It compiles... and runs with FPS of zero
[ipdf/code.git] / src / view.cpp
index ada42ee..2d9d0b3 100644 (file)
 #include "view.h"
 #include "bufferbuilder.h"
-
+#include "screen.h"
 #include "gl_core44.h"
 
 using namespace IPDF;
 using namespace std;
-#define RECT_VERT \
-       "#version 140\n"\
-       "#extension GL_ARB_shading_language_420pack : require\n"\
-       "#extension GL_ARB_explicit_attrib_location : require\n"\
-       "\n"\
-       "layout(std140, binding=0) uniform ViewBounds\n"\
-       "{\n"\
-       "\tfloat bounds_x;\n"\
-       "\tfloat bounds_y;\n"\
-       "\tfloat bounds_w;\n"\
-       "\tfloat bounds_h;\n"\
-       "};\n"\
-       "\n"\
-       "layout(location = 0) in vec2 position;\n"\
-       "\n"\
-       "void main()\n"\
-       "{\n"\
-       "\tvec2 transformed_position;\n"\
-       "\ttransformed_position.x = (position.x - bounds_x) / bounds_w;\n"\
-       "\ttransformed_position.y = (position.y - bounds_y) / bounds_h;\n"\
-       "\t// Transform to clip coordinates (-1,1, -1,1).\n"\
-       "\tgl_Position.x = (transformed_position.x*2) - 1;\n"\
-       "\tgl_Position.y = 1 - (transformed_position.y*2);\n"\
-       "\tgl_Position.z = 0.0;\n"\
-       "\tgl_Position.w = 1.0;\n"\
-       "}\n"
-
-#define RECT_FRAG \
-       "#version 140\n"\
-       "\n"\
-       "out vec4 output_colour;\n"\
-       "\n"\
-       "uniform vec4 colour;\n"\
-       "\n"\
-       "void main()\n"\
-       "{\n"\
-       "\toutput_colour = colour;\n"\
-       "}\n"
-
-#define RECT_OUTLINE_GEOM \
-       "#version 150\n"\
-       "\n"\
-       "layout(lines) in;\n"\
-       "layout(line_strip, max_vertices = 5) out;\n"\
-       "\n"\
-       "void main()\n"\
-       "{\n"\
-       "\tgl_Position = gl_in[0].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = gl_in[1].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = gl_in[0].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tEndPrimitive();\n"\
-       "}\n"
 
-#define RECT_FILLED_GEOM \
-       "#version 150\n"\
-       "\n"\
-       "layout(lines) in;\n"\
-       "layout(triangle_strip, max_vertices = 4) out;\n"\
-       "\n"\
-       "void main()\n"\
-       "{\n"\
-       "\tgl_Position = gl_in[0].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = gl_in[1].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tEndPrimitive();\n"\
-       "}\n"
-
-#define CIRCLE_FILLED_GEOM \
-       "#version 150\n"\
-       "\n"\
-       "layout(lines) in;\n"\
-       "layout(triangle_strip, max_vertices = 4) out;\n"\
-       "out vec2 objcoords;\n"\
-       "\n"\
-       "void main()\n"\
-       "{\n"\
-       "\tgl_Position = gl_in[0].gl_Position;\n"\
-       "\tobjcoords = vec2(-1.0, -1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
-       "\tobjcoords = vec2(-1.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
-       "\tobjcoords = vec2(1.0, -1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = gl_in[1].gl_Position;\n"\
-       "\tobjcoords = vec2(1.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tEndPrimitive();\n"\
-       "}\n"
+/**
+ * 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 Rect & 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)
+{
+       Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
+
+       // Create ObjectRenderers - new's match delete's in View::~View
+       //TODO: Don't forget to put new renderers here or things will be segfaultastic
+       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();
+
+       // 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
+}
 
