#define USE_GPU_RENDERING true
#define USE_SHADING !(USE_GPU_RENDERING) && true
+#ifdef QUADTREE_DISABLED
+
+#define TRANSFORM_OBJECTS_NOT_VIEW
+
+#endif
+
namespace IPDF
{
class Screen;
const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
+ void SetGPUTransform(bool state) {m_use_gpu_transform = state; m_bounds_dirty = true; m_buffer_dirty = true;}
void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
void ForceBoundsDirty() {m_bounds_dirty = true;}
void ForceBufferDirty() {m_buffer_dirty = true;}
void ForceRenderDirty() {m_render_dirty = true;}
+
+ void SetLazyRendering(bool state = true) {m_lazy_rendering = state;}
+ bool UsingLazyRendering() const {return m_lazy_rendering;}
+
+ void SaveBMP(const char * filename) {if (UsingGPURendering()) SaveGPUBMP(filename); else SaveCPUBMP(filename);}
+
+ void SaveCPUBMP(const char * filename);
+ void SaveGPUBMP(const char * filename);
+
+ Document & Doc() {return m_document;}
private:
struct GPUObjBounds
bool m_show_bezier_type;
bool m_show_fill_points;
bool m_show_fill_bounds;
+
+ bool m_lazy_rendering;// don't redraw frames unless we need to
#ifndef QUADTREE_DISABLED