#include "framebuffer.h"
#include "objectrenderer.h"
-#define USE_GPU_TRANSFORM true
+#define USE_GPU_TRANSFORM true
#define USE_GPU_RENDERING true
+#define USE_SHADING !(USE_GPU_RENDERING) && true
+
+#ifdef QUADTREE_DISABLED
+
+#define TRANSFORM_OBJECTS_NOT_VIEW
+
+#endif
namespace IPDF
{
void Translate(Real x, Real y);
void ScaleAroundPoint(Real x, Real y, Real scale_amount);
+ void SetBounds(const Rect & new_bounds);
Rect TransformToViewCoords(const Rect& inp) const;
const Rect& GetBounds() const { return m_bounds; }
+
const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
-
+ void SetGPUTransform(bool state) {m_use_gpu_transform = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+
+ void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+
+ bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles
+ void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingBezierType() const {return m_show_bezier_type;}
+ void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingFillPoints() const {return m_show_fill_points;}
+ void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingFillBounds() const {return m_show_fill_bounds;}
+ void ShowFillBounds(bool state) {m_show_fill_bounds = true;}
+
+ bool PerformingShading() const {return m_perform_shading;}
+ void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
void ForceBoundsDirty() {m_bounds_dirty = true;}
void ForceBufferDirty() {m_buffer_dirty = true;}
void ForceRenderDirty() {m_render_dirty = true;}
+
+ void SetLazyRendering(bool state = true) {m_lazy_rendering = state;}
+ bool UsingLazyRendering() const {return m_lazy_rendering;}
+
+ void SaveBMP(const char * filename) {if (UsingGPURendering()) SaveGPUBMP(filename); else SaveCPUBMP(filename);}
+
+ void SaveCPUBMP(const char * filename);
+ void SaveGPUBMP(const char * filename);
+ Document & Doc() {return m_document;}
private:
struct GPUObjBounds
{
float x0, y0;
float x1, y1;
- };
+ } __attribute__((packed));
void PrepareRender(); // call when m_render_dirty is true
- void UpdateObjBoundsVBO(); // call when m_buffer_dirty is true
+ void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj);
std::vector<ObjectRenderer*> m_object_renderers;
uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
+
+ // shading
+ bool m_perform_shading;
+
+ // Debug rendering
+ bool m_show_bezier_bounds;
+ bool m_show_bezier_type;
+ bool m_show_fill_points;
+ bool m_show_fill_bounds;
+
+ bool m_lazy_rendering;// don't redraw frames unless we need to
+
+
#ifndef QUADTREE_DISABLED
QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.
int m_quadtree_max_depth; // The maximum quadtree depth.