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
17 * The View class manages a rectangular view into the document.
18 * It is responsible for coordinate transforms and rendering the document.
19 * ObjectRenderer's for each type of Object should be created in the constructor.
24 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));
27 void Render(int width = 0, int height = 0);
29 void Translate(Real x, Real y);
30 void ScaleAroundPoint(Real x, Real y, Real scale_amount);
31 void SetBounds(const Rect & new_bounds);
33 Rect TransformToViewCoords(const Rect& inp) const;
35 const Rect& GetBounds() const { return m_bounds; }
38 const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
39 const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
40 void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
41 void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
43 void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
45 bool ShowingObjectBounds() const {return m_show_object_bounds;} // render bounds rectangles
46 void ShowObjectBounds(bool state) {m_show_object_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
48 bool PerformingShading() const {return m_perform_shading;}
49 void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
51 void ForceBoundsDirty() {m_bounds_dirty = true;}
52 void ForceBufferDirty() {m_buffer_dirty = true;}
53 void ForceRenderDirty() {m_render_dirty = true;}
60 } __attribute__((packed));
62 void PrepareRender(); // call when m_render_dirty is true
63 void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
65 void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj);
67 bool m_use_gpu_transform;
68 bool m_use_gpu_rendering;
69 bool m_bounds_dirty; // the view bounds has changed (occurs when changing view)
70 bool m_buffer_dirty; // the object bounds have changed (also occurs when changing view, but only when not using GPU transforms)
71 bool m_render_dirty; // the document has changed (occurs when document first loaded)
72 Document & m_document;
74 FrameBuffer m_cached_display;
78 // Stores the view bounds.
79 GraphicsBuffer m_bounds_ubo; //bounds_dirty means this one has changed
80 // Stores the bounds for _all_ objects.
81 GraphicsBuffer m_objbounds_vbo; //buffer_dirty means this one has changed
83 // ObjectRenderers to be initialised in constructor
84 // Trust me it will be easier to generalise things this way. Even though there are pointers.
85 std::vector<ObjectRenderer*> m_object_renderers;
86 uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
89 bool m_show_object_bounds;
90 bool m_perform_shading;
92 #ifndef QUADTREE_DISABLED
93 QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.
94 int m_quadtree_max_depth; // The maximum quadtree depth.
95 void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);