;
+       m_bounds.w *= scale_amount;
+       m_bounds.h *= scale_amount;
+       //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());
        
-       top *= scaleAmt;
-       left *= scaleAmt;
        
-       m_bounds.x = x - left;
-       m_bounds.y = y - top;
-       m_bounds.w *= scaleAmt;
-       m_bounds.h *= scaleAmt;
-       Debug("View Bounds => %s", m_bounds.Str().c_str());
 }
 
-void View::DrawGrid()
+/**
+ * Transform a point in the document to a point relative to the top left corner of the view
+ * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
+ * @param inp - Input Rect {x,y,w,h} in the document
+ * @returns output Rect {x,y,w,h} in the View
+ */
+Rect View::TransformToViewCoords(const Rect& inp) const
 {
-       // Draw some grid lines at fixed pixel positions
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
-
-       glColor4f(0.9,0.9,0.9,0.1);
-       const float num_lines = 50.0;
-       for (float i = 0; i < num_lines; ++i)
-       {
-               glBegin(GL_LINES);
-               glVertex2f(i*(1.0/num_lines), 0.0);
-               glVertex2f(i*(1.0/num_lines), 1.0);
-               glEnd();
-               glBegin(GL_LINES);
-               glVertex2f(0.0,i*(1.0/num_lines));
-               glVertex2f(1.0,i*(1.0/num_lines));
-               glEnd();
+       #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+               return inp;
+       #endif
+       return TransformRectCoordinates(m_bounds.Convert<Real>(), inp);
+}
+
+/**
+ * Render the view
+ * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
+ * Otherwise just Blits the cached FrameBuffer
+ * @param width - Width of View to render
+ * @param height - Height of View to render
+ */
+void View::Render(int width, int height)
+{
+       if (!m_screen.Valid()) return;
+       glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
+       // View dimensions have changed (ie: Window was resized)
+       int prev_width = m_cached_display.GetWidth();
+       int prev_height = m_cached_display.GetHeight();
+       if (width != prev_width || height != prev_height)
+       {
+               m_cached_display.Create(width, height);
+               m_bounds_dirty = true;
+       }
+
+       // View bounds have not changed; blit the FrameBuffer as it is
+       if (!m_bounds_dirty && m_lazy_rendering)
+       {
+               m_cached_display.UnBind();
+               m_cached_display.Blit();
+               glPopDebugGroup();
+               return;
+       }
+       m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
+       m_cached_display.Clear();
+
+#ifndef QUADTREE_DISABLED
+       // I'm going to write this out in comments, so hopefully then I'll understand it. :/
+       //
+       // This code looks at the current bounds and tries to work out how they need to change
+       // to keep the view looking at the correct quadtree node.
+       //
+       // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always
+       // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right,
+       // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating
+       // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main
+       // quadtree node).
+       if (m_bounds_dirty || !m_lazy_rendering)
+       {
+               // 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)
+               {
+                       // 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
+                       // away from QTC_UNKNOWN
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+                       {
+                               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;
+                       }
+               }
+
+               // If we have a parent... (This prevents some crashes, but should disappear.)
+               if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+               {
+                       // If the current node is off the left-hand side of the screen...
+                       while (m_bounds.x > 1)
+                       {
+                               //... the current node becomes the node to its right.
+                               m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
+                               m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document);
+                       }
+                       while (m_bounds.y > 1)
+                       {
+                               m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+                               m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document);
+                       }
+                       while (m_bounds.x < 0)
+                       {
+                               m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
+                               m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
+                       }
+                       while (m_bounds.y < 0)
+                       {
+                               m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+                               m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
+                       }
+               }
+
+               // 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.)
+               if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
+               }
+               if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
+               }
+               if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
+               }
+               if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
+               }
+
+               // 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)
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
+               }
+       }
+
+       m_screen.DebugFontPrintF("Current View QuadTree");
+       QuadTreeIndex overlay = m_current_quadtree_node;
+       while (overlay != -1)
+       {
+               m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin,
+                                       m_document.GetQuadTree().nodes[overlay].object_end);
+               overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
+       }
+       m_screen.DebugFontPrintF("\n");
+       m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n",
+                       m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0),
+                       m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0),
+                       m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0),
+                       m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0));
+
+
+       Rect view_top_bounds = m_bounds;
+       QuadTreeIndex tmp = m_current_quadtree_node;
+       while (tmp != -1)
+       {
+               view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
+               tmp = m_document.GetQuadTree().nodes[tmp].parent;
+       }
+       m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
+#endif
+
+       if (!m_use_gpu_rendering)
+       {
+               // Dynamically resize CPU rendering target pixels if needed
+               if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
+               {
+                       delete [] m_cpu_rendering_pixels;
+                       m_cpu_rendering_pixels = new uint8_t[width*height*4];
+                       if (m_cpu_rendering_pixels == NULL)
+                               Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
+               }
+               // Clear CPU rendering pixels
+               for (int i = 0; i < width*height*4; ++i)
+                       m_cpu_rendering_pixels[i] = 255;
+       }
+#ifdef QUADTREE_DISABLED
+       RenderRange(width, height, 0, m_document.ObjectCount());
+#else
+       RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
+#endif
+       if (!m_use_gpu_rendering)
+       {
+               m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
+               // Debug for great victory (do something similar for GPU and compare?)
+               //ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
+       }
+       m_cached_display.UnBind(); // resets render target to the screen
+       m_cached_display.Blit(); // blit FrameBuffer to screen
+       m_buffer_dirty = false;
+       glPopDebugGroup();
        
