#include "view.h"
#include "bufferbuilder.h"
-
+#include "screen.h"
#include "gl_core44.h"
using namespace IPDF;
* @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, const Rect & bounds, const Colour & colour)
+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_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(),
- m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES)
+ 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)
{
Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
// Create ObjectRenderers - new's match delete's in View::~View
- // Ok, look, this may seem disgusting, but go look at View::PrepareRender before you murder me
+ //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();
// To add rendering for a new type of object;
// 1. Add enum to ObjectType in ipdf.h
{
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
- //delete m_object_renderers[i];
+ delete m_object_renderers[i]; // delete's match new's in constructor
}
m_object_renderers.clear();
+ delete [] m_cpu_rendering_pixels;
}
/**
void View::Render(int width, int height)
{
// View dimensions have changed (ie: Window was resized)
- if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight())
+ 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;
}
// Bind FrameBuffer for rendering, and clear it
- m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
- m_cached_display.Clear();
if (m_render_dirty) // document has changed
}
m_bounds_dirty = false;
+ m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
+ m_cached_display.Clear();
+
// Render using GPU
if (m_use_gpu_rendering)
}
else // Rasterise on CPU then blit texture to GPU
{
+ // 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;
+
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
- m_object_renderers[i]->RenderUsingCPU();
+ m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height});
}
+ 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
void View::UpdateObjBoundsVBO()
{
- Debug("Called");
m_objbounds_vbo.Invalidate();
m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
if (m_use_gpu_transform)
*/
void View::PrepareRender()
{
+ 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);
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