Totally FITH everything
[ipdf/code.git] / src / view.h
index ca4c808..47eb0fb 100644 (file)
@@ -5,12 +5,26 @@
 #include "document.h"
 #include "framebuffer.h"
 #include "objectrenderer.h"
+#include "path.h"
+#include "transformationtype.h"
 
-#define USE_GPU_TRANSFORM true
+#define USE_GPU_TRANSFORM true 
 #define USE_GPU_RENDERING true
+#define USE_SHADING !(USE_GPU_RENDERING) && true
+
+#ifdef TRANSFORM_BEZIERS_TO_PATH
+#include "gmprat.h"
+#endif
 
 namespace IPDF
 {
+       #ifdef TRANSFORM_BEZIERS_TO_PATH
+               typedef Gmprat VReal;
+       #else
+               typedef Real VReal;
+       #endif
+       typedef TRect<VReal> VRect;
+       
        class Screen;
        /**
         * The View class manages a rectangular view into the document.
@@ -20,38 +34,65 @@ namespace IPDF
        class View
        {
                public:
-                       View(Document & document, Screen & screen, const Rect & bounds = Rect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f));
+                       View(Document & document, Screen & screen, const VRect & bounds = VRect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f));
                        virtual ~View();
 
                        void Render(int width = 0, int height = 0);
                        
-                       void Translate(Real x, Real y);
-                       void ScaleAroundPoint(Real x, Real y, Real scale_amount);
+                       void Translate(VReal x, VReal y);
+                       void ScaleAroundPoint(VReal x, VReal y, VReal scale_amount);
+                       void SetBounds(const Rect & new_bounds);
                        
                        Rect TransformToViewCoords(const Rect& inp) const;
                        
-                       const Rect& GetBounds() const { return m_bounds; }
+                       const VRect& GetBounds() const { return m_bounds; }
+                       
                        
                        const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
                        const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
                        void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
                        void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
+                       void SetGPUTransform(bool state) {m_use_gpu_transform = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+                       
+                       void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
 
+                       bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles
+                       void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+                       bool ShowingBezierType() const {return m_show_bezier_type;}
+                       void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+                       bool ShowingFillPoints() const {return m_show_fill_points;}
+                       void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+                       bool ShowingFillBounds() const {return m_show_fill_bounds;}
+                       void ShowFillBounds(bool state) {m_show_fill_bounds = true;}
+                       
+                       bool PerformingShading() const {return m_perform_shading;}
+                       void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
 
                        void ForceBoundsDirty() {m_bounds_dirty = true;}                
                        void ForceBufferDirty() {m_buffer_dirty = true;}                
                        void ForceRenderDirty() {m_render_dirty = true;}
+                       
+                       void SetLazyRendering(bool state = true) {m_lazy_rendering = state;}
+                       bool UsingLazyRendering() const {return m_lazy_rendering;}
+                       
+                       void SaveBMP(const char * filename) {if (UsingGPURendering()) SaveGPUBMP(filename); else SaveCPUBMP(filename);}
+                       
+                       void SaveCPUBMP(const char * filename);
+                       void SaveGPUBMP(const char * filename);
 
+                       Document & Doc() {return m_document;}
 
                private:
                        struct GPUObjBounds
                        {
                                float x0, y0;
                                float x1, y1;
-                       };
+                       } __attribute__((packed));
 
                        void PrepareRender(); // call when m_render_dirty is true
-                       void UpdateObjBoundsVBO(); // call when m_buffer_dirty is true
+                       void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
+
+                       void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj);
 
                        bool m_use_gpu_transform;
                        bool m_use_gpu_rendering;
@@ -61,7 +102,7 @@ namespace IPDF
                        Document & m_document;
                        Screen & m_screen;
                        FrameBuffer m_cached_display;
-                       Rect m_bounds;
+                       VRect m_bounds;
                        Colour m_colour;
 
                        // Stores the view bounds.
@@ -74,9 +115,23 @@ namespace IPDF
                        std::vector<ObjectRenderer*> m_object_renderers; 
                        uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
 
+                       
+                       // shading
+                       bool m_perform_shading;
+                       
+                       // Debug rendering
+                       bool m_show_bezier_bounds;
+                       bool m_show_bezier_type;
+                       bool m_show_fill_points;
+                       bool m_show_fill_bounds;
+                       
+                       bool m_lazy_rendering;// don't redraw frames unless we need to
+
+
 #ifndef QUADTREE_DISABLED
                        QuadTreeIndex m_current_quadtree_node;  // The highest node we will traverse.
                        int m_quadtree_max_depth;               // The maximum quadtree depth.
+                       void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);
 
 #endif
        };

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