OpenGL 3.1 core profile support.
[ipdf/code.git] / src / view.cpp
index 40262ac..c9aac36 100644 (file)
 #include "view.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"
+
+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)
        {
-               Debug("Bounds are %s", m_bounds.Str().c_str());
-               Debug("Objects are:");
-               for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
-               {
-                       Debug("%u\t%s", id, m_document.m_objects.bounds[id].Str().c_str());
-               }
-               debug_output_done = true;
+               m_buffer_dirty = true;
        }
+       m_bounds_dirty = true;
+}
 
-       glClearColor(1.f,1.f,1.f,1.f);
-       glClear(GL_COLOR_BUFFER_BIT);
+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;
+
+       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_buffer_dirty)
+               ReRender();
+
+       if (m_bounds_dirty)
+       {
+               if (m_use_gpu_transform)
+               {
+                       GLfloat glbounds[] = {Float(m_bounds.x), Float(m_bounds.y), Float(m_bounds.w), 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_vertex_buffer.Bind();
+       m_index_buffer.Bind();
+       m_bounds_ubo.Bind();
+       m_rect_shader.Use();
+       glEnable(GL_PRIMITIVE_RESTART);
+       glPrimitiveRestartIndex(0xFFFFFFFF);
+       glEnableVertexAttribArray(0);
+       glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+       glDrawElements(GL_TRIANGLE_STRIP, m_rendered_filled * 5, GL_UNSIGNED_INT, 0);
+       glDrawElements(GL_LINE_LOOP, m_rendered_outline*5, GL_UNSIGNED_INT,(void*)(sizeof(uint32_t)*m_rendered_filled*5));
+       glDisableVertexAttribArray(0);
+       glDisable(GL_PRIMITIVE_RESTART);
+       if (m_colour.a < 1.0f)
+       {
+               glDisable(GL_BLEND);
+       }
+       m_cached_display.UnBind();
+       m_cached_display.Blit();
+
+}
+
+void View::ReRender()
+{
+       static bool debug_output_done = false;
+       if (!debug_output_done)
+       {
+               //m_document.DebugDumpObjects();
+               debug_output_done = true;
+
+               // TODO: Error check here.
+               m_rect_shader.AttachVertexProgram(RECT_VERT);
+               m_rect_shader.AttachFragmentProgram(RECT_FRAG);
+               m_rect_shader.Link();
+               m_rect_shader.Use();
+               glUniform4f(m_rect_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_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
+               m_index_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+               m_index_buffer.SetType(GraphicsBuffer::BufferTypeIndex);
+
+               m_vertex_buffer.Upload(m_document.ObjectCount() * 8 * sizeof(float), NULL);
+               m_index_buffer.Upload(m_document.ObjectCount() * 5 * sizeof(uint32_t), NULL);
+       }
+       m_rendered_filled = m_rendered_outline = 0;
+       
+       if (m_use_gpu_transform)
+       {
+               m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+       }
+       else
+       {
+               m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+       }
+
+
+       //DrawGrid(); // Draw the gridlines
+
+
+
+       float *vertexData = (float*)m_vertex_buffer.Map(false, true, true);
+       uint32_t *indexData = (uint32_t*)m_index_buffer.Map(false, true, true);
+
+       uint32_t currentIndex = 0;
+       for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+       {
+               if (m_document.m_objects.types[id] != RECT_FILLED)
+                       continue;
+               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]);
+               }
+               *vertexData = Float(obj_bounds.x); vertexData++;
+               *vertexData = Float(obj_bounds.y); vertexData++;
+               *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
+               *vertexData = Float(obj_bounds.y); vertexData++;
+               *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
+               *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
+               *vertexData = Float(obj_bounds.x); vertexData++;
+               *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
+
+               *indexData = currentIndex; indexData++;
+               *indexData = currentIndex+1; indexData++;
+               *indexData = currentIndex+3; indexData++;
+               *indexData = currentIndex+2; indexData++;
+               *indexData = 0xFFFFFFFF; // Primitive restart.
+               indexData++;
+               currentIndex += 4;
+               m_rendered_filled++;
+
+       }
+       
        for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
        {
-               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);
+               if (m_document.m_objects.types[id] != RECT_OUTLINE)
+                       continue;
+               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]);
+               }
+               *vertexData = Float(obj_bounds.x); vertexData++;
+               *vertexData = Float(obj_bounds.y); vertexData++;
+               *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
+               *vertexData = Float(obj_bounds.y); vertexData++;
+               *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
+               *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
+               *vertexData = Float(obj_bounds.x); vertexData++;
+               *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
+
+               *indexData = currentIndex; indexData++;
+               *indexData = currentIndex+1; indexData++;
+               *indexData = currentIndex+2; indexData++;
+               *indexData = currentIndex+3; indexData++;
+               *indexData = 0xFFFFFFFF; // Primitive restart.
+               indexData++;
+               currentIndex += 4;
+               m_rendered_outline++;
        }
-       glEnd();
+       m_vertex_buffer.UnMap();
+       m_index_buffer.UnMap();
+
+       m_buffer_dirty = false;
 
 }

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