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Cubic Beziers and more SVG stuff
[ipdf/code.git]
/
src
/
view.cpp
diff --git
a/src/view.cpp
b/src/view.cpp
index
ffcee56
..
4bbe5f0
100644
(file)
--- a/
src/view.cpp
+++ b/
src/view.cpp
@@
-20,6
+20,8
@@
View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
{
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();
@@
-172,6
+174,7
@@
void View::Render(int width, int height)
}
m_cached_display.UnBind(); // resets render target to the screen
m_cached_display.Blit(); // blit FrameBuffer to screen
+ m_buffer_dirty = false;
}
#ifndef QUADTREE_DISABLED
@@
-180,7
+183,7
@@
void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
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);
+
//
Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
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);
@@
-206,19
+209,19
@@
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_
if (m_render_dirty) // document has changed
PrepareRender();
- if (m_buffer_dirty
|| (m_bounds_dirty && !m_use_gpu_transform)
) // object bounds have changed
- UpdateObjBoundsVBO();
+ if (m_buffer_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,
640.0, 480.0
};
+ 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,
640.0f, 480.0f
};
+ 0.0f, 0.0f,
float(width), float(height)
};
m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
m_bounds_dirty = false;
@@
-258,9
+261,9
@@
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_
}
}
-void View::UpdateObjBoundsVBO()
+void View::UpdateObjBoundsVBO(
unsigned first_obj, unsigned last_obj
)
{
- m_objbounds_vbo.Invalidate();
+
//
m_objbounds_vbo.Invalidate();
m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
if (m_use_gpu_transform)
{
@@
-272,9
+275,9
@@
void View::UpdateObjBoundsVBO()
}
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.Map
Range(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)
@@
-295,7
+298,6
@@
void View::UpdateObjBoundsVBO()
}
m_objbounds_vbo.UnMap();
- m_buffer_dirty = false;
}
/**
* Prepare the document for rendering
@@
-328,7
+330,7
@@
void View::PrepareRender()
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);
+
//
Debug("Object of type %d", type);
}
// Finish the buffers
UCC
git Repository :: git.ucc.asn.au