6 #include "framebuffer.h"
7 #include "objectrenderer.h"
9 #define USE_GPU_TRANSFORM true
10 #define USE_GPU_RENDERING true
11 #define USE_SHADING !(USE_GPU_RENDERING) && true
13 #define TRANSFORM_OBJECTS_NOT_VIEW
19 * The View class manages a rectangular view into the document.
20 * It is responsible for coordinate transforms and rendering the document.
21 * ObjectRenderer's for each type of Object should be created in the constructor.
26 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));
29 void Render(int width = 0, int height = 0);
31 void Translate(Real x, Real y);
32 void ScaleAroundPoint(Real x, Real y, Real scale_amount);
33 void SetBounds(const Rect & new_bounds);
35 Rect TransformToViewCoords(const Rect& inp) const;
37 const Rect& GetBounds() const { return m_bounds; }
40 const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
41 const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
42 void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
43 void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
44 void SetGPUTransform(bool state) {m_use_gpu_transform = state; m_bounds_dirty = true; m_buffer_dirty = true;}
46 void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
48 bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles
49 void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
50 bool ShowingBezierType() const {return m_show_bezier_type;}
51 void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;}
52 bool ShowingFillPoints() const {return m_show_fill_points;}
53 void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;}
54 bool ShowingFillBounds() const {return m_show_fill_bounds;}
55 void ShowFillBounds(bool state) {m_show_fill_bounds = true;}
57 bool PerformingShading() const {return m_perform_shading;}
58 void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
60 void ForceBoundsDirty() {m_bounds_dirty = true;}
61 void ForceBufferDirty() {m_buffer_dirty = true;}
62 void ForceRenderDirty() {m_render_dirty = true;}
64 void SetLazyRendering(bool state = true) {m_lazy_rendering = state;}
65 bool UsingLazyRendering() const {return m_lazy_rendering;}
67 void SaveBMP(const char * filename) {if (UsingGPURendering()) SaveGPUBMP(filename); else SaveCPUBMP(filename);}
69 void SaveCPUBMP(const char * filename);
70 void SaveGPUBMP(const char * filename);
77 } __attribute__((packed));
79 void PrepareRender(); // call when m_render_dirty is true
80 void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
82 void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj);
84 bool m_use_gpu_transform;
85 bool m_use_gpu_rendering;
86 bool m_bounds_dirty; // the view bounds has changed (occurs when changing view)
87 bool m_buffer_dirty; // the object bounds have changed (also occurs when changing view, but only when not using GPU transforms)
88 bool m_render_dirty; // the document has changed (occurs when document first loaded)
89 Document & m_document;
91 FrameBuffer m_cached_display;
95 // Stores the view bounds.
96 GraphicsBuffer m_bounds_ubo; //bounds_dirty means this one has changed
97 // Stores the bounds for _all_ objects.
98 GraphicsBuffer m_objbounds_vbo; //buffer_dirty means this one has changed
100 // ObjectRenderers to be initialised in constructor
101 // Trust me it will be easier to generalise things this way. Even though there are pointers.
102 std::vector<ObjectRenderer*> m_object_renderers;
103 uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
107 bool m_perform_shading;
110 bool m_show_bezier_bounds;
111 bool m_show_bezier_type;
112 bool m_show_fill_points;
113 bool m_show_fill_bounds;
115 bool m_lazy_rendering;// don't redraw frames unless we need to
118 #ifndef QUADTREE_DISABLED
119 QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.
120 int m_quadtree_max_depth; // The maximum quadtree depth.
121 void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);