-#define CIRCLE_FRAG \
-       "#version 140\n"\
-       "\n"\
-       "in vec2 objcoords;\n"\
-       "out vec4 output_colour;\n"\
-       "\n"\
-       "uniform vec4 colour;\n"\
-       "\n"\
-       "void main()\n"\
-       "{\n"\
-       "\tif ((objcoords.x)*(objcoords.x) + (objcoords.y)*(objcoords.y) > 1.0)\n"\
-       "\t{\n"\
-       "\t\tdiscard;\n"\
-       "\t}\n"\
-       "\toutput_colour = colour;\n"\
-       "}\n"
+/**
+ * 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;
@@ -133,13 +60,16 @@ void View::Translate(Real x, Real y)
        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;
 }
 
-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)
 {
        // x and y are coordinates in the window
        // Convert to local coords.
@@ -148,141 +78,141 @@ void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
        x += m_bounds.x;
        y += m_bounds.y;
        
-       //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;
        
-       top *= scaleAmt;
-       left *= scaleAmt;
+       top *= scale_amount;
+       left *= scale_amount;
        
        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());
+       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());
        if (!m_use_gpu_transform)
                m_buffer_dirty = true;
        m_bounds_dirty = true;
 }
 
+/**
+ * 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
 {
        Rect out;
        out.x = (inp.x - m_bounds.x) / m_bounds.w;
        out.y = (inp.y - m_bounds.y) / m_bounds.h;
-
        out.w = inp.w / m_bounds.w;
        out.h = inp.h / m_bounds.h;
        return out;
 }
 
-void View::DrawGrid()
-{
-       //TODO: Implement this with OpenGL 3.1+
-#if 0
-       // 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();
-       
-       }
-#endif
-}
-
+/**
+ * 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 (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight())
+       // 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_cached_display.UnBind();
                m_cached_display.Blit();
                return;
        }
-       m_cached_display.Bind();
-       m_cached_display.Clear();
 
-       if (!m_render_inited)
+       // Bind FrameBuffer for rendering, and clear it
+
+
+       if (m_render_dirty) // document has changed
                PrepareRender();
 
-       if (m_buffer_dirty)
+       if (m_buffer_dirty) // object bounds have changed
                UpdateObjBoundsVBO();
 
-       if (m_bounds_dirty)
+       if (m_use_gpu_transform)
        {
-               if (m_use_gpu_transform)
-               {
-                       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))};
-                       m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
-               }
-               else
-               {
-                       GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f};
-                       m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
-               }
+               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, 640.0, 480.0};
+               m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
        }
-       m_bounds_dirty = false;
-
-       if (m_colour.a < 1.0f)
+       else
        {
-               glEnable(GL_BLEND);
-               glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+               GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+                                       0.0f, 0.0f, 640.0f, 480.0f};
+               m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
        }
-       m_objbounds_vbo.Bind();
-       m_bounds_ubo.Bind();
-       glEnableVertexAttribArray(0);
-       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+       m_bounds_dirty = false;
 
-       // Filled Rectangles
-       m_rect_filled_shader.Use();
-       m_filled_ibo.Bind();
-       glDrawElements(GL_LINES, m_rendered_filled*2, GL_UNSIGNED_INT, 0);
+       m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
+       m_cached_display.Clear();
 
-       // Rectangle Outlines
-       m_rect_outline_shader.Use();
-       m_outline_ibo.Bind();
-       glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
 
-       // Filled Circles
-       m_circle_filled_shader.Use();
-       m_circle_ibo.Bind();
-       glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0);
-       glDisableVertexAttribArray(0);
-       if (m_colour.a < 1.0f)
+       // Render using GPU
+       if (m_use_gpu_rendering) 
        {
-               glDisable(GL_BLEND);
+               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();
+               }
+               
+               glDisableVertexAttribArray(0);
+               if (m_colour.a < 1.0f)
+               {
+                       glDisable(GL_BLEND);
+               }
        }
-       m_cached_display.UnBind();
-       m_cached_display.Blit();
+       else // Rasterise on CPU then blit texture to GPU
+       {
+               // 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;
 
