Merge branch 'master' of git.ucc.asn.au:/ipdf/code
[ipdf/code.git] / src / view.cpp
index 496b3b0..d7d1e34 100644 (file)
@@ -3,6 +3,10 @@
 #include "screen.h"
 #include "gl_core44.h"
 
+#ifndef CONTROLPANEL_DISABLED
+       #include "controlpanel.h"
+#endif //CONTROLPANEL_DISABLED
+
 using namespace IPDF;
 using namespace std;
 
@@ -28,6 +32,7 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
        m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
        m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
        m_object_renderers[BEZIER] = new BezierRenderer();
+       m_object_renderers[GROUP] = new GroupRenderer();
 
        // To add rendering for a new type of object;
        // 1. Add enum to ObjectType in ipdf.h
@@ -37,7 +42,7 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
 
 
 #ifndef QUADTREE_DISABLED
-       m_quadtree_max_depth = 2;
+       m_quadtree_max_depth = 1;
        m_current_quadtree_node = document.GetQuadTree().root_id;
 #endif
 }
@@ -72,6 +77,21 @@ void View::Translate(Real x, Real y)
        m_bounds_dirty = true;
 }
 
+/**
+ * Set View bounds
+ * @param bounds - New bounds
+ */
+void View::SetBounds(const Rect & bounds)
+{
+       m_bounds.x = bounds.x;
+       m_bounds.y = bounds.y;
+       m_bounds.w = bounds.w;
+       m_bounds.h = bounds.h;
+       if (!m_use_gpu_transform)
+               m_buffer_dirty = true;
+       m_bounds_dirty = true;
+}
+
 /**
  * Scale the View at a point
  * @param x, y - Coordinates to scale at (eg: Mouse cursor position)
@@ -127,6 +147,7 @@ Rect View::TransformToViewCoords(const Rect& inp) const
  */
 void View::Render(int width, int height)
 {
+       glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
        // View dimensions have changed (ie: Window was resized)
        int prev_width = m_cached_display.GetWidth();
        int prev_height = m_cached_display.GetHeight();
@@ -141,11 +162,72 @@ void View::Render(int width, int height)
        {
                m_cached_display.UnBind();
                m_cached_display.Blit();
+               glPopDebugGroup();
                return;
        }
        m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
        m_cached_display.Clear();
 
+#ifndef QUADTREE_DISABLED
+       if (m_bounds_dirty)
+       {
+               if (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0)
+               {
+                       //TODO: Generate a new parent node.
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+                       {
+                               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;
+                       }
+               }
+               if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
+               }
+               if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
+               }
+               if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
+               }
+               if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
+               {
+                       if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
+                       {
+                               // We want to reparent into a child node, but none exist. Get the document to create one.
+                               m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
+                               m_render_dirty = true;
+                       }
+                       m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
+                       m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
+               }
+       }
+       m_screen.DebugFontPrintF("Current View QuadTree Node: %d (objs: %d -> %d)\n", m_current_quadtree_node, m_document.GetQuadTree().nodes[m_current_quadtree_node].object_begin,
+                               m_document.GetQuadTree().nodes[m_current_quadtree_node].object_end);
+#endif
 
        if (!m_use_gpu_rendering)
        {
@@ -175,6 +257,12 @@ void View::Render(int width, int height)
        m_cached_display.UnBind(); // resets render target to the screen
        m_cached_display.Blit(); // blit FrameBuffer to screen
        m_buffer_dirty = false;
+       glPopDebugGroup();
+       
+#ifndef CONTROLPANEL_DISABLED
+       ControlPanel::Update();
+#endif //CONTROLPANEL_DISABLED
+       
 }
 
 #ifndef QUADTREE_DISABLED
@@ -184,6 +272,7 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
        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;
        RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
 
        m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
@@ -205,11 +294,11 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
 
 void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
 {
-
+       glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
        if (m_render_dirty) // document has changed
                PrepareRender();
 
-       if (m_buffer_dirty) // object bounds have changed
+       if (m_buffer_dirty || m_bounds_dirty) // object bounds have changed
                UpdateObjBoundsVBO(first_obj, last_obj);
 
        if (m_use_gpu_transform)
@@ -259,19 +348,21 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_
                        m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
                }
        }
+       glPopDebugGroup();
 }
 
 void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
 {
        //m_objbounds_vbo.Invalidate();
        m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
+       m_objbounds_vbo.SetName("Object Bounds VBO");
        if (m_use_gpu_transform)
        {
                m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
        }
        else
        {
-               m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+               m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
        }
        m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
 
@@ -311,6 +402,7 @@ void View::PrepareRender()
        m_bounds_ubo.Invalidate();
        m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
        m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+       m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
        
        // Instead of having each ObjectRenderer go through the whole document
        //  we initialise them, go through the document once adding to the appropriate Renderers
@@ -330,7 +422,7 @@ void View::PrepareRender()
                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);
+               //Debug("Object of type %d", type);
        }
 
        // Finish the buffers

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