2 #include "bufferbuilder.h"
7 #ifndef CONTROLPANEL_DISABLED
8 #include "controlpanel.h"
9 #endif //CONTROLPANEL_DISABLED
12 #ifdef TRANSFORM_BEZIERS_TO_PATH
13 #ifndef TRANSFORM_OBJECTS_NOT_VIEW
14 //#error Cannot TRANSFORM_BEZIERS_TO_PATH _without_ TRANSFORM_OBJECTS_NOT_VIEW
23 * Allocates memory for ObjectRenderers
24 * @param document - The document to associate the View with
25 * @param bounds - Initial bounds of the View
26 * @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it
28 View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour)
29 : m_use_gpu_transform(false), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true),
30 m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(),
31 m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL),
32 m_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false),
33 m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true),
34 m_query_gpu_bounds_on_next_frame(NULL)
36 Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
38 screen.SetView(this); // oh dear...
42 // Create ObjectRenderers - new's match delete's in View::~View
43 //TODO: Don't forget to put new renderers here or things will be segfaultastic
46 m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
47 m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
48 m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
49 m_object_renderers[BEZIER] = new BezierRenderer();
50 m_object_renderers[PATH] = new PathRenderer();
54 for (int i = RECT_FILLED; i <= PATH; ++i)
55 m_object_renderers[i] = new FakeRenderer();
58 // To add rendering for a new type of object;
59 // 1. Add enum to ObjectType in ipdf.h
60 // 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp
65 #ifndef QUADTREE_DISABLED
66 m_quadtree_max_depth = 2;
67 m_current_quadtree_node = document.GetQuadTree().root_id;
73 * Frees memory used by ObjectRenderers
77 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
79 delete m_object_renderers[i]; // delete's match new's in constructor
81 m_object_renderers.clear();
82 delete [] m_cpu_rendering_pixels;
87 * @param x, y - Amount to translate
89 void View::Translate(Real x, Real y)
91 PROFILE_SCOPE("View::Translate");
92 if (!m_use_gpu_transform)
93 m_buffer_dirty = true;
94 m_bounds_dirty = true;
95 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
96 ObjectType type = NUMBER_OF_OBJECT_TYPES;
97 #ifdef TRANSFORM_BEZIERS_TO_PATH
100 m_document.TranslateObjects(-x, -y, type);
102 m_bounds.x += m_bounds.w*VReal(x);
103 m_bounds.y += m_bounds.h*VReal(y);
104 //Debug("View Bounds => %s", m_bounds.Str().c_str());
111 * @param bounds - New bounds
113 void View::SetBounds(const Rect & bounds)
115 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
116 ObjectType type = NUMBER_OF_OBJECT_TYPES;
117 #ifdef TRANSFORM_BEZIERS_TO_PATH
120 SVGMatrix transform = {Real(m_bounds.w)/bounds.w, 0, Real(m_bounds.x) - bounds.x, 0,Real(m_bounds.h)/bounds.h, Real(m_bounds.y) - bounds.y};
121 m_document.TransformObjectBounds(transform, type);
123 m_bounds.x = bounds.x;
124 m_bounds.y = bounds.y;
125 m_bounds.w = bounds.w;
126 m_bounds.h = bounds.h;
127 if (!m_use_gpu_transform)
128 m_buffer_dirty = true;
129 m_bounds_dirty = true;
133 * Scale the View at a point
134 * @param x, y - Coordinates to scale at (eg: Mouse cursor position)
135 * @param scale_amount - Amount to scale by
137 void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
139 PROFILE_SCOPE("View::ScaleAroundPoint");
140 // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
141 // x and y are coordinates in the window
142 // Convert to local coords.
