#include "ipdf.h"
#include "document.h"
+#include "framebuffer.h"
+#include "objectrenderer.h"
+
+#define USE_GPU_TRANSFORM true
+#define USE_GPU_RENDERING true
namespace IPDF
{
+ class Screen;
+ /**
+ * The View class manages a rectangular view into the document.
+ * It is responsible for coordinate transforms and rendering the document.
+ * ObjectRenderer's for each type of Object should be created in the constructor.
+ */
class View
{
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)
- {
- Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
- }
- virtual ~View() {}
+ View(Document & document, Screen & screen, const Rect & bounds = Rect(0,0,1,1), const Colour & colour = Colour(0.f,0.f,0.f,1.f));
+ 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);
+ void ScaleAroundPoint(Real x, Real y, Real scale_amount);
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); }
-
+ const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
+ 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 ForceBoundsDirty() {m_bounds_dirty = true;}
+ void ForceBufferDirty() {m_buffer_dirty = true;}
+ void ForceRenderDirty() {m_render_dirty = true;}
+
+
private:
- void DrawGrid();
+ struct GPUObjBounds
+ {
+ float x0, y0;
+ float x1, y1;
+ };
+
+ void PrepareRender(); // call when m_render_dirty is true
+ void UpdateObjBoundsVBO(); // call when m_buffer_dirty is true
+
bool m_use_gpu_transform;
+ bool m_use_gpu_rendering;
+ bool m_bounds_dirty; // the view bounds has changed (occurs when changing view)
+ bool m_buffer_dirty; // the object bounds have changed (also occurs when changing view, but only when not using GPU transforms)
+ bool m_render_dirty; // the document has changed (occurs when document first loaded)
Document & m_document;
+ Screen & m_screen;
+ FrameBuffer m_cached_display;
Rect m_bounds;
Colour m_colour;
+
+ // Stores the view bounds.
+ GraphicsBuffer m_bounds_ubo; //bounds_dirty means this one has changed
+ // Stores the bounds for _all_ objects.
+ GraphicsBuffer m_objbounds_vbo; //buffer_dirty means this one has changed
+
+ // ObjectRenderers to be initialised in constructor
+ // Trust me it will be easier to generalise things this way. Even though there are pointers.
+ std::vector<ObjectRenderer*> m_object_renderers;
+ uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
};
}