#include "view.h"
+#include "bufferbuilder.h"
-#include "SDL_opengl.h"
+#include "gl_core44.h"
using namespace IPDF;
using namespace std;
+#define RECT_VERT \
+ "#version 140\n"\
+ "#extension GL_ARB_shading_language_420pack : require\n"\
+ "#extension GL_ARB_explicit_attrib_location : require\n"\
+ "\n"\
+ "layout(std140, binding=0) uniform ViewBounds\n"\
+ "{\n"\
+ "\tfloat bounds_x;\n"\
+ "\tfloat bounds_y;\n"\
+ "\tfloat bounds_w;\n"\
+ "\tfloat bounds_h;\n"\
+ "};\n"\
+ "\n"\
+ "layout(location = 0) in vec2 position;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\tvec2 transformed_position;\n"\
+ "\ttransformed_position.x = (position.x - bounds_x) / bounds_w;\n"\
+ "\ttransformed_position.y = (position.y - bounds_y) / bounds_h;\n"\
+ "\t// Transform to clip coordinates (-1,1, -1,1).\n"\
+ "\tgl_Position.x = (transformed_position.x*2) - 1;\n"\
+ "\tgl_Position.y = 1 - (transformed_position.y*2);\n"\
+ "\tgl_Position.z = 0.0;\n"\
+ "\tgl_Position.w = 1.0;\n"\
+ "}\n"
+
+#define RECT_FRAG \
+ "#version 140\n"\
+ "\n"\
+ "out vec4 output_colour;\n"\
+ "\n"\
+ "uniform vec4 colour;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\toutput_colour = colour;\n"\
+ "}\n"
+
+#define RECT_OUTLINE_GEOM \
+ "#version 150\n"\
+ "\n"\
+ "layout(lines) in;\n"\
+ "layout(line_strip, max_vertices = 5) out;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\tgl_Position = gl_in[0].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = gl_in[1].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = gl_in[0].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tEndPrimitive();\n"\
+ "}\n"
+
+#define RECT_FILLED_GEOM \
+ "#version 150\n"\
+ "\n"\
+ "layout(lines) in;\n"\
+ "layout(triangle_strip, max_vertices = 4) out;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\tgl_Position = gl_in[0].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = gl_in[1].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tEndPrimitive();\n"\
+ "}\n"
+
+#define CIRCLE_FILLED_GEOM \
+ "#version 150\n"\
+ "\n"\
+ "layout(lines) in;\n"\
+ "layout(triangle_strip, max_vertices = 4) out;\n"\
+ "out vec2 objcoords;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\tgl_Position = gl_in[0].gl_Position;\n"\
+ "\tobjcoords = vec2(-1.0, -1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
+ "\tobjcoords = vec2(-1.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
+ "\tobjcoords = vec2(1.0, -1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = gl_in[1].gl_Position;\n"\
+ "\tobjcoords = vec2(1.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tEndPrimitive();\n"\
+ "}\n"
+
+#define CIRCLE_FRAG \
+ "#version 140\n"\
+ "\n"\
+ "in vec2 objcoords;\n"\
+ "out vec4 output_colour;\n"\
+ "\n"\
+ "uniform vec4 colour;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\tif ((objcoords.x)*(objcoords.x) + (objcoords.y)*(objcoords.y) > 1.0)\n"\
+ "\t{\n"\
+ "\t\tdiscard;\n"\
+ "\t}\n"\
+ "\toutput_colour = colour;\n"\
+ "}\n"
void View::Translate(Real x, Real y)
{
m_bounds.x += x;
m_bounds.y += y;
Debug("View Bounds => %s", m_bounds.Str().c_str());
+ if (!m_use_gpu_transform)
+ {
+ m_buffer_dirty = true;
+ }
+ m_bounds_dirty = true;
}
void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
m_bounds.w *= scaleAmt;
m_bounds.h *= scaleAmt;
Debug("View Bounds => %s", m_bounds.Str().c_str());
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
}
Rect View::TransformToViewCoords(const Rect& inp) const
void View::DrawGrid()
{
+ //TODO: Implement this with OpenGL 3.1+
+#if 0
// Draw some grid lines at fixed pixel positions
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glEnd();
}
+#endif
}
-void View::Render()
+void View::Render(int width, int height)
{
- static bool debug_output_done = false;
- if (!debug_output_done)
+ if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight())
{
- m_document.DebugDumpObjects();
- debug_output_done = true;
+ m_cached_display.Create(width, height);
+ m_bounds_dirty = true;
}
-
- //DrawGrid(); // Draw the gridlines
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (m_use_gpu_transform)
+ if (!m_bounds_dirty)
{
- glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
+ m_cached_display.UnBind();
+ m_cached_display.Blit();
+ return;
}
- else
+ m_cached_display.Bind();
+ m_cached_display.Clear();
+
+ if (!m_render_inited)
+ PrepareRender();
+
+ if (m_buffer_dirty)
+ UpdateObjBoundsVBO();
+
+ if (m_bounds_dirty)
{
- glOrtho(0,1,1,0,-1,1);
+ 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);
+ }
+ else
+ {
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f};
+ m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
+ }
}
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ m_bounds_dirty = false;
if (m_colour.a < 1.0f)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
- glBegin(GL_QUADS);
+ m_objbounds_vbo.Bind();
+ m_bounds_ubo.Bind();
