6 #include "framebuffer.h"
7 #include "objectrenderer.h"
9 #define USE_GPU_TRANSFORM true
10 #define USE_GPU_RENDERING true
11 #define USE_SHADING !(USE_GPU_RENDERING) && true
13 #ifdef QUADTREE_DISABLED
15 #define TRANSFORM_OBJECTS_NOT_VIEW
23 * The View class manages a rectangular view into the document.
24 * It is responsible for coordinate transforms and rendering the document.
25 * ObjectRenderer's for each type of Object should be created in the constructor.
30 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));
33 void Render(int width = 0, int height = 0);
35 void Translate(Real x, Real y);
36 void ScaleAroundPoint(Real x, Real y, Real scale_amount);
37 void SetBounds(const Rect & new_bounds);
39 Rect TransformToViewCoords(const Rect& inp) const;
41 const Rect& GetBounds() const { return m_bounds; }
44 const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU
45 const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering
46 void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; }
47 void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; }
48 void SetGPUTransform(bool state) {m_use_gpu_transform = state; m_bounds_dirty = true; m_buffer_dirty = true;}
50 void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
52 bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles
53 void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
54 bool ShowingBezierType() const {return m_show_bezier_type;}
55 void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;}
56 bool ShowingFillPoints() const {return m_show_fill_points;}
57 void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;}
58 bool ShowingFillBounds() const {return m_show_fill_bounds;}
59 void ShowFillBounds(bool state) {m_show_fill_bounds = true;}
61 bool PerformingShading() const {