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_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
- 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();
+ 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
*/
void View::Translate(Real x, Real y)
{
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ m_document.TranslateObjects(-x, -y);
+ #endif
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;
+
+
}
/**
*/
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.
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
+
+
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ m_document.ScaleObjectsAboutPoint(x, y, scale_amount);
+ #endif
x *= m_bounds.w;
y *= m_bounds.h;
x += m_bounds.x;
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());
- if (!m_use_gpu_transform)
- m_buffer_dirty = true;
- m_bounds_dirty = true;
+
+
}
/**
*/
Rect View::TransformToViewCoords(const Rect& inp) const
{
+ #ifdef TRANSFORM_OBJECTS_NOT_VIEW
+ return inp;
+ #endif
Rect out;
out.x = (inp.x - m_bounds.x) / m_bounds.w;
out.y = (inp.y - m_bounds.y) / m_bounds.h;
*/
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();
PrepareRender();
if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
- UpdateObjBoundsVBO(first_obj, last_obj);
+ {
+ if (m_use_gpu_rendering)
+ UpdateObjBoundsVBO(first_obj, last_obj);
+ }
if (m_use_gpu_transform)
{
+ #ifdef 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
{
Debug("Recreate buffers with %u objects", m_document.ObjectCount());
// Prepare bounds vbo
- 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.");
+ 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
//Debug("Object of type %d", type);
}
+
// Finish the buffers
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
m_object_renderers[i]->FinaliseBuffers();
}
- dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
+ if (UsingGPURendering())
+ dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
m_render_dirty = false;
}
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);
+}