+#ifndef CONTROLPANEL_DISABLED
+       // The powers that be suggest that this may be causing of the segfaults.
+       //ControlPanel::Update();
+#endif //CONTROLPANEL_DISABLED
+       //Debug("Completed Render");
+       
+}
+
+#ifndef QUADTREE_DISABLED
+void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
+{
+       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;
+       m_render_dirty = m_buffer_dirty = true;
+       QuadTreeIndex overlay = node;
+       while(overlay != -1)
+       {
+               RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+               overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
+       }
+
+       if (m_bounds.Intersects(Rect(1,1,1,1)))
+       {
+               m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+               m_bounds_dirty = true;
+               RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
+       }
+       m_bounds = old_bounds;
+       if (m_bounds.Intersects(Rect(1,0,1,1)))
+       {
+               m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
+               m_bounds_dirty = true;
+               RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
+       }
+       m_bounds = old_bounds;
+       if (m_bounds.Intersects(Rect(0,1,1,1)))
+       {
+               m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+               m_bounds_dirty = true;
+               RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
        }
+       m_bounds = old_bounds;
+       m_bounds_dirty = true;
+
+#if 0
+       m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
+       m_bounds_dirty = true;
+       RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
+       m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
+       m_bounds_dirty = true;
+       RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
+       m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
+       m_bounds_dirty = true;
+       RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
+       m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
+       m_bounds_dirty = true;
+       RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
+       m_bounds = old_bounds;
+       m_bounds_dirty = true;
+#endif
 }
+#endif
 
-void View::Render()
+void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
 {
-       static bool debug_output_done = false;
-       if (!debug_output_done)
+       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
        {
-               m_document.DebugDumpObjects();
-               debug_output_done = true;
+               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;
 
-       //DrawGrid(); // Draw the gridlines
 
-       glMatrixMode(GL_PROJECTION);
-       glLoadIdentity();
-       glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
-       glMatrixMode(GL_MODELVIEW);
-       glLoadIdentity();
+       // Render using GPU
+       if (m_use_gpu_rendering) 
+       {
+               if (m_colour.a < 1.0f)
+               {
+                       glEnable(GL_BLEND);
+                       glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               }
+               m_objbounds_vbo.Bind();
+               m_bounds_ubo.Bind();
+               glEnableVertexAttribArray(0);
+               glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+       
+               for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+               {
+                       m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
+               }
+               
+               glDisableVertexAttribArray(0);
+               if (m_colour.a < 1.0f)
+               {
+                       glDisable(GL_BLEND);
+               }
+       }
+       else // Rasterise on CPU then blit texture to GPU
+       {
+
+               for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+               {
+                       m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
+               }
+       }
+       glPopDebugGroup();
+}
 
-       if (m_colour.a < 1.0f)
+void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
+{
+       //m_objbounds_vbo.Invalidate();
+       m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
+       m_objbounds_vbo.SetName("Object Bounds VBO");
+       
+       #ifndef TRANSFORM_OBJECTS_NOT_VIEW
+       if (m_use_gpu_transform)
        {
-               glEnable(GL_BLEND);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
        }
-       glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
-       glBegin(GL_QUADS);
-       for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+       else
+       #endif //TRANSFORM_OBJECTS_NOT_VIEW
        {
-               if (m_document.m_objects.types[id] != RECT_FILLED)
-                       continue;
-               Rect obj_bounds = m_document.m_objects.bounds[id];
-               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
-               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
-               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
-               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
+               m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
        }
-       glEnd();
+       m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
+
+       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());
 
