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;}
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(); // 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;
#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
};