+               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});
+               }
+               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
 }
 
-struct GPUObjBounds
-{
-       float x0, y0;
-       float x1, y1;
-};
-
 void View::UpdateObjBoundsVBO()
 {
        m_objbounds_vbo.Invalidate();
@@ -322,76 +252,45 @@ void View::UpdateObjBoundsVBO()
        m_objbounds_vbo.UnMap();
        m_buffer_dirty = false;
 }
-
+/**
+ * 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()
 {
-       // TODO: Error check here.
-       m_rect_outline_shader.AttachGeometryProgram(RECT_OUTLINE_GEOM);
-       m_rect_outline_shader.AttachVertexProgram(RECT_VERT);
-       m_rect_outline_shader.AttachFragmentProgram(RECT_FRAG);
-       m_rect_outline_shader.Link();
-       m_rect_outline_shader.Use();
-       glUniform4f(m_rect_outline_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
-
-       m_rect_filled_shader.AttachGeometryProgram(RECT_FILLED_GEOM);
-       m_rect_filled_shader.AttachVertexProgram(RECT_VERT);
-       m_rect_filled_shader.AttachFragmentProgram(RECT_FRAG);
-       m_rect_filled_shader.Link();
-       m_rect_filled_shader.Use();
-       glUniform4f(m_rect_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
-
-       m_circle_filled_shader.AttachGeometryProgram(CIRCLE_FILLED_GEOM);
-       m_circle_filled_shader.AttachVertexProgram(RECT_VERT);
-       m_circle_filled_shader.AttachFragmentProgram(CIRCLE_FRAG);
-       m_circle_filled_shader.Link();
-       m_circle_filled_shader.Use();
-       glUniform4f(m_circle_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
-
+       Debug("Recreate buffers with %u objects", m_document.ObjectCount());
+       // Prepare bounds vbo
+       m_bounds_ubo.Invalidate();
        m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
        m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+       
+       // 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.
 
-       m_outline_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
-       m_outline_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
-       m_outline_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
-       BufferBuilder<uint32_t> outline_builder(m_outline_ibo.Map(false, true, true), m_outline_ibo.GetSize()); 
-
-       m_filled_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
-       m_filled_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
-       m_filled_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
-       BufferBuilder<uint32_t> filled_builder(m_filled_ibo.Map(false, true, true), m_filled_ibo.GetSize());
-
-       m_circle_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
-       m_circle_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
-       m_circle_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
-       BufferBuilder<uint32_t> circle_builder(m_circle_ibo.Map(false, true, true), m_circle_ibo.GetSize());
+       // Prepare the buffers
+       for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+       {
+               m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
+       }
 
-       m_rendered_filled = m_rendered_outline = m_rendered_circle = 0;
-       uint32_t currentIndex = 0;
+       // Add objects from Document to buffers
        for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
        {
-               if (m_document.m_objects.types[id] == RECT_OUTLINE)
-               {
-                       outline_builder.Add(currentIndex++);
-                       outline_builder.Add(currentIndex++);
-                       m_rendered_outline++;
-               }
-               else if (m_document.m_objects.types[id] == RECT_FILLED)
-               {
-                       filled_builder.Add(currentIndex++);
-                       filled_builder.Add(currentIndex++);
-                       m_rendered_filled++;
-               }
-               else
-               {
-                       circle_builder.Add(currentIndex++);
-                       circle_builder.Add(currentIndex++);
-                       m_rendered_circle++;
-               }
-
+               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);
        }
-       m_outline_ibo.UnMap();
-       m_filled_ibo.UnMap();
-       m_circle_ibo.UnMap();
 
-       m_render_inited = true;
+       // Finish the buffers
+       for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+       {
+               m_object_renderers[i]->FinaliseBuffers();
+       }
+       dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
+       m_render_dirty = false;
 }

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