#include "ipdf.h"
#include "document.h"
+#include "graphicsbuffer.h"
+#include "framebuffer.h"
+#include "shaderprogram.h"
namespace IPDF
{
{
public:
View(Document & document, const Rect & bounds = Rect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f))
- : m_document(document), m_bounds(bounds), m_colour(colour) {}
+ : m_use_gpu_transform(false), m_bounds_dirty(true), m_buffer_dirty(true), m_render_inited(false), m_document(document), m_bounds(bounds), m_colour(colour)
+ {
+ Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
+ }
virtual ~View() {}
- void Render();
+ void Render(int width = 0, int height = 0);
void Translate(Real x, Real y);
void ScaleAroundPoint(Real x, Real y, Real scaleAmt);
+ Rect TransformToViewCoords(const Rect& inp) const;
+
const Rect& GetBounds() const { return m_bounds; }
+
+ const bool UsingGPUTransform() const { return m_use_gpu_transform; }
+ void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
private:
+ void PrepareRender();
+ void UpdateObjBoundsVBO();
void DrawGrid();
+ bool m_use_gpu_transform;
+ bool m_bounds_dirty;
+ bool m_buffer_dirty;
+ bool m_render_inited;
+ ShaderProgram m_rect_outline_shader;
+ ShaderProgram m_rect_filled_shader;
+ ShaderProgram m_circle_filled_shader;
+ // Stores the view bounds.
+ GraphicsBuffer m_bounds_ubo;
+ // Stores the bounds for _all_ objects.
+ GraphicsBuffer m_objbounds_vbo;
+ // Stores indices into the objbounds vbo for each type of object.
+ GraphicsBuffer m_outline_ibo; // Rectangle outline
+ GraphicsBuffer m_filled_ibo; // Filled rectangle
+ GraphicsBuffer m_circle_ibo; // Filled circle
+ FrameBuffer m_cached_display;
Document & m_document;
Rect m_bounds;
Colour m_colour;
+ uint32_t m_rendered_filled;
+ uint32_t m_rendered_outline;
+ uint32_t m_rendered_circle;
};
}