#include "controlpanel.h"
#endif //CONTROLPANEL_DISABLED
+
+#ifdef TRANSFORM_BEZIERS_TO_PATH
+ #ifndef TRANSFORM_OBJECTS_NOT_VIEW
+ //#error Cannot TRANSFORM_BEZIERS_TO_PATH _without_ TRANSFORM_OBJECTS_NOT_VIEW
+ #endif
+#endif
+
using namespace IPDF;
using namespace std;
* @param bounds - Initial bounds of the View
* @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it
*/
-View::View(Document & document, Screen & screen, const Rect & bounds, const Colour & colour)
- : m_use_gpu_transform(USE_GPU_TRANSFORM), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true),
+View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour)
+ : m_use_gpu_transform(false), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true),
m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(),
m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL),
m_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false),
- m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true)
+ m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true),
+ m_query_gpu_bounds_on_next_frame(NULL)
{
Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
m_buffer_dirty = true;
m_bounds_dirty = true;
#ifdef TRANSFORM_OBJECTS_NOT_VIEW
- m_document.TranslateObjects(-x, -y);
+ ObjectType type = NUMBER_OF_OBJECT_TYPES;
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ type = PATH;
+ #endif
+ m_document.TranslateObjects(-x, -y, type);
#endif
- x *= m_bounds.w;
- y *= m_bounds.h;
- m_bounds.x += x;
- m_bounds.y += y;
+ m_bounds.x += m_bounds.w*VReal(x);
+ m_bounds.y += m_bounds.h*VReal(y);
//Debug("View Bounds => %s", m_bounds.Str().c_str());
*/
void View::SetBounds(const Rect & bounds)
{
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ ObjectType type = NUMBER_OF_OBJECT_TYPES;
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ type = PATH;
+ #endif
+ 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};
+ m_document.TransformObjectBounds(transform, type);
+ #endif
m_bounds.x = bounds.x;
m_bounds.y = bounds.y;
m_bounds.w = bounds.w;
#ifdef TRANSFORM_OBJECTS_NOT_VIEW
- m_document.ScaleObjectsAboutPoint(x, y, scale_amount);
+ ObjectType type = NUMBER_OF_OBJECT_TYPES;
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ type = PATH;
+ #endif
+ m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
#endif
- x *= m_bounds.w;
- y *= m_bounds.h;
- x += m_bounds.x;
- y += m_bounds.y;
+ VReal vx = m_bounds.w * VReal(x);
+ VReal vy = m_bounds.h * VReal(y);
+ vx += m_bounds.x;
+ vy += m_bounds.y;
- Real top = y - m_bounds.y;
- Real left = x - m_bounds.x;
+ VReal top = vy - m_bounds.y;
+ VReal left = vx - m_bounds.x;
top *= scale_amount;
left *= scale_amount;
- m_bounds.x = x - left;
- m_bounds.y = y - top;
+ m_bounds.x = vx - left;
+ m_bounds.y = vy - top;
m_bounds.w *= scale_amount;
m_bounds.h *= scale_amount;
//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());
#ifdef TRANSFORM_OBJECTS_NOT_VIEW
return inp;
#endif
- Rect out;
- out.x = (inp.x - m_bounds.x) / m_bounds.w;
- out.y = (inp.y - m_bounds.y) / m_bounds.h;
- out.w = inp.w / m_bounds.w;
- out.h = inp.h / m_bounds.h;
- return out;
+ return TransformRectCoordinates(m_bounds.Convert<Real>(), inp);
}
/**
m_cached_display.Clear();
#ifndef QUADTREE_DISABLED
+ // I'm going to write this out in comments, so hopefully then I'll understand it. :/
+ //
+ // This code looks at the current bounds and tries to work out how they need to change
+ // to keep the view looking at the correct quadtree node.
+ //
+ // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always
+ // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right,
+ // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating
+ // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main
+ // quadtree node).
if (m_bounds_dirty || !m_lazy_rendering)
{
+ // If we're too far zoomed out, become the parent of the current node.
if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
{
- //TODO: Generate a new parent node.
+ // If a parent node exists, we'll become it.
+ //TODO: Generate a new parent node if none exists, and work out when to change child_type
+ // away from QTC_UNKNOWN
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
{
m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
}
}
- // TODO: Support generating new parent nodes.
- if (false && m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+ // If we have a parent... (This prevents some crashes, but should disappear.)
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
{
- if (m_bounds.x < -0.5)
- {
- m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
- m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
- }
- if (m_bounds.y < -0.5)
- {
- m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
- m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
- }
- if (m_bounds.w + m_bounds.x > 0.5)
+ // If the current node is off the left-hand side of the screen...
+ while (m_bounds.x > 1)
{
+ //... the current node becomes the node to its right.
m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document);
}
- if (m_bounds.h + m_bounds.y > 0.5)
+ while (m_bounds.y > 1)
{
m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document);
}
+ while (m_bounds.x < 0)
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
+ }
+ while (m_bounds.y < 0)
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
+ }
}
+ // 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.)
if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
{
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
}
+
+ // Otherwise, we'll arbitrarily select the bottom-right.
+ // TODO: Perhaps select based on greatest area?
+ if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
+ }
}
m_screen.DebugFontPrintF("Current View QuadTree");
overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
}
m_screen.DebugFontPrintF("\n");
+ m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n",
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0));
+
Rect view_top_bounds = m_bounds;
QuadTreeIndex tmp = m_current_quadtree_node;
glPopDebugGroup();
#ifndef CONTROLPANEL_DISABLED
- ControlPanel::Update();
+ // The powers that be suggest that this may be causing of the segfaults.
