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Yes, we do need to delete m_op somehow.
[ipdf/code.git]
/
src
/
view.cpp
diff --git
a/src/view.cpp
b/src/view.cpp
index
02859c5
..
4bbe5f0
100644
(file)
--- a/
src/view.cpp
+++ b/
src/view.cpp
@@
-20,6
+20,8
@@
View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
{
Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
+ screen.SetView(this); // oh dear...
+
// Create ObjectRenderers - new's match delete's in View::~View
//TODO: Don't forget to put new renderers here or things will be segfaultastic
m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
@@
-35,7
+37,7
@@
View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
#ifndef QUADTREE_DISABLED
- m_quadtree_max_depth =
1
;
+ m_quadtree_max_depth =
2
;
m_current_quadtree_node = document.GetQuadTree().root_id;
#endif
}
@@
-125,70
+127,105
@@
Rect View::TransformToViewCoords(const Rect& inp) const
*/
void View::Render(int width, int height)
{
+ // View dimensions have changed (ie: Window was resized)
+ int prev_width = m_cached_display.GetWidth();
+ int prev_height = m_cached_display.GetHeight();
+ if (width != prev_width || height != prev_height)
+ {
+ m_cached_display.Create(width, height);
+ m_bounds_dirty = true;
+ }
+
+ // View bounds have not changed; blit the FrameBuffer as it is
+ if (!m_bounds_dirty)
+ {
+ m_cached_display.UnBind();
+ m_cached_display.Blit();
+ return;
+ }
+ m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
+ m_cached_display.Clear();
+
+
+ if (!m_use_gpu_rendering)
+ {
+ // Dynamically resize CPU rendering target pixels if needed
+ if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
+ {
+ delete [] m_cpu_rendering_pixels;
+ m_cpu_rendering_pixels = new uint8_t[width*height*4];
+ if (m_cpu_rendering_pixels == NULL)
+ Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
+ }
+ // Clear CPU rendering pixels
+ for (int i = 0; i < width*height*4; ++i)
+ m_cpu_rendering_pixels[i] = 255;
+ }
#ifdef QUADTREE_DISABLED
RenderRange(width, height, 0, m_document.ObjectCount());
#else
RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
#endif
+ if (!m_use_gpu_rendering)
+ {
+ m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
+ // Debug for great victory (do something similar for GPU and compare?)
+ ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
+ }
+ m_cached_display.UnBind(); // resets render target to the screen
+ m_cached_display.Blit(); // blit FrameBuffer to screen
+ m_buffer_dirty = false;
}
#ifndef QUADTREE_DISABLED
void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
{
+ Rect old_bounds = m_bounds;
if (node == QUADTREE_EMPTY) return;
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);
RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+
+ m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
+ m_bounds_dirty = true;
RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
+ m_bounds_dirty = true;
RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
+ m_bounds_dirty = true;
RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
+ m_bounds_dirty = true;
RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
+ m_bounds = old_bounds;
+ m_bounds_dirty = true;
}
#endif
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
{
- // View dimensions have changed (ie: Window was resized)
- int prev_width = m_cached_display.GetWidth();
- int prev_height = m_cached_display.GetHeight();
- if (width != prev_width || height != prev_height)
- {
- m_cached_display.Create(width, height);
- m_bounds_dirty = true;
- }
-
- // View bounds have not changed; blit the FrameBuffer as it is
- if (!m_bounds_dirty)
- {
- m_cached_display.UnBind();
- m_cached_display.Blit();
- return;
- }
-
- // Bind FrameBuffer for rendering, and clear it
-
if (m_render_dirty) // document has changed
PrepareRender();
if (m_buffer_dirty) // object bounds have changed
- UpdateObjBoundsVBO();
+ UpdateObjBoundsVBO(
first_obj, last_obj
);
if (m_use_gpu_transform)
{
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)),
- 0.0, 0.0,
640.0, 480.0
};
+ 0.0, 0.0,
static_cast<GLfloat>(width), static_cast<GLfloat>(height)
};
m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
else
{
GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f,
640.0f, 480.0f
};
+ 0.0f, 0.0f,
float(width), float(height)
};
m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
m_bounds_dirty = false;
- m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
- m_cached_display.Clear();
// Render using GPU
if (m_use_gpu_rendering)
@@
-216,33
+253,17
@@
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_
}
else // Rasterise on CPU then blit texture to GPU
{
- // Dynamically resize CPU rendering target pixels if needed
- if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
- {
- delete [] m_cpu_rendering_pixels;
- m_cpu_rendering_pixels = new uint8_t[width*height*4];
- if (m_cpu_rendering_pixels == NULL)
- Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
- }
- // Clear CPU rendering pixels
- for (int i = 0; i < width*height*4; ++i)
- m_cpu_rendering_pixels[i] = 255;
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
}
- m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
- // Debug for great victory (do something similar for GPU and compare?)
- ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
}
- m_cached_display.UnBind(); // resets render target to the screen
- m_cached_display.Blit(); // blit FrameBuffer to screen
}
-void View::UpdateObjBoundsVBO()
+void View::UpdateObjBoundsVBO(
unsigned first_obj, unsigned last_obj
)
{
- m_objbounds_vbo.Invalidate();
+
//
m_objbounds_vbo.Invalidate();
m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
if (m_use_gpu_transform)
{
@@
-254,9
+275,9
@@
void View::UpdateObjBoundsVBO()
}
m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
- BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.Map
(
false, true, true), m_objbounds_vbo.GetSize());
+ BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.Map
Range(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds),
false, true, true), m_objbounds_vbo.GetSize());
- for (unsigned id =
0; id < m_document.ObjectCount()
; ++id)
+ for (unsigned id =
first_obj; id < last_obj
; ++id)
{
Rect obj_bounds;
if (m_use_gpu_transform)
@@
-277,7
+298,6
@@
void View::UpdateObjBoundsVBO()
}
m_objbounds_vbo.UnMap();
- m_buffer_dirty = false;
}
/**
* Prepare the document for rendering
@@
-310,7
+330,7
@@
void View::PrepareRender()
m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
// (Also, Wow I just actually used std::vector::at())
// (Also, I just managed to make it throw an exception because I'm a moron)
- Debug("Object of type %d", type);
+
//
Debug("Object of type %d", type);
}
// Finish the buffers
UCC
git Repository :: git.ucc.asn.au