#include "screen.h"
#include "gl_core44.h"
+#ifndef CONTROLPANEL_DISABLED
+ #include "controlpanel.h"
+#endif //CONTROLPANEL_DISABLED
+
using namespace IPDF;
using namespace std;
m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
m_object_renderers[BEZIER] = new BezierRenderer();
+ m_object_renderers[GROUP] = new GroupRenderer();
// To add rendering for a new type of object;
// 1. Add enum to ObjectType in ipdf.h
#ifndef QUADTREE_DISABLED
- m_quadtree_max_depth = 2;
+ m_quadtree_max_depth = 1;
m_current_quadtree_node = document.GetQuadTree().root_id;
#endif
}
*/
void View::Render(int width, int height)
{
+ glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
// View dimensions have changed (ie: Window was resized)
int prev_width = m_cached_display.GetWidth();
int prev_height = m_cached_display.GetHeight();
{
m_cached_display.UnBind();
m_cached_display.Blit();
+ glPopDebugGroup();
return;
}
m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
m_cached_display.Clear();
+#ifndef QUADTREE_DISABLED
+ if (m_bounds_dirty)
+ {
+ if (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0)
+ {
+ //TODO: Generate a new parent node.
+ 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);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
+ }
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == 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_TOP_LEFT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_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_TOP_RIGHT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == 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_LEFT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
+ {
+ 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 Node: %d (objs: %d -> %d)\n", m_current_quadtree_node, m_document.GetQuadTree().nodes[m_current_quadtree_node].object_begin,
+ m_document.GetQuadTree().nodes[m_current_quadtree_node].object_end);
+#endif
if (!m_use_gpu_rendering)
{
m_cached_display.UnBind(); // resets render target to the screen
m_cached_display.Blit(); // blit FrameBuffer to screen
m_buffer_dirty = false;
+ glPopDebugGroup();
+
+#ifndef CONTROLPANEL_DISABLED
+ ControlPanel::Update();
+#endif //CONTROLPANEL_DISABLED
+
}
#ifndef QUADTREE_DISABLED
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);
+ //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;
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);
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
{
-
+ glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
if (m_render_dirty) // document has changed
PrepareRender();
- if (m_buffer_dirty) // object bounds have changed
+ if (m_buffer_dirty || m_bounds_dirty) // object bounds have changed
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_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
}
}
+ glPopDebugGroup();
}
void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
{
//m_objbounds_vbo.Invalidate();
m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
+ m_objbounds_vbo.SetName("Object Bounds VBO");
if (m_use_gpu_transform)
{
m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
}
else
{
- m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
}
m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
m_bounds_ubo.Invalidate();
m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+ m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
// Instead of having each ObjectRenderer go through the whole document
// we initialise them, go through the document once adding to the appropriate Renderers
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