143 if (!m_use_gpu_transform)
144 m_buffer_dirty = true;
145 m_bounds_dirty = true;
148 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
149 ObjectType type = NUMBER_OF_OBJECT_TYPES;
150 #ifdef TRANSFORM_BEZIERS_TO_PATH
153 m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
155 VReal vx = m_bounds.w * VReal(x);
156 VReal vy = m_bounds.h * VReal(y);
160 VReal top = vy - m_bounds.y;
161 VReal left = vx - m_bounds.x;
164 left *= scale_amount;
166 m_bounds.x = vx - left;
167 m_bounds.y = vy - top;
168 m_bounds.w *= scale_amount;
169 m_bounds.h *= scale_amount;
170 //Debug("Scale at {%s, %s} by %s View Bounds => %s", x.Str().c_str(), y.Str().c_str(), scale_amount.Str().c_str(), m_bounds.Str().c_str());
176 * Transform a point in the document to a point relative to the top left corner of the view
177 * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
178 * @param inp - Input Rect {x,y,w,h} in the document
179 * @returns output Rect {x,y,w,h} in the View
181 Rect View::TransformToViewCoords(const Rect& inp) const
183 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
186 return TransformRectCoordinates(m_bounds.Convert<Real>(), inp);
191 * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
192 * Otherwise just Blits the cached FrameBuffer
193 * @param width - Width of View to render
194 * @param height - Height of View to render
196 void View::Render(int width, int height)
198 PROFILE_SCOPE("View::Render()");
199 if (!m_screen.Valid()) return;
200 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
201 // View dimensions have changed (ie: Window was resized)
202 int prev_width = m_cached_display.GetWidth();
203 int prev_height = m_cached_display.GetHeight();
204 if (width != prev_width || height != prev_height)
206 m_cached_display.Create(width, height);
207 m_bounds_dirty = true;
210 // View bounds have not changed; blit the FrameBuffer as it is
211 if (!m_bounds_dirty && m_lazy_rendering)
213 m_cached_display.UnBind();
214 m_cached_display.Blit();
218 m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
219 m_cached_display.Clear();
221 #ifndef QUADTREE_DISABLED
222 // I'm going to write this out in comments, so hopefully then I'll understand it. :/
224 // This code looks at the current bounds and tries to work out how they need to change
225 // to keep the view looking at the correct quadtree node.
227 // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always
228 // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right,
229 // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating
230 // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main
232 if (m_bounds_dirty || !m_lazy_rendering)
234 g_profiler.BeginZone("View::Render -- Quadtree view bounds management");
235 // If we're too far zoomed out, become the parent of the current node.
236 if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
238 // If a parent node exists, we'll become it.
239 //TODO: Generate a new parent node if none exists, and work out when to change child_type
240 // away from QTC_UNKNOWN
241 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
243 m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
244 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
248 // If we have a parent... (This prevents some crashes, but should disappear.)
249 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
251 // If the current node is off the left-hand side of the screen...
252 while (m_bounds.x > 1)
254 //... the current node becomes the node to its right.
255 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
256 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document);
258 while (m_bounds.y > 1)
260 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
261 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document);
263 while (m_bounds.x < 0)
265 m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
266 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
268 while (m_bounds.y < 0)
270 m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
271 m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
275 // Recurse into a node if we are completely within it. (If we're okay with having an invalid frame or two, we can remove this.)
276 if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
278 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
280 // We want to reparent into a child node, but none exist. Get the document to create one.
281 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
282 m_render_dirty = true;
284 m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
285 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
287 if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
289 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
291 // We want to reparent into a child node, but none exist. Get the document to create one.
292 m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
293 m_render_dirty = true;
295 m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
296 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
298 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
300 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
302 // We want to reparent into a child node, but none exist. Get the document to create one.
303 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
304 m_render_dirty = true;
306 m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
307 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
309 if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
311 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
313 // We want to reparent into a child node, but none exist. Get the document to create one.
314 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
315 m_render_dirty = true;
317 m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
318 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
321 // Otherwise, we'll arbitrarily select the bottom-right.
322 // TODO: Perhaps select based on greatest area?
323 if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
325 if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
327 // We want to reparent into a child node, but none exist. Get the document to create one.
328 m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
329 m_render_dirty = true;
331 m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
332 m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
334 g_profiler.EndZone();
337 m_screen.DebugFontPrintF("Current View QuadTree");
338 QuadTreeIndex overlay = m_current_quadtree_node;
339 while (overlay != -1)
341 m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin,
342 m_document.GetQuadTree().nodes[overlay].object_end);
343 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
345 m_screen.DebugFontPrintF("\n");
346 m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n",
347 m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0),
348 m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0),
349 m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0),
350 m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0));
353 Rect view_top_bounds = m_bounds;
354 QuadTreeIndex tmp = m_current_quadtree_node;
357 view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
358 tmp = m_document.GetQuadTree().nodes[tmp].parent;
360 m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
363 if (!m_use_gpu_rendering)
365 // Dynamically resize CPU rendering target pixels if needed
366 if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
368 delete [] m_cpu_rendering_pixels;
369 m_cpu_rendering_pixels = new uint8_t[width*height*4];
370 if (m_cpu_rendering_pixels == NULL)
371 Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
373 // Clear CPU rendering pixels
374 for (int i = 0; i < width*height*4; ++i)
375 m_cpu_rendering_pixels[i] = 255;
377 #ifdef QUADTREE_DISABLED
378 RenderRange(width, height, 0, m_document.ObjectCount());
380 RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
382 if (!m_use_gpu_rendering)
384 m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
385 // Debug for great victory (do something similar for GPU and compare?)
