#include "screen.h"
#include "gl_core44.h"
+#ifndef CONTROLPANEL_DISABLED
+ #include "controlpanel.h"
+#endif //CONTROLPANEL_DISABLED
+
using namespace IPDF;
using namespace std;
{
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();
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
m_bounds_dirty = true;
}
+/**
+ * Set View bounds
+ * @param bounds - New bounds
+ */
+void View::SetBounds(const Rect & bounds)
+{
+ m_bounds.x = bounds.x;
+ m_bounds.y = bounds.y;
+ m_bounds.w = bounds.w;
+ m_bounds.h = bounds.h;
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
+}
+
/**
* Scale the View at a point
* @param x, y - Coordinates to scale at (eg: Mouse cursor position)
*/
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();
+ 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();
+ 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)
+ {
+ // 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;
+ glPopDebugGroup();
+
+#ifndef CONTROLPANEL_DISABLED
+ ControlPanel::Update();
+#endif //CONTROLPANEL_DISABLED
+
}
#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);
+ 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);
+ 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
-
-
+ 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
- UpdateObjBoundsVBO();
+ 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_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
- m_cached_display.Clear();
// Render using GPU
if (m_use_gpu_rendering)
}
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
+ glPopDebugGroup();
}
-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);
+ 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));
- BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.Map(false, true, true), m_objbounds_vbo.GetSize());
+ 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());
- 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)
}
m_objbounds_vbo.UnMap();
- m_buffer_dirty = false;
}
/**
* Prepare the document for rendering
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