#include "view.h"
+#include "bufferbuilder.h"
+#include "screen.h"
+#include "gl_core44.h"
-#include "SDL_opengl.h"
+#ifndef CONTROLPANEL_DISABLED
+ #include "controlpanel.h"
+#endif //CONTROLPANEL_DISABLED
+
+
+#ifdef TRANSFORM_BEZIERS_TO_PATH
+ #ifndef TRANSFORM_OBJECTS_NOT_VIEW
+ //#error Cannot TRANSFORM_BEZIERS_TO_PATH _without_ TRANSFORM_OBJECTS_NOT_VIEW
+ #endif
+#endif
using namespace IPDF;
using namespace std;
+/**
+ * Constructs a view
+ * Allocates memory for ObjectRenderers
+ * @param document - The document to associate the View with
+ * @param bounds - Initial bounds of the View
+ * @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it
+ */
+View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour)
+ : m_use_gpu_transform(USE_GPU_TRANSFORM), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true),
+ m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(),
+ m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL),
+ m_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false),
+ m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true)
+{
+ 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
+ if (screen.Valid())
+ {
+ 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[PATH] = new PathRenderer();
+ }
+ else
+ {
+ for (int i = RECT_FILLED; i <= PATH; ++i)
+ m_object_renderers[i] = new FakeRenderer();
+ }
+
+ // To add rendering for a new type of object;
+ // 1. Add enum to ObjectType in ipdf.h
+ // 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp
+ // 3. Add it here
+ // 4. Profit
+
+
+#ifndef QUADTREE_DISABLED
+ m_quadtree_max_depth = 2;
+ m_current_quadtree_node = document.GetQuadTree().root_id;
+#endif
+}
+
+/**
+ * Destroy a view
+ * Frees memory used by ObjectRenderers
+ */
+View::~View()
+{
+ for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+ {
+ delete m_object_renderers[i]; // delete's match new's in constructor
+ }
+ m_object_renderers.clear();
+ delete [] m_cpu_rendering_pixels;
+}
+
+/**
+ * Translate the view
+ * @param x, y - Amount to translate
+ */
void View::Translate(Real x, Real y)
{
- x *= m_bounds.w;
- y *= m_bounds.h;
- 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;
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ ObjectType type = NUMBER_OF_OBJECT_TYPES;
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ type = PATH;
+ #endif
+ m_document.TranslateObjects(-x, -y, type);
+ #endif
+ m_bounds.x += m_bounds.w*VReal(x);
+ m_bounds.y += m_bounds.h*VReal(y);
+ //Debug("View Bounds => %s", m_bounds.Str().c_str());
+
+
+}
+
+/**
+ * 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;
}
-void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
+/**
+ * Scale the View at a point
+ * @param x, y - Coordinates to scale at (eg: Mouse cursor position)
+ * @param scale_amount - Amount to scale by
+ */
+void View::ScaleAroundPoint(Real x, Real y, Real scale_amount)
{
+
+ // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s)
// x and y are coordinates in the window
// Convert to local coords.
- x *= m_bounds.w;
- y *= m_bounds.h;
- x += m_bounds.x;
- y += m_bounds.y;
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
- //Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt));
- Real top = y - m_bounds.y;
- Real left = x - m_bounds.x;
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ ObjectType type = NUMBER_OF_OBJECT_TYPES;
+ #ifdef TRANSFORM_BEZIERS_TO_PATH
+ type = PATH;
+ #endif
+ m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type);
+ #endif
+ VReal vx = m_bounds.w * VReal(x);
+ VReal vy = m_bounds.h * VReal(y);
+ vx += m_bounds.x;
+ vy += m_bounds.y;
+
+ VReal top = vy - m_bounds.y;
+ VReal left = vx - m_bounds.x;
+
+ top *= scale_amount;
+ left *= scale_amount;
+
+ m_bounds.x = vx - left;
+ m_bounds.y = vy - top;
+ m_bounds.w *= scale_amount;
+ m_bounds.h *= scale_amount;
+ //Debug("Scale at {%s, %s} by %s View Bounds => %s", x.Str().c_str(), y.Str().c_str(), scale_amount.Str().c_str(), m_bounds.Str().c_str());
- top *= scaleAmt;
- left *= scaleAmt;
- m_bounds.x = x - left;
- m_bounds.y = y - top;
- m_bounds.w *= scaleAmt;
- m_bounds.h *= scaleAmt;
- Debug("View Bounds => %s", m_bounds.Str().c_str());
}
-void View::DrawGrid()
+/**
+ * Transform a point in the document to a point relative to the top left corner of the view
+ * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
+ * @param inp - Input Rect {x,y,w,h} in the document
+ * @returns output Rect {x,y,w,h} in the View
+ */
+Rect View::TransformToViewCoords(const Rect& inp) const
{
- // Draw some grid lines at fixed pixel positions
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glColor4f(0.9,0.9,0.9,0.1);
- const float num_lines = 50.0;
- for (float i = 0; i < num_lines; ++i)
- {
- glBegin(GL_LINES);
- glVertex2f(i*(1.0/num_lines), 0.0);
- glVertex2f(i*(1.0/num_lines), 1.0);
- glEnd();
- glBegin(GL_LINES);
- glVertex2f(0.0,i*(1.0/num_lines));
- glVertex2f(1.0,i*(1.0/num_lines));
- glEnd();
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ return inp;
+ #endif
+ return TransformRectCoordinates(m_bounds.Convert<Real>(), inp);
+}
+
+/**
+ * Render the view
+ * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
+ * Otherwise just Blits the cached FrameBuffer
+ * @param width - Width of View to render
+ * @param height - Height of View to render
+ */
+void View::Render(int width, int height)
+{
+ if (!m_screen.Valid()) return;
+ 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_lazy_rendering)
+ {
+ 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
+ // I'm going to write this out in comments, so hopefully then I'll understand it. :/
+ //
+ // This code looks at the current bounds and tries to work out how they need to change
+ // to keep the view looking at the correct quadtree node.