386 //ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
388 m_cached_display.UnBind(); // resets render target to the screen
389 m_cached_display.Blit(); // blit FrameBuffer to screen
390 m_buffer_dirty = false;
393 #ifndef CONTROLPANEL_DISABLED
394 // The powers that be suggest that this may be causing of the segfaults.
395 //ControlPanel::Update();
396 #endif //CONTROLPANEL_DISABLED
397 //Debug("Completed Render");
401 #ifndef QUADTREE_DISABLED
402 void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
404 Rect old_bounds = m_bounds;
405 if (node == QUADTREE_EMPTY) return;
406 if (!remaining_depth) return;
407 //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
408 m_bounds_dirty = true;
409 m_render_dirty = m_buffer_dirty = true;
410 QuadTreeIndex overlay = node;
413 RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
414 overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
417 if (m_bounds.Intersects(Rect(1,1,1,1)))
419 m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
420 m_bounds_dirty = true;
421 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
423 m_bounds = old_bounds;
424 if (m_bounds.Intersects(Rect(1,0,1,1)))
426 m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
427 m_bounds_dirty = true;
428 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
430 m_bounds = old_bounds;
431 if (m_bounds.Intersects(Rect(0,1,1,1)))
433 m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
434 m_bounds_dirty = true;
435 RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
437 m_bounds = old_bounds;
438 m_bounds_dirty = true;
441 m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
442 m_bounds_dirty = true;
443 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
444 m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
445 m_bounds_dirty = true;
446 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
447 m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
448 m_bounds_dirty = true;
449 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
450 m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
451 m_bounds_dirty = true;
452 RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
453 m_bounds = old_bounds;
454 m_bounds_dirty = true;
459 void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
461 PROFILE_SCOPE("View::RenderRange");
462 glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
463 if (m_render_dirty) // document has changed
466 if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
468 if (m_use_gpu_rendering)
469 UpdateObjBoundsVBO(first_obj, last_obj);
472 if (m_use_gpu_transform)
474 #ifdef TRANSFORM_OBJECTS_NOT_VIEW
475 //Debug("Transform objects, not view");
476 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
477 0.0f, 0.0f, float(width), float(height)};
479 GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
480 0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
482 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
486 GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
487 0.0f, 0.0f, float(width), float(height)};
488 m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
490 m_bounds_dirty = false;
494 if (m_use_gpu_rendering)
496 if (m_colour.a < 1.0f)
499 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
501 m_objbounds_vbo.Bind();
503 glEnableVertexAttribArray(0);
504 glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
506 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
508 m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
511 glDisableVertexAttribArray(0);
512 if (m_colour.a < 1.0f)
517 else // Rasterise on CPU then blit texture to GPU
520 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
522 m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
528 void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
530 PROFILE_SCOPE("View::UpdateObjBoundsVBO");
531 if (m_query_gpu_bounds_on_next_frame != NULL)
533 fprintf(m_query_gpu_bounds_on_next_frame,"# View: %s\t%s\t%s\t%s", Str(m_bounds.x).c_str(), Str(m_bounds.y).c_str(), Str(m_bounds.w).c_str(), Str(m_bounds.h).c_str());
536 //m_objbounds_vbo.Invalidate();
537 m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
538 m_objbounds_vbo.SetName("Object Bounds VBO");
540 #ifndef TRANSFORM_OBJECTS_NOT_VIEW
541 if (m_use_gpu_transform)
543 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
546 #endif //TRANSFORM_OBJECTS_NOT_VIEW
548 m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
550 m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
552 BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.MapRange(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds), false, true, true), m_objbounds_vbo.GetSize());
