Support colours in shading
[ipdf/code.git] / src / view.h
index c6c230d..56e80a3 100644 (file)
@@ -3,37 +3,98 @@
 
 #include "ipdf.h"
 #include "document.h"
+#include "framebuffer.h"
+#include "objectrenderer.h"
+
+#define USE_GPU_TRANSFORM false
+#define USE_GPU_RENDERING false
+#define USE_SHADING !(USE_GPU_RENDERING) && true
 
 namespace IPDF
 {
+       class Screen;
+       /**
+        * The View class manages a rectangular view into the document.
+        * It is responsible for coordinate transforms and rendering the document.
+        * ObjectRenderer's for each type of Object should be created in the constructor.
+        */
        class View
        {
                public:
-                       View(Document & document, const Rect & bounds = Rect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f)) 
-                               : m_document(document), m_bounds(bounds), m_colour(colour), m_use_gpu_transform(false)
-                       {
-                               Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
-                       }
-                       virtual ~View() {}
+                       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));
+                       virtual ~View();
 
-                       void Render();
+                       void Render(int width = 0, int height = 0);
                        
                        void Translate(Real x, Real y);
-                       void ScaleAroundPoint(Real x, Real y, Real scaleAmt);
+                       void ScaleAroundPoint(Real x, Real y, Real scale_amount);
+                       void SetBounds(const Rect & new_bounds);
                        
                        Rect TransformToViewCoords(const Rect& inp) const;
                        
                        const Rect& GetBounds() const { return m_bounds; }
                        
-                       const bool UsingGPUTransform() const { return m_use_gpu_transform; }
-                       void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); }
-               
+                       
+                       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 SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+
+                       bool ShowingObjectBounds() const {return m_show_object_bounds;} // render bounds rectangles
+                       void ShowObjectBounds(bool state) {m_show_object_bounds = state; m_bounds_dirty = true; m_buffer_dirty = 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;}
+
                private:
-                       void DrawGrid();
+                       struct GPUObjBounds
+                       {
+                               float x0, y0;
+                               float x1, y1;
+                       } __attribute__((packed));
+
+                       void PrepareRender(); // call when m_render_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;
+                       bool m_bounds_dirty; // the view bounds has changed (occurs when changing view)
+                       bool m_buffer_dirty; // the object bounds have changed (also occurs when changing view, but only when not using GPU transforms)
+                       bool m_render_dirty; // the document has changed (occurs when document first loaded)
                        Document & m_document;
+                       Screen & m_screen;
+                       FrameBuffer m_cached_display;
                        Rect m_bounds;
                        Colour m_colour;
+
+                       // Stores the view bounds.
+                       GraphicsBuffer m_bounds_ubo; //bounds_dirty means this one has changed
+                       // Stores the bounds for _all_ objects.
+                       GraphicsBuffer m_objbounds_vbo; //buffer_dirty means this one has changed
+
+                       // ObjectRenderers to be initialised in constructor
+                       // Trust me it will be easier to generalise things this way. Even though there are pointers.
+                       std::vector<ObjectRenderer*> m_object_renderers; 
+                       uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
+                       
+                       // Debug rendering
+                       bool m_show_object_bounds;
+                       bool m_perform_shading;
+
+#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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