#include "view.h"
#include "bufferbuilder.h"
-
+#include "screen.h"
#include "gl_core44.h"
+#ifndef CONTROLPANEL_DISABLED
+ #include "controlpanel.h"
+#endif //CONTROLPANEL_DISABLED
+
using namespace IPDF;
using namespace std;
-#define RECT_VERT \
- "#version 140\n"\
- "#extension GL_ARB_shading_language_420pack : require\n"\
- "#extension GL_ARB_explicit_attrib_location : require\n"\
- "\n"\
- "layout(std140, binding=0) uniform ViewBounds\n"\
- "{\n"\
- "\tfloat bounds_x;\n"\
- "\tfloat bounds_y;\n"\
- "\tfloat bounds_w;\n"\
- "\tfloat bounds_h;\n"\
- "};\n"\
- "\n"\
- "layout(location = 0) in vec2 position;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\tvec2 transformed_position;\n"\
- "\ttransformed_position.x = (position.x - bounds_x) / bounds_w;\n"\
- "\ttransformed_position.y = (position.y - bounds_y) / bounds_h;\n"\
- "\t// Transform to clip coordinates (-1,1, -1,1).\n"\
- "\tgl_Position.x = (transformed_position.x*2) - 1;\n"\
- "\tgl_Position.y = 1 - (transformed_position.y*2);\n"\
- "\tgl_Position.z = 0.0;\n"\
- "\tgl_Position.w = 1.0;\n"\
- "}\n"
-
-#define RECT_FRAG \
- "#version 140\n"\
- "\n"\
- "out vec4 output_colour;\n"\
- "\n"\
- "uniform vec4 colour;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\toutput_colour = colour;\n"\
- "}\n"
-
-#define RECT_OUTLINE_GEOM \
- "#version 150\n"\
- "\n"\
- "layout(lines) in;\n"\
- "layout(line_strip, max_vertices = 5) out;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\tgl_Position = gl_in[0].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = gl_in[1].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = gl_in[0].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tEndPrimitive();\n"\
- "}\n"
-
-#define RECT_FILLED_GEOM \
- "#version 150\n"\
- "\n"\
- "layout(lines) in;\n"\
- "layout(triangle_strip, max_vertices = 4) out;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\tgl_Position = gl_in[0].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = gl_in[1].gl_Position;\n"\
- "\tEmitVertex();\n"\
- "\tEndPrimitive();\n"\
- "}\n"
-
-#define CIRCLE_FILLED_GEOM \
- "#version 150\n"\
- "\n"\
- "layout(lines) in;\n"\
- "layout(triangle_strip, max_vertices = 4) out;\n"\
- "out vec2 objcoords;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\tgl_Position = gl_in[0].gl_Position;\n"\
- "\tobjcoords = vec2(-1.0, -1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
- "\tobjcoords = vec2(-1.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
- "\tobjcoords = vec2(1.0, -1.0);\n"\
- "\tEmitVertex();\n"\
- "\tgl_Position = gl_in[1].gl_Position;\n"\
- "\tobjcoords = vec2(1.0, 1.0);\n"\
- "\tEmitVertex();\n"\
- "\tEndPrimitive();\n"\
- "}\n"
-
-#define CIRCLE_FRAG \
- "#version 140\n"\
- "\n"\
- "in vec2 objcoords;\n"\
- "out vec4 output_colour;\n"\
- "\n"\
- "uniform vec4 colour;\n"\
- "\n"\
- "void main()\n"\
- "{\n"\
- "\tif ((objcoords.x)*(objcoords.x) + (objcoords.y)*(objcoords.y) > 1.0)\n"\
- "\t{\n"\
- "\t\tdiscard;\n"\
- "\t}\n"\
- "\toutput_colour = colour;\n"\
- "}\n"
+/**
+ * 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 Rect & 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)
{
+ 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());
+ //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.
+ 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;
y += m_bounds.y;
- //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;
- top *= scaleAmt;
- left *= scaleAmt;
+ top *= scale_amount;
+ left *= scale_amount;
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());
- if (!m_use_gpu_transform)
- m_buffer_dirty = true;
- m_bounds_dirty = true;
+ 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());
+
+
}
+/**
+ * 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
{
+ #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;
-
out.w = inp.w / m_bounds.w;
out.h = inp.h / m_bounds.h;
return out;
}
-void View::DrawGrid()
-{
- //TODO: Implement this with OpenGL 3.1+
-#if 0
- // 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();
-
- }
-#endif
-}
-
+/**
+ * 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 (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight())
+ 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;
}
- if (!m_bounds_dirty)
+ // 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();
+ m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
m_cached_display.Clear();
- if (!m_render_inited)
- PrepareRender();
-
- if (m_buffer_dirty)
- UpdateObjBoundsVBO();
-
- if (m_bounds_dirty)
+#ifndef QUADTREE_DISABLED
+ if (m_bounds_dirty || !m_lazy_rendering)
{
- if (m_use_gpu_transform)
+ if ( false && (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0))
{
- 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))};
- m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
+ //TODO: Generate a new parent node.