+ //ControlPanel::Update();
#endif //CONTROLPANEL_DISABLED
//Debug("Completed Render");
if (!remaining_depth) return;
//Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
m_bounds_dirty = true;
+ m_render_dirty = m_buffer_dirty = true;
QuadTreeIndex overlay = node;
while(overlay != -1)
{
overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
}
- if (m_bounds.Intersects(Rect(-1,-1,1,1)))
+ if (m_bounds.Intersects(Rect(1,1,1,1)))
{
m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, -1, &m_document), remaining_depth - 1);
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
}
m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(-1,0,1,1)))
+ if (m_bounds.Intersects(Rect(1,0,1,1)))
{
m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 0, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(-1,1,1,1)))
- {
- m_bounds = Rect(m_bounds.x - 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 1, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(0,-1,1,1)))
- {
- m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, -1, &m_document), remaining_depth - 1);
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
}
m_bounds = old_bounds;
if (m_bounds.Intersects(Rect(0,1,1,1)))
{
- m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
m_bounds_dirty = true;
RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
}
m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(1,-1,1,1)))
- {
- m_bounds = Rect(m_bounds.x + 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, -1, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(1,0,1,1)))
- {
- m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
- if (m_bounds.Intersects(Rect(1,1,1,1)))
- {
- m_bounds = Rect(m_bounds.x + 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
- m_bounds_dirty = true;
- RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
- }
- m_bounds = old_bounds;
m_bounds_dirty = true;
#if 0
if (m_use_gpu_transform)
{
#ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ //Debug("Transform objects, not view");
GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
0.0f, 0.0f, float(width), float(height)};
#else
void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
{
+ if (m_query_gpu_bounds_on_next_frame != NULL)
+ {
+ 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());
+ }
+
//m_objbounds_vbo.Invalidate();
m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
m_objbounds_vbo.SetName("Object Bounds VBO");
+
+ #ifndef TRANSFORM_OBJECTS_NOT_VIEW
if (m_use_gpu_transform)
{
m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
}
else
+ #endif //TRANSFORM_OBJECTS_NOT_VIEW
{
m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
}
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());
+ #ifndef TRANSFORM_BEZIERS_TO_PATH
for (unsigned id = first_obj; id < last_obj; ++id)
{
Rect obj_bounds;
obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
}
GPUObjBounds gpu_bounds = {
- (float)Float(obj_bounds.x),
- (float)Float(obj_bounds.y),
- (float)Float(obj_bounds.x + obj_bounds.w),
- (float)Float(obj_bounds.y + obj_bounds.h)
+ Float(obj_bounds.x),
+ Float(obj_bounds.y),
+ Float(obj_bounds.x + obj_bounds.w),
+ Float(obj_bounds.y + obj_bounds.h)
};
+
+ if (m_query_gpu_bounds_on_next_frame != NULL)
+ {
+ 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));
+ }
+
obj_bounds_builder.Add(gpu_bounds);
+ }
+ #else
+ for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
+ {
+ Path & path = m_document.m_objects.paths[i];
+ Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
+ //TODO: Add clipping here
+ //if (!pbounds.Intersects(Rect(0,0,1,1)) || pbounds.w < Real(1)/Real(800))
+ // continue;
+ for (unsigned id = path.m_start; id <= path.m_end; ++id)
+ {
+ if (id < first_obj || id >= last_obj)
+ continue;
+
+ Rect obj_bounds = m_document.m_objects.bounds[id];
+
+ obj_bounds.x *= pbounds.w;
+ obj_bounds.x += pbounds.x;
+ obj_bounds.y *= pbounds.h;
+ obj_bounds.y += pbounds.y;
+ obj_bounds.w *= pbounds.w;
+ obj_bounds.h *= pbounds.h;
+
+ if (!m_use_gpu_transform)
+ obj_bounds = TransformToViewCoords(obj_bounds);
+ GPUObjBounds gpu_bounds = {
+ ClampFloat(obj_bounds.x),
+ ClampFloat(obj_bounds.y),
+ ClampFloat(obj_bounds.x + obj_bounds.w),
+ ClampFloat(obj_bounds.y + obj_bounds.h)
+ };
+ obj_bounds_builder.Add(gpu_bounds);
+ //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());
+
+ if (m_query_gpu_bounds_on_next_frame != NULL)
+ {
+ 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));
+ }
+ }
+ GPUObjBounds p_gpu_bounds = {
+ ClampFloat(pbounds.x),
+ ClampFloat(pbounds.y),
+ ClampFloat(pbounds.x + pbounds.w),
+ ClampFloat(pbounds.y + pbounds.h)
+ };
+ obj_bounds_builder.Add(p_gpu_bounds);
+ }
+ #endif
+ if (m_query_gpu_bounds_on_next_frame != NULL)
+ {
+ if (m_query_gpu_bounds_on_next_frame != stdout && m_query_gpu_bounds_on_next_frame != stderr)
+ fclose(m_query_gpu_bounds_on_next_frame);
+ m_query_gpu_bounds_on_next_frame = NULL;
}
m_objbounds_vbo.UnMap();
}
m_object_renderers[i]->FinaliseBuffers();
}
if (UsingGPURendering())
+ {
dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
+ }
m_render_dirty = false;
}
m_screen.ScreenShot(filename);
SetGPURendering(prev);
}
+
+void View::QueryGPUBounds(const char * filename, const char * mode)
+{
+ m_query_gpu_bounds_on_next_frame = fopen(filename, mode);
+ Debug("File: %s", filename);
+ if (m_query_gpu_bounds_on_next_frame == NULL)
+ Error("Couldn't open file \"%s\" : %s", filename, strerror(errno));
+ ForceBoundsDirty();
+ ForceBufferDirty();
+ ForceRenderDirty();
+}