Support colours in shading
[ipdf/code.git] / src / view.h
index ec5e97f..56e80a3 100644 (file)
@@ -6,8 +6,9 @@
 #include "framebuffer.h"
 #include "objectrenderer.h"
 
-#define USE_GPU_TRANSFORM true
-#define USE_GPU_RENDERING true
+#define USE_GPU_TRANSFORM false
+#define USE_GPU_RENDERING false
+#define USE_SHADING !(USE_GPU_RENDERING) && true
 
 namespace IPDF
 {
@@ -27,28 +28,36 @@ namespace IPDF
                        
                        void Translate(Real x, Real y);
                        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; } // 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:
                        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
@@ -75,6 +84,10 @@ namespace IPDF
                        // 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.

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