+ 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)
+{
+ glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
+ if (m_render_dirty) // document has changed
+ PrepareRender();
+
+ 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, 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, float(width), float(height)};
+ m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+ }
+ m_bounds_dirty = false;
+
+
+ // Render using GPU
+ if (m_use_gpu_rendering)