+ 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;
+ }
}
- else
+ 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))
{
- GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f};
- m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
+ 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;
}
}
- m_bounds_dirty = false;
+ m_screen.DebugFontPrintF("Current View QuadTree Node: %d (objs: %d -> %d)\n", m_current_quadtree_node, m_document.GetQuadTree().nodes[m_current_quadtree_node].object_begin,
+ m_document.GetQuadTree().nodes[m_current_quadtree_node].object_end);
+
+ 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
+ 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;
+ RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
- if (m_colour.a < 1.0f)
+ 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), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(-1,0,1,1)))
{
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ 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), remaining_depth - 1);
+ }
+ 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), remaining_depth - 1);
+ }
+ 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), remaining_depth - 1);
}
- m_objbounds_vbo.Bind();
- m_bounds_ubo.Bind();
- glEnableVertexAttribArray(0);
- glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
-
- // Filled Rectangles
- m_rect_filled_shader.Use();
- m_filled_ibo.Bind();
- glDrawElements(GL_LINES, m_rendered_filled*2, GL_UNSIGNED_INT, 0);
-
- // Rectangle Outlines
- m_rect_outline_shader.Use();
- m_outline_ibo.Bind();
- glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
-
- // Filled Circles
- m_circle_filled_shader.Use();
- m_circle_ibo.Bind();
- glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0);
- glDisableVertexAttribArray(0);
- if (m_colour.a < 1.0f)
+ if (m_bounds.Intersects(Rect(0,1,1,1)))
{
- glDisable(GL_BLEND);
+ 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), remaining_depth - 1);
+ }
+ 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), remaining_depth - 1);
+ }
+ 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), remaining_depth - 1);
+ }
+ 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), remaining_depth - 1);
}
- m_cached_display.UnBind();
- m_cached_display.Blit();
+ 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
-struct GPUObjBounds
+void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
{
- float x0, y0;
- float x1, y1;
-};
+ 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
+ {
+ 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
+ {
+ 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;
-void View::UpdateObjBoundsVBO()
+
+ // 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();
+}
+
+void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
{
- m_objbounds_vbo.Invalidate();
+ //m_objbounds_vbo.Invalidate();
m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
+ m_objbounds_vbo.SetName("Object Bounds VBO");
if (m_use_gpu_transform)
{
m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
}
else
{
- m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy);
}
m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
- BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.Map(false, true, true), m_objbounds_vbo.GetSize());
+ 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());
- for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
+ for (unsigned id = first_obj; id < last_obj; ++id)
{
Rect obj_bounds;
if (m_use_gpu_transform)
}
m_objbounds_vbo.UnMap();
- m_buffer_dirty = false;
}
-
+/**
+ * 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()
{
- // TODO: Error check here.
- m_rect_outline_shader.AttachGeometryProgram(RECT_OUTLINE_GEOM);
- m_rect_outline_shader.AttachVertexProgram(RECT_VERT);
- m_rect_outline_shader.AttachFragmentProgram(RECT_FRAG);
- m_rect_outline_shader.Link();
- m_rect_outline_shader.Use();
- glUniform4f(m_rect_outline_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
-
- m_rect_filled_shader.AttachGeometryProgram(RECT_FILLED_GEOM);
- m_rect_filled_shader.AttachVertexProgram(RECT_VERT);
- m_rect_filled_shader.AttachFragmentProgram(RECT_FRAG);
- m_rect_filled_shader.Link();
- m_rect_filled_shader.Use();
- glUniform4f(m_rect_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
-
- m_circle_filled_shader.AttachGeometryProgram(CIRCLE_FILLED_GEOM);
- m_circle_filled_shader.AttachVertexProgram(RECT_VERT);
- m_circle_filled_shader.AttachFragmentProgram(CIRCLE_FRAG);
- m_circle_filled_shader.Link();
- m_circle_filled_shader.Use();
- glUniform4f(m_circle_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
-
- m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
- m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
-
- m_outline_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
- m_outline_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
- m_outline_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
- BufferBuilder<uint32_t> outline_builder(m_outline_ibo.Map(false, true, true), m_outline_ibo.GetSize());
-
- m_filled_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
- m_filled_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
- m_filled_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
- BufferBuilder<uint32_t> filled_builder(m_filled_ibo.Map(false, true, true), m_filled_ibo.GetSize());
-
- m_circle_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
- m_circle_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
- m_circle_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
- BufferBuilder<uint32_t> circle_builder(m_circle_ibo.Map(false, true, true), m_circle_ibo.GetSize());
-
- m_rendered_filled = m_rendered_outline = m_rendered_circle = 0;
- uint32_t currentIndex = 0;
+ 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)
- {
- outline_builder.Add(currentIndex++);
- outline_builder.Add(currentIndex++);
- m_rendered_outline++;
- }
- else if (m_document.m_objects.types[id] == RECT_FILLED)
- {
- filled_builder.Add(currentIndex++);
- filled_builder.Add(currentIndex++);
- m_rendered_filled++;
- }
- else
- {
- circle_builder.Add(currentIndex++);
- circle_builder.Add(currentIndex++);
- m_rendered_circle++;
- }
+ 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);
+ }
+
+ // Finish the buffers
+ for (unsigned i = 0; i < m_object_renderers.size(); ++i)
+ {
+ m_object_renderers[i]->FinaliseBuffers();
}
- m_outline_ibo.UnMap();
- m_filled_ibo.UnMap();
- m_circle_ibo.UnMap();
+ if (UsingGPURendering())
+ dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
+ m_render_dirty = false;
+}
- m_render_inited = true;
+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);
}