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+
+ // Filled Rectangles
+ m_rect_filled_shader.Use();
+ m_filled_ibo.Bind();
+ glDrawElements(GL_LINES, m_rendered_filled*2, GL_UNSIGNED_INT, 0);
+
+ // Rectangle Outlines
+ m_rect_outline_shader.Use();
+ m_outline_ibo.Bind();
+ glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
+
+ // Filled Circles
+ m_circle_filled_shader.Use();
+ m_circle_ibo.Bind();
+ glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0);
+ glDisableVertexAttribArray(0);
+ if (m_colour.a < 1.0f)
+ {
+ glDisable(GL_BLEND);
+ }
+ m_cached_display.UnBind();
+ m_cached_display.Blit();
+
+}
+
+struct GPUObjBounds
+{
+ float x0, y0;
+ float x1, y1;
+};
+
+void View::UpdateObjBoundsVBO()
+{
+ m_objbounds_vbo.Invalidate();
+ m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
+ if (m_use_gpu_transform)
+ {
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ }
+ else
+ {
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ }
+ 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());
+
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] != RECT_FILLED)
- continue;
Rect obj_bounds;
if (m_use_gpu_transform)
{
{
obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
}
- glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
- glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
- glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
- glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
+ 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)
+ };
+ obj_bounds_builder.Add(gpu_bounds);
+
}
- glEnd();
+ m_objbounds_vbo.UnMap();
+ m_buffer_dirty = false;
+}
-
+void View::PrepareRender()
+{
+ // TODO: Error check here.
+ m_rect_outline_shader.AttachGeometryProgram(RECT_OUTLINE_GEOM);
+ m_rect_outline_shader.AttachVertexProgram(RECT_VERT);
+ m_rect_outline_shader.AttachFragmentProgram(RECT_FRAG);
+ m_rect_outline_shader.Link();
+ m_rect_outline_shader.Use();
+ glUniform4f(m_rect_outline_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+
+ m_rect_filled_shader.AttachGeometryProgram(RECT_FILLED_GEOM);
+ m_rect_filled_shader.AttachVertexProgram(RECT_VERT);
+ m_rect_filled_shader.AttachFragmentProgram(RECT_FRAG);
+ m_rect_filled_shader.Link();
+ m_rect_filled_shader.Use();
+ glUniform4f(m_rect_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+
+ m_circle_filled_shader.AttachGeometryProgram(CIRCLE_FILLED_GEOM);
+ m_circle_filled_shader.AttachVertexProgram(RECT_VERT);
+ m_circle_filled_shader.AttachFragmentProgram(CIRCLE_FRAG);
+ m_circle_filled_shader.Link();
+ m_circle_filled_shader.Use();
+ glUniform4f(m_circle_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+
+ m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
+ m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+
+ m_outline_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ m_outline_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+ m_outline_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
+ BufferBuilder<uint32_t> outline_builder(m_outline_ibo.Map(false, true, true), m_outline_ibo.GetSize());
+
+ m_filled_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ m_filled_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+ m_filled_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
+ BufferBuilder<uint32_t> filled_builder(m_filled_ibo.Map(false, true, true), m_filled_ibo.GetSize());
+
+ m_circle_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ m_circle_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+ m_circle_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
+ BufferBuilder<uint32_t> circle_builder(m_circle_ibo.Map(false, true, true), m_circle_ibo.GetSize());
+
+ m_rendered_filled = m_rendered_outline = m_rendered_circle = 0;
+ uint32_t currentIndex = 0;
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] != RECT_OUTLINE)
- continue;
- Rect obj_bounds;
- if (m_use_gpu_transform)
+ if (m_document.m_objects.types[id] == RECT_OUTLINE)
{
- obj_bounds = m_document.m_objects.bounds[id];
+ outline_builder.Add(currentIndex++);
+ outline_builder.Add(currentIndex++);
+ m_rendered_outline++;
+ }
+ else if (m_document.m_objects.types[id] == RECT_FILLED)
+ {
+ filled_builder.Add(currentIndex++);
+ filled_builder.Add(currentIndex++);
+ m_rendered_filled++;
}
else
{
- obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+ circle_builder.Add(currentIndex++);
+ circle_builder.Add(currentIndex++);
+ m_rendered_circle++;
}
- glBegin(GL_LINE_LOOP);
- glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
- glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
- glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
- glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
- glEnd();
- }
- if (m_colour.a < 1.0f)
- {
- glDisable(GL_BLEND);
}
+ m_outline_ibo.UnMap();
+ m_filled_ibo.UnMap();
+ m_circle_ibo.UnMap();
+ m_render_inited = true;
}