#include "view.h"
+#include "bufferbuilder.h"
#include "gl_core44.h"
"\toutput_colour = colour;\n"\
"}\n"
+#define RECT_OUTLINE_GEOM \
+ "#version 150\n"\
+ "\n"\
+ "layout(lines) in;\n"\
+ "layout(line_strip, max_vertices = 5) out;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\tgl_Position = gl_in[0].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = gl_in[1].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = gl_in[0].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tEndPrimitive();\n"\
+ "}\n"
+
+#define RECT_FILLED_GEOM \
+ "#version 150\n"\
+ "\n"\
+ "layout(lines) in;\n"\
+ "layout(triangle_strip, max_vertices = 4) out;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\tgl_Position = gl_in[0].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
+ "\tEmitVertex();\n"\
+ "\tgl_Position = gl_in[1].gl_Position;\n"\
+ "\tEmitVertex();\n"\
+ "\tEndPrimitive();\n"\
+ "}\n"
+
void View::Translate(Real x, Real y)
{
x *= m_bounds.w;
m_cached_display.Bind();
m_cached_display.Clear();
+ if (!m_render_inited)
+ PrepareRender();
+
if (m_buffer_dirty)
- ReRender();
+ UpdateObjBoundsVBO();
if (m_bounds_dirty)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
- m_vertex_buffer.Bind();
- m_index_buffer.Bind();
+ m_objbounds_vbo.Bind();
m_bounds_ubo.Bind();
- m_rect_shader.Use();
- glEnable(GL_PRIMITIVE_RESTART);
- glPrimitiveRestartIndex(0xFFFFFFFF);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
- glDrawElements(GL_TRIANGLE_STRIP, m_rendered_filled * 5, GL_UNSIGNED_INT, 0);
- glDrawElements(GL_LINE_LOOP, m_rendered_outline*5, GL_UNSIGNED_INT,(void*)(sizeof(uint32_t)*m_rendered_filled*5));
+
+ // Filled Rectangles
+ m_rect_filled_shader.Use();
+ m_filled_ibo.Bind();
+ glDrawElements(GL_LINES, m_rendered_filled*2, GL_UNSIGNED_INT, 0);
+
+ // Rectangle Outlines
+ m_rect_outline_shader.Use();
+ m_outline_ibo.Bind();
+ glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
glDisableVertexAttribArray(0);
- glDisable(GL_PRIMITIVE_RESTART);
if (m_colour.a < 1.0f)
{
glDisable(GL_BLEND);
}
-void View::ReRender()
+struct GPUObjBounds
{
- static bool debug_output_done = false;
- if (!debug_output_done)
- {
- //m_document.DebugDumpObjects();
- debug_output_done = true;
-
- // TODO: Error check here.
- m_rect_shader.AttachVertexProgram(RECT_VERT);
- m_rect_shader.AttachFragmentProgram(RECT_FRAG);
- m_rect_shader.Link();
- m_rect_shader.Use();
- glUniform4f(m_rect_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
-
- m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
- m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
-
- m_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
- m_index_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
- m_index_buffer.SetType(GraphicsBuffer::BufferTypeIndex);
+ float x0, y0;
+ float x1, y1;
+};
- m_vertex_buffer.Upload(m_document.ObjectCount() * 8 * sizeof(float), NULL);
- m_index_buffer.Upload(m_document.ObjectCount() * 5 * sizeof(uint32_t), NULL);
- }
- m_rendered_filled = m_rendered_outline = 0;
-
+void View::UpdateObjBoundsVBO()
+{
+ m_objbounds_vbo.Invalidate();
+ m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
if (m_use_gpu_transform)
{
- m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
}
else
{
- m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
}
+ m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
+ BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.Map(false, true, true), m_objbounds_vbo.GetSize());
- //DrawGrid(); // Draw the gridlines
-
-
-
- float *vertexData = (float*)m_vertex_buffer.Map(false, true, true);
- uint32_t *indexData = (uint32_t*)m_index_buffer.Map(false, true, true);
-
- uint32_t currentIndex = 0;
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] != RECT_FILLED)
- continue;
Rect obj_bounds;
if (m_use_gpu_transform)
{
{
obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
}
- *vertexData = Float(obj_bounds.x); vertexData++;
- *vertexData = Float(obj_bounds.y); vertexData++;
- *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
- *vertexData = Float(obj_bounds.y); vertexData++;
- *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
- *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
- *vertexData = Float(obj_bounds.x); vertexData++;
- *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
-
- *indexData = currentIndex; indexData++;
- *indexData = currentIndex+1; indexData++;
- *indexData = currentIndex+3; indexData++;
- *indexData = currentIndex+2; indexData++;
- *indexData = 0xFFFFFFFF; // Primitive restart.
