#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_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());
}
void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
private:
- void ReRender();
+ void PrepareRender();
+ void UpdateObjBoundsVBO();
void DrawGrid();
bool m_use_gpu_transform;
bool m_bounds_dirty;
bool m_buffer_dirty;
- GraphicsBuffer m_vertex_buffer;
- GraphicsBuffer m_index_buffer;
+ 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;
};
}