C++11 lambdas - are they really worth it?
[ipdf/code.git] / src / view.cpp
index 4bba591..73331ef 100644 (file)
@@ -32,6 +32,12 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
        // 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 = 1;
+       m_current_quadtree_node = document.GetQuadTree().root_id;
+#endif
 }
 
 /**
@@ -88,7 +94,7 @@ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
        m_bounds.y = y - top;
        m_bounds.w *= scale_amount;
        m_bounds.h *= scale_amount;
-       Debug("View Bounds => %s", m_bounds.Str().c_str());
+       //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;
@@ -147,19 +153,24 @@ void View::Render(int width, int height)
 
        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);
+               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);
        }
        else
        {
-               GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f};
-               m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
+               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_bounds_dirty = false;
 
        m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
        m_cached_display.Clear();
 
+       // When we QuadTree, this will be magic.
+       int first_obj = 0;
+       int last_obj = m_document.ObjectCount();
 
        // Render using GPU
        if (m_use_gpu_rendering) 
@@ -176,7 +187,7 @@ void View::Render(int width, int height)
        
                for (unsigned i = 0; i < m_object_renderers.size(); ++i)
                {
-                       m_object_renderers[i]->RenderUsingGPU();
+                       m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
                }
                
                glDisableVertexAttribArray(0);
@@ -201,7 +212,7 @@ void View::Render(int width, int height)
 
                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_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
                }
                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?)

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