+ //
+ // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always
+ // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right,
+ // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating
+ // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main
+ // quadtree node).
+ if (m_bounds_dirty || !m_lazy_rendering)
+ {
+ // If we're too far zoomed out, become the parent of the current node.
+ if ( m_bounds.w > 1.0 || m_bounds.h > 1.0)
+ {
+ // If a parent node exists, we'll become it.
+ //TODO: Generate a new parent node if none exists, and work out when to change child_type
+ // away from QTC_UNKNOWN
+ 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 we have a parent... (This prevents some crashes, but should disappear.)
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+ {
+ // If the current node is off the left-hand side of the screen...
+ while (m_bounds.x > 1)
+ {
+ //... the current node becomes the node to its right.
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document);
+ }
+ while (m_bounds.y > 1)
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document);
+ }
+ while (m_bounds.x < 0)
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document);
+ }
+ while (m_bounds.y < 0)
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document);
+ }
+ }
+
+ // Recurse into a node if we are completely within it. (If we're okay with having an invalid frame or two, we can remove this.)
+ 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;
+ }
+
+ // Otherwise, we'll arbitrarily select the bottom-right.
+ // TODO: Perhaps select based on greatest area?
+ if (m_bounds.w < 0.5 || m_bounds.h < 0.5)
+ {
+ 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");
+ QuadTreeIndex overlay = m_current_quadtree_node;
+ while (overlay != -1)
+ {
+ m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin,
+ m_document.GetQuadTree().nodes[overlay].object_end);
+ overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
+ }
+ m_screen.DebugFontPrintF("\n");
+ m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n",
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0),
+ m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0));
+
+
+ Rect view_top_bounds = m_bounds;
+ QuadTreeIndex tmp = m_current_quadtree_node;
+ while (tmp != -1)
+ {
+ view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
+ tmp = m_document.GetQuadTree().nodes[tmp].parent;
+ }
+ m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
+#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
+ // The powers that be suggest that this may be causing of the segfaults.
+ //ControlPanel::Update();
+#endif //CONTROLPANEL_DISABLED
+ //Debug("Completed Render");
+
+}
+
+#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;
+ m_render_dirty = m_buffer_dirty = true;
+ QuadTreeIndex overlay = node;
+ while(overlay != -1)
+ {
+ RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end);
+ overlay = m_document.GetQuadTree().nodes[overlay].next_overlay;
+ }
+
+ if (m_bounds.Intersects(Rect(1,1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1);
+ }
+ m_bounds = old_bounds;
+ if (m_bounds.Intersects(Rect(1,0,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1);
+ }
+ m_bounds = old_bounds;
+ if (m_bounds.Intersects(Rect(0,1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1);
}
+ m_bounds = old_bounds;
+ m_bounds_dirty = true;
+
+#if 0
+ 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
}
+#endif
-void View::Render()
+void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
{
- static bool debug_output_done = false;
- if (!debug_output_done)
+ glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
+ if (m_render_dirty) // document has changed
+ PrepareRender();
+
+ if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
{
- m_document.DebugDumpObjects();
- debug_output_done = true;
+ if (m_use_gpu_rendering)
+ UpdateObjBoundsVBO(first_obj, last_obj);
}
+ if (m_use_gpu_transform)
+ {
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ //Debug("Transform objects, not view");
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
+ 0.0f, 0.0f, float(width), float(height)};
+ #else
+ 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)};
+ #endif
+ 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;
- //DrawGrid(); // Draw the gridlines
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- 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);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ // Render using GPU
+ if (m_use_gpu_rendering)
+ {
+ if (m_colour.a < 1.0f)
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ m_objbounds_vbo.Bind();
+ m_bounds_ubo.Bind();