+       #ifndef TRANSFORM_BEZIERS_TO_PATH
+       for (unsigned id = first_obj; id < last_obj; ++id)
+       {
+               Rect obj_bounds;
+               if (m_use_gpu_transform)
+               {
+                       obj_bounds = m_document.m_objects.bounds[id];
+               }
+               else
+               {
+                       obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+               }
+               GPUObjBounds gpu_bounds = {
+                       Float(obj_bounds.x),
+                       Float(obj_bounds.y),
+                       Float(obj_bounds.x + obj_bounds.w),
+                       Float(obj_bounds.y + obj_bounds.h)
+               };
+
+               obj_bounds_builder.Add(gpu_bounds);
+       }
+       #else
+       for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
+       {
+               Path & path = m_document.m_objects.paths[i];
+               Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
+               for (unsigned id = path.m_start; id <= path.m_end; ++id)
+               {
+                       if (id < first_obj || id >= last_obj)
+                               continue;
+                               
+                       Rect obj_bounds = m_document.m_objects.bounds[id];
+
+                       obj_bounds.x *= pbounds.w;
+                       obj_bounds.x += pbounds.x;
+                       obj_bounds.y *= pbounds.h;
+                       obj_bounds.y += pbounds.y;
+                       obj_bounds.w *= pbounds.w;
+                       obj_bounds.h *= pbounds.h;
+                       
+                       if (!m_use_gpu_transform)
+                               obj_bounds = TransformToViewCoords(obj_bounds);
+                       GPUObjBounds gpu_bounds = {
+                               ClampFloat(obj_bounds.x),
+                               ClampFloat(obj_bounds.y),
+                               ClampFloat(obj_bounds.x + obj_bounds.w),
+                               ClampFloat(obj_bounds.y + obj_bounds.h)
+                       };
+                       obj_bounds_builder.Add(gpu_bounds);
+                       //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()); 
+               }
+               GPUObjBounds p_gpu_bounds = {
+                               ClampFloat(pbounds.x),
+                               ClampFloat(pbounds.y),
+                               ClampFloat(pbounds.x + pbounds.w),
+                               ClampFloat(pbounds.y + pbounds.h)
+               };              
+               obj_bounds_builder.Add(p_gpu_bounds);
+       }
+       #endif
+       m_objbounds_vbo.UnMap();
+}
+/**
+ * Prepare the document for rendering
+ * Will be called on View::Render if m_render_dirty is set
+ * (Called at least once, on the first Render)
+ */
+void View::PrepareRender()
+{
+       Debug("Recreate buffers with %u objects", m_document.ObjectCount());
+       // Prepare bounds vbo
+       if (UsingGPURendering())
+       {
+               m_bounds_ubo.Invalidate();
+               m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
+               m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+               m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
+       }
        
+       // Instead of having each ObjectRenderer go through the whole document
+       //  we initialise them, go through the document once adding to the appropriate Renderers
+       //  and then finalise them
+       // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know.
+
+       // Prepare the buffers
+       for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+       {
+               m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
+       }
+
+       // Add objects from Document to buffers
        for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
        {
-               if (m_document.m_objects.types[id] != RECT_OUTLINE)
-                       continue;
-               Rect obj_bounds = m_document.m_objects.bounds[id];
-               glBegin(GL_LINE_LOOP);
-               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
-               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
-               glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
-               glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
-               glEnd();
+               ObjectType type = m_document.m_objects.types[id];
+               m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
+               // (Also, Wow I just actually used std::vector::at())
+               // (Also, I just managed to make it throw an exception because I'm a moron)
+               //Debug("Object of type %d", type);
        }
 
-       if (m_colour.a < 1.0f)
+
+       // Finish the buffers
+       for (unsigned i = 0; i < m_object_renderers.size(); ++i)
        {
-               glDisable(GL_BLEND);
+               m_object_renderers[i]->FinaliseBuffers();
        }
+       if (UsingGPURendering())
+       {
+               dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
+       }
+       m_render_dirty = false;
+}
+
+void View::SaveCPUBMP(const char * filename)
+{
+       bool prev = UsingGPURendering();
+       SetGPURendering(false);
+       Render(800, 600);
+       ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
+       SetGPURendering(prev);
+}
 
+void View::SaveGPUBMP(const char * filename)
+{
+       bool prev = UsingGPURendering();
+       SetGPURendering(true);
+       Render(800,600);
+       m_screen.ScreenShot(filename);
+       SetGPURendering(prev);  
 }

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