554 #ifndef TRANSFORM_BEZIERS_TO_PATH
555 for (unsigned id = first_obj; id < last_obj; ++id)
558 if (m_use_gpu_transform)
560 obj_bounds = m_document.m_objects.bounds[id];
564 obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
566 GPUObjBounds gpu_bounds = {
569 Float(obj_bounds.x + obj_bounds.w),
570 Float(obj_bounds.y + obj_bounds.h)
573 if (m_query_gpu_bounds_on_next_frame != NULL)
575 fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, Float(obj_bounds.x), Float(obj_bounds.y), Float(obj_bounds.w), Float(obj_bounds.h));
578 obj_bounds_builder.Add(gpu_bounds);
581 for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
583 Path & path = m_document.m_objects.paths[i];
584 Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
585 //TODO: Add clipping here
586 //if (!pbounds.Intersects(Rect(0,0,1,1)) || pbounds.w < Real(1)/Real(800))
589 for (unsigned id = path.m_start; id <= path.m_end; ++id)
591 if (id < first_obj || id >= last_obj)
594 Rect obj_bounds = m_document.m_objects.bounds[id];
596 obj_bounds.x *= pbounds.w;
597 obj_bounds.x += pbounds.x;
598 obj_bounds.y *= pbounds.h;
599 obj_bounds.y += pbounds.y;
600 obj_bounds.w *= pbounds.w;
601 obj_bounds.h *= pbounds.h;
603 if (!m_use_gpu_transform)
604 obj_bounds = TransformToViewCoords(obj_bounds);
605 GPUObjBounds gpu_bounds = {
606 ClampFloat(obj_bounds.x),
607 ClampFloat(obj_bounds.y),
608 ClampFloat(obj_bounds.x + obj_bounds.w),
609 ClampFloat(obj_bounds.y + obj_bounds.h)
611 obj_bounds_builder.Add(gpu_bounds);
612 //Debug("Path %d %s -> %s via %s", id, m_document.m_objects.bounds[id].Str().c_str(), obj_bounds.Str().c_str(), pbounds.Str().c_str());
614 if (m_query_gpu_bounds_on_next_frame != NULL)
616 fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, ClampFloat(obj_bounds.x), ClampFloat(obj_bounds.y), ClampFloat(obj_bounds.w), ClampFloat(obj_bounds.h));
619 GPUObjBounds p_gpu_bounds = {
620 ClampFloat(pbounds.x),
621 ClampFloat(pbounds.y),
622 ClampFloat(pbounds.x + pbounds.w),
623 ClampFloat(pbounds.y + pbounds.h)
625 obj_bounds_builder.Add(p_gpu_bounds);
628 if (m_query_gpu_bounds_on_next_frame != NULL)
630 if (m_query_gpu_bounds_on_next_frame != stdout && m_query_gpu_bounds_on_next_frame != stderr)
631 fclose(m_query_gpu_bounds_on_next_frame);
632 m_query_gpu_bounds_on_next_frame = NULL;
634 m_objbounds_vbo.UnMap();
637 * Prepare the document for rendering
638 * Will be called on View::Render if m_render_dirty is set
639 * (Called at least once, on the first Render)
641 void View::PrepareRender()
643 PROFILE_SCOPE("View::PrepareRender()");
644 Debug("Recreate buffers with %u objects", m_document.ObjectCount());
645 // Prepare bounds vbo
646 if (UsingGPURendering())
648 m_bounds_ubo.Invalidate();
649 m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
650 m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
651 m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
654 // Instead of having each ObjectRenderer go through the whole document
655 // we initialise them, go through the document once adding to the appropriate Renderers
656 // and then finalise them
657 // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know.
659 // Prepare the buffers
660 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
662 m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
665 // Add objects from Document to buffers
666 for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
668 ObjectType type = m_document.m_objects.types[id];
669 m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
670 // (Also, Wow I just actually used std::vector::at())
671 // (Also, I just managed to make it throw an exception because I'm a moron)
672 //Debug("Object of type %d", type);
676 // Finish the buffers
677 for (unsigned i = 0; i < m_object_renderers.size(); ++i)
679 m_object_renderers[i]->FinaliseBuffers();
681 if (UsingGPURendering())
683 dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
685 m_render_dirty = false;
688 void View::SaveCPUBMP(const char * filename)
690 bool prev = UsingGPURendering();
691 SetGPURendering(false);
693 ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
694 SetGPURendering(prev);
697 void View::SaveGPUBMP(const char * filename)
699 bool prev = UsingGPURendering();
700 SetGPURendering(true);
702 m_screen.ScreenShot(filename);
703 SetGPURendering(prev);
706 void View::QueryGPUBounds(const char * filename, const char * mode)
708 m_query_gpu_bounds_on_next_frame = fopen(filename, mode);
709 Debug("File: %s", filename);
710 if (m_query_gpu_bounds_on_next_frame == NULL)
711 Error("Couldn't open file \"%s\" : %s", filename, strerror(errno));