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+
+ for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+ {
+ m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj);
+ }
+
+ glDisableVertexAttribArray(0);
+ if (m_colour.a < 1.0f)
+ {
+ glDisable(GL_BLEND);
+ }
+ }
+ else // Rasterise on CPU then blit texture to GPU
+ {
+
+ 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);
+ }
+ }
+ glPopDebugGroup();
+}
- if (m_colour.a < 1.0f)
+void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
+{
+ //m_objbounds_vbo.Invalidate();
+ m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
+ m_objbounds_vbo.SetName("Object Bounds VBO");
+
+ #ifndef TRANSFORM_OBJECTS_NOT_VIEW
+ if (m_use_gpu_transform)
{
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
}
- glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
- glBegin(GL_QUADS);
- for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+ else
+ #endif //TRANSFORM_OBJECTS_NOT_VIEW
{
- if (m_document.m_objects.types[id] != RECT_FILLED)
- continue;
- Rect obj_bounds = 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));
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
}
- glEnd();
+ m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
+
+ 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());
+ #ifndef TRANSFORM_BEZIERS_TO_PATH
+ for (unsigned id = first_obj; id < last_obj; ++id)
+ {
+ Rect obj_bounds;
+ if (m_use_gpu_transform)
+ {
+ obj_bounds = m_document.m_objects.bounds[id];
+ }
+ else
+ {
+ obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+ }
+ GPUObjBounds gpu_bounds = {
+ Float(obj_bounds.x),
+ Float(obj_bounds.y),
+ Float(obj_bounds.x + obj_bounds.w),
+ Float(obj_bounds.y + obj_bounds.h)
+ };
+
+ obj_bounds_builder.Add(gpu_bounds);
+ }
+ #else
+ for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i)
+ {
+ Path & path = m_document.m_objects.paths[i];
+ Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient...
+ for (unsigned id = path.m_start; id <= path.m_end; ++id)
+ {
+ if (id < first_obj || id >= last_obj)
+ continue;
+
+ Rect obj_bounds = m_document.m_objects.bounds[id];
+
+ obj_bounds.x *= pbounds.w;
+ obj_bounds.x += pbounds.x;
+ obj_bounds.y *= pbounds.h;
+ obj_bounds.y += pbounds.y;
+ obj_bounds.w *= pbounds.w;
+ obj_bounds.h *= pbounds.h;
+
+ if (!m_use_gpu_transform)
+ obj_bounds = TransformToViewCoords(obj_bounds);
+ GPUObjBounds gpu_bounds = {
+ ClampFloat(obj_bounds.x),
+ ClampFloat(obj_bounds.y),
+ ClampFloat(obj_bounds.x + obj_bounds.w),
+ ClampFloat(obj_bounds.y + obj_bounds.h)
+ };
+ obj_bounds_builder.Add(gpu_bounds);
+ //Debug("Path %d %s -> %s via %s", id, m_document.m_objects.bounds[id].Str().c_str(), obj_bounds.Str().c_str(), pbounds.Str().c_str());
+ }
+ GPUObjBounds p_gpu_bounds = {
+ ClampFloat(pbounds.x),
+ ClampFloat(pbounds.y),
+ ClampFloat(pbounds.x + pbounds.w),
+ ClampFloat(pbounds.y + pbounds.h)
+ };
+ obj_bounds_builder.Add(p_gpu_bounds);
+ }
+ #endif
+ m_objbounds_vbo.UnMap();
+}
+/**
+ * Prepare the document for rendering
+ * Will be called on View::Render if m_render_dirty is set
+ * (Called at least once, on the first Render)
+ */
+void View::PrepareRender()
+{
+ Debug("Recreate buffers with %u objects", m_document.ObjectCount());
+ // Prepare bounds vbo
+ if (UsingGPURendering())
+ {
+ 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
+ // and then finalise them
+ // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know.
+
+ // Prepare the buffers
+ for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+ {
+ m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount());
+ }
+
+ // Add objects from Document to buffers
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] != RECT_OUTLINE)
- continue;
- Rect obj_bounds = m_document.m_objects.bounds[id];
- 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();
+ ObjectType type = m_document.m_objects.types[id];
+ 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);
}
- if (m_colour.a < 1.0f)
+
+ // Finish the buffers
+ for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
- glDisable(GL_BLEND);
+ m_object_renderers[i]->FinaliseBuffers();
}
+ if (UsingGPURendering())
+ {
+ dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
+ }
+ m_render_dirty = false;
+}
+
+void View::SaveCPUBMP(const char * filename)
+{
+ bool prev = UsingGPURendering();
+ SetGPURendering(false);
+ Render(800, 600);
+ ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
+ SetGPURendering(prev);
+}
+void View::SaveGPUBMP(const char * filename)
+{
+ bool prev = UsingGPURendering();
+ SetGPURendering(true);
+ Render(800,600);
+ m_screen.ScreenShot(filename);
+ SetGPURendering(prev);
}