David's final changes: more profiler features, fixes.
[ipdf/code.git] / src / view.cpp
index b489e08..3d984ee 100644 (file)
@@ -167,6 +167,10 @@ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
        m_bounds.y = vy - top;
        m_bounds.w *= scale_amount;
        m_bounds.h *= scale_amount;
+       if (m_bounds.w == VReal(0))
+       {
+               Debug("Scaled to zero!!!");
+       }
        //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());
        
        
@@ -233,7 +237,7 @@ 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 +247,7 @@ 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 +325,7 @@ 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 +382,12 @@ 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)
@@ -404,13 +415,15 @@ 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;
-       m_render_dirty = m_buffer_dirty = true;
        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;
        }
 
@@ -458,41 +471,49 @@ 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()");
+
+       g_profiler.AddCounter("Objects Rendered", last_obj-first_obj);
+
        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);
@@ -530,7 +551,7 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
        PROFILE_SCOPE("View::UpdateObjBoundsVBO");
        if (m_query_gpu_bounds_on_next_frame != NULL)
        {
-               fprintf(m_query_gpu_bounds_on_next_frame,"# View: %s\t%s\t%s\t%s", Str(m_bounds.x).c_str(), Str(m_bounds.y).c_str(), Str(m_bounds.w).c_str(), Str(m_bounds.h).c_str());
+               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());
        }       
        
        //m_objbounds_vbo.Invalidate();
@@ -592,7 +613,6 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned 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;

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