// 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp
// 3. Add it here
// 4. Profit
+
+
+#ifndef QUADTREE_DISABLED
+ m_quadtree_max_depth = 1;
+ m_current_quadtree_node = document.GetQuadTree().root_id;
+#endif
}
/**
m_bounds.y = y - top;
m_bounds.w *= scale_amount;
m_bounds.h *= scale_amount;
- Debug("View Bounds => %s", m_bounds.Str().c_str());
+ //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());
if (!m_use_gpu_transform)
m_buffer_dirty = true;
m_bounds_dirty = true;
* @param height - Height of View to render
*/
void View::Render(int width, int height)
+{
+#ifdef QUADTREE_DISABLED
+ RenderRange(width, height, 0, m_document.ObjectCount());
+#else
+ RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
+#endif
+}
+
+#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;
+ 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);
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
+ m_bounds = old_bounds;
+}
+#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();
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))};
- m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
+ 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};
+ m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
else
{
- GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f};
- m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, 640.0f, 480.0f};
+ 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)
{
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
- m_object_renderers[i]->RenderUsingGPU();
+ m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
}
glDisableVertexAttribArray(0);
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});
+ 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?)