From: David Gow Date: Tue, 15 Jul 2014 13:26:52 +0000 (+0800) Subject: QuadTree Rendering with GPU coord transform. X-Git-Url: https://git.ucc.asn.au/?a=commitdiff_plain;h=8793e48b5e8f28f59d9db8325ce05ec7c0431d40;p=ipdf%2Fcode.git QuadTree Rendering with GPU coord transform. --- diff --git a/src/document.cpp b/src/document.cpp index 76a5349..041519c 100644 --- a/src/document.cpp +++ b/src/document.cpp @@ -89,7 +89,8 @@ void Document::Save(const string & filename) void Document::GenBaseQuadtree() { - m_quadtree.nodes.push_back(QuadTreeNode{QUADTREE_EMPTY, QUADTREE_EMPTY, QUADTREE_EMPTY, QUADTREE_EMPTY, QUADTREE_EMPTY, QTC_UNKNOWN, 0, ObjectCount()}); + m_quadtree.nodes.push_back(QuadTreeNode{QUADTREE_EMPTY, 1, QUADTREE_EMPTY, QUADTREE_EMPTY, QUADTREE_EMPTY, QTC_UNKNOWN, 0, 1}); + m_quadtree.nodes.push_back(QuadTreeNode{QUADTREE_EMPTY, QUADTREE_EMPTY, QUADTREE_EMPTY, QUADTREE_EMPTY, QUADTREE_EMPTY, QTC_UNKNOWN, 1, ObjectCount()}); m_quadtree.root_id = 0; } diff --git a/src/quadtree.cpp b/src/quadtree.cpp index a4e0df2..9ba2cee 100644 --- a/src/quadtree.cpp +++ b/src/quadtree.cpp @@ -5,36 +5,36 @@ namespace IPDF { Rect TransformToQuadChild(const Rect& src, QuadTreeNodeChildren child_type) { - Rect dst; + Rect dst = src; dst.x *= 2; dst.y *= 2; dst.w *= 2; dst.h *= 2; if (child_type == QTC_BOTTOM_LEFT || child_type == QTC_BOTTOM_RIGHT) { - dst.x -= 2; + dst.x -= 1; } if (child_type == QTC_TOP_RIGHT || child_type == QTC_BOTTOM_RIGHT) { - dst.y -= 2; + dst.y -= 1; } return dst; } Rect TransformFromQuadChild(const Rect& src, QuadTreeNodeChildren child_type) { - Rect dst; + Rect dst = src; dst.x *= 0.5; dst.y *= 0.5; dst.w *= 0.5; dst.h *= 0.5; if (child_type == QTC_BOTTOM_LEFT || child_type == QTC_BOTTOM_RIGHT) { - dst.x += 0.5; + dst.x += 1; } if (child_type == QTC_TOP_RIGHT || child_type == QTC_BOTTOM_RIGHT) { - dst.y += 0.5; + dst.y += 1; } return dst; } diff --git a/src/view.cpp b/src/view.cpp index aaf7aae..ec8bbbe 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -35,7 +35,7 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo #ifndef QUADTREE_DISABLED - m_quadtree_max_depth = 1; + m_quadtree_max_depth = 2; m_current_quadtree_node = document.GetQuadTree().root_id; #endif } @@ -125,11 +125,53 @@ Rect View::TransformToViewCoords(const Rect& inp) const */ void View::Render(int width, int height) { + // View dimensions have changed (ie: Window was resized) + int prev_width = m_cached_display.GetWidth(); + int prev_height = m_cached_display.GetHeight(); + if (width != prev_width || height != prev_height) + { + m_cached_display.Create(width, height); + m_bounds_dirty = true; + } + + // View bounds have not changed; blit the FrameBuffer as it is + if (!m_bounds_dirty) + { + m_cached_display.UnBind(); + m_cached_display.Blit(); + return; + } + m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind + m_cached_display.Clear(); + + + if (!m_use_gpu_rendering) + { + // Dynamically resize CPU rendering target pixels if needed + if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height) + { + delete [] m_cpu_rendering_pixels; + m_cpu_rendering_pixels = new uint8_t[width*height*4]; + if (m_cpu_rendering_pixels == NULL) + Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4); + } + // Clear CPU rendering pixels + for (int i = 0; i < width*height*4; ++i) + m_cpu_rendering_pixels[i] = 255; + } #ifdef QUADTREE_DISABLED RenderRange(width, height, 0, m_document.ObjectCount()); #else RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth); #endif + if (!m_use_gpu_rendering) + { + m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :( + // Debug for great victory (do something similar for GPU and compare?) + ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp"); + } + m_cached_display.UnBind(); // resets render target to the screen + m_cached_display.Blit(); // blit FrameBuffer to screen } #ifndef QUADTREE_DISABLED @@ -138,41 +180,28 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem Rect old_bounds = m_bounds; if (node == QUADTREE_EMPTY) return; if (!remaining_depth) return; + Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end); RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end); m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT); + m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1); m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT); + m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1); m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT); + m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1); m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT); + m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1); m_bounds = old_bounds; + m_bounds_dirty = true; } #endif void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) { - // View dimensions have changed (ie: Window was resized) - int prev_width = m_cached_display.GetWidth(); - int prev_height = m_cached_display.GetHeight(); - if (width != prev_width || height != prev_height) - { - m_cached_display.Create(width, height); - m_bounds_dirty = true; - } - - // View bounds have not changed; blit the FrameBuffer as it is - if (!m_bounds_dirty) - { - m_cached_display.UnBind(); - m_cached_display.Blit(); - return; - } - - // Bind FrameBuffer for rendering, and clear it - if (m_render_dirty) // document has changed PrepareRender(); @@ -194,8 +223,6 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_ } m_bounds_dirty = false; - m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind - m_cached_display.Clear(); // Render using GPU if (m_use_gpu_rendering) @@ -223,28 +250,12 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_ } else // Rasterise on CPU then blit texture to GPU { - // Dynamically resize CPU rendering target pixels if needed - if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height) - { - delete [] m_cpu_rendering_pixels; - m_cpu_rendering_pixels = new uint8_t[width*height*4]; - if (m_cpu_rendering_pixels == NULL) - Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4); - } - // Clear CPU rendering pixels - for (int i = 0; i < width*height*4; ++i) - m_cpu_rendering_pixels[i] = 255; for (unsigned i = 0; i < m_object_renderers.size(); ++i) { m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj); } - m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :( - // Debug for great victory (do something similar for GPU and compare?) - ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp"); } - m_cached_display.UnBind(); // resets render target to the screen - m_cached_display.Blit(); // blit FrameBuffer to screen } void View::UpdateObjBoundsVBO()