#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
namespace IPDF
{
+ class Screen;
/**
* The View class manages a rectangular view into the document.
* It is responsible for coordinate transforms and rendering the document.
class View
{
public:
- View(Document & document, const Rect & bounds = Rect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f));
+ View(Document & document, Screen & screen, const Rect & bounds = Rect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f));
virtual ~View();
void Render(int width = 0, int height = 0);
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 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;}
+
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);
bool m_use_gpu_transform;
bool m_use_gpu_rendering;
bool m_buffer_dirty; // the object bounds have changed (also occurs when changing view, but only when not using GPU transforms)
bool m_render_dirty; // the document has changed (occurs when document first loaded)
Document & m_document;
+ Screen & m_screen;
FrameBuffer m_cached_display;
Rect m_bounds;
Colour m_colour;
// ObjectRenderers to be initialised in constructor
// Trust me it will be easier to generalise things this way. Even though there are pointers.
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;
+
+
+#ifndef QUADTREE_DISABLED
+ QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.
+ int m_quadtree_max_depth; // The maximum quadtree depth.
+ void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);
+
+#endif
};
}