Work around a bug in the Intel driver
[ipdf/code.git] / src / view.cpp
index 9e832d2..a92da9b 100644 (file)
 #include "view.h"
+#include "bufferbuilder.h"
 
-#include "SDL_opengl.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"
 
-void View::Render()
+#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"
+
+#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"
+
+void View::Translate(Real x, Real y)
 {
-       static bool debug_output_done = false;
-       if (!debug_output_done)
+       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_document.DebugDumpObjects();
-               debug_output_done = true;
+               m_buffer_dirty = true;
        }
+       m_bounds_dirty = true;
+}
+
+void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
+{
+       // 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;
+       
+       //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;
+       
+       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());
+       if (!m_use_gpu_transform)
+               m_buffer_dirty = true;
+       m_bounds_dirty = true;
+}
+
+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;
 
-       glClearColor(1.f,1.f,1.f,1.f);
-       glClear(GL_COLOR_BUFFER_BIT);
+       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(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f);
+       glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
 
-       glColor4f(0.f,0.f,0.f,1.f);
-       glBegin(GL_QUADS);
+       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
+}
+
+void View::Render(int width, int height)
+{
+       if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight())
+       {
+               m_cached_display.Create(width, height);
+               m_bounds_dirty = true;
+       }
+
+       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)
+               PrepareRender();
+
+       if (m_buffer_dirty)
+               UpdateObjBoundsVBO();
+
+       if (m_bounds_dirty)
+       {
+               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);
+               }
+       }
+       m_bounds_dirty = false;
+
+       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);
+
+       // Filled Circles
+       m_circle_filled_shader.Use();
+       m_circle_ibo.Bind();
+       glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0);
+
+       // Filled Rectangles
+       m_rect_filled_shader.Use();
+       m_filled_ibo.Bind();
+       glDrawElements(GL_LINES, m_rendered_filled*2, GL_UNSIGNED_INT, 0);
+
+       // Rectangle Outlines
+       m_rect_outline_shader.Use();
+       m_outline_ibo.Bind();
+       glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
+
+       glDisableVertexAttribArray(0);
+       if (m_colour.a < 1.0f)
+       {
+               glDisable(GL_BLEND);
+       }
+       m_cached_display.UnBind();
+       m_cached_display.Blit();
+
+}
+
+struct GPUObjBounds
+{
+       float x0, y0;
+       float x1, y1;
+};
+
+void View::UpdateObjBoundsVBO()
+{
+       m_objbounds_vbo.Invalidate();
+       m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
+       if (m_use_gpu_transform)
+       {
+               m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+       }
+       else
+       {
+               m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+       }
+       m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
+
+       BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.Map(false, true, true), m_objbounds_vbo.GetSize());
+
        for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
        {
-               if (m_document.m_objects.types[id] == RECT_FILLED)
-                       continue;
-               Rect obj_bounds = m_document.m_objects.bounds[id];
-               glVertex2f(obj_bounds.x, obj_bounds.y);
-               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
-               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
-               glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+               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)Float(obj_bounds.x),
+                       (float)Float(obj_bounds.y),
+                       (float)Float(obj_bounds.x + obj_bounds.w),
+                       (float)Float(obj_bounds.y + obj_bounds.h)
+               };
+               obj_bounds_builder.Add(gpu_bounds);
+
        }
-       glEnd();
+       m_objbounds_vbo.UnMap();
+       m_buffer_dirty = false;
+}
+
+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);
+
+       m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
+       m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+
+       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());
+
+       m_rendered_filled = m_rendered_outline = m_rendered_circle = 0;
+       uint32_t currentIndex = 0;
        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(obj_bounds.x, obj_bounds.y);
-               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
-               glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
-               glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
-               glEnd();
+               {
+                       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++;
+               }
+
        }
+       m_outline_ibo.UnMap();
+       m_filled_ibo.UnMap();
+       m_circle_ibo.UnMap();
 
+       m_render_inited = true;
 }

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