- indexData++;
- currentIndex += 4;
- m_rendered_filled++;
+ GPUObjBounds gpu_bounds = {
+ (float)Float(obj_bounds.x),
+ (float)Float(obj_bounds.y),
+ (float)Float(obj_bounds.x + obj_bounds.w),
+ (float)Float(obj_bounds.y + obj_bounds.h)
+ };
+ obj_bounds_builder.Add(gpu_bounds);
}
-
+ m_objbounds_vbo.UnMap();
+ m_buffer_dirty = false;
+}
+
+void View::PrepareRender()
+{
+ // TODO: Error check here.
+ m_rect_outline_shader.AttachGeometryProgram(RECT_OUTLINE_GEOM);
+ m_rect_outline_shader.AttachVertexProgram(RECT_VERT);
+ m_rect_outline_shader.AttachFragmentProgram(RECT_FRAG);
+ m_rect_outline_shader.Link();
+ m_rect_outline_shader.Use();
+ glUniform4f(m_rect_outline_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+
+ m_rect_filled_shader.AttachGeometryProgram(RECT_FILLED_GEOM);
+ m_rect_filled_shader.AttachVertexProgram(RECT_VERT);
+ m_rect_filled_shader.AttachFragmentProgram(RECT_FRAG);
+ m_rect_filled_shader.Link();
+ m_rect_filled_shader.Use();
+ glUniform4f(m_rect_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+
+ m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
+ m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+
+ m_outline_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ m_outline_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+ m_outline_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
+ BufferBuilder<uint32_t> outline_builder(m_outline_ibo.Map(false, true, true), m_outline_ibo.GetSize());
+
+ m_filled_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ m_filled_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+ m_filled_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
+ BufferBuilder<uint32_t> filled_builder(m_filled_ibo.Map(false, true, true), m_filled_ibo.GetSize());
+
+
+ m_rendered_filled = m_rendered_outline = 0;
+ uint32_t currentIndex = 0;
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] != RECT_OUTLINE)
- continue;
- Rect obj_bounds;
- if (m_use_gpu_transform)
+ if (m_document.m_objects.types[id] != RECT_FILLED)
{
- obj_bounds = m_document.m_objects.bounds[id];
+ outline_builder.Add(currentIndex++);
+ outline_builder.Add(currentIndex++);
+ m_rendered_outline++;
}
else
{
- obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+ filled_builder.Add(currentIndex++);
+ filled_builder.Add(currentIndex++);
+ m_rendered_filled++;
}
- *vertexData = Float(obj_bounds.x); vertexData++;
- *vertexData = Float(obj_bounds.y); vertexData++;
- *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
- *vertexData = Float(obj_bounds.y); vertexData++;
- *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
- *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
- *vertexData = Float(obj_bounds.x); vertexData++;
- *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
-
- *indexData = currentIndex; indexData++;
- *indexData = currentIndex+1; indexData++;
- *indexData = currentIndex+2; indexData++;
- *indexData = currentIndex+3; indexData++;
- *indexData = 0xFFFFFFFF; // Primitive restart.
- indexData++;
- currentIndex += 4;
- m_rendered_outline++;
- }
- m_vertex_buffer.UnMap();
- m_index_buffer.UnMap();
- m_buffer_dirty = false;
+ }
+ m_outline_ibo.UnMap();
+ m_filled_ibo.UnMap();
+ m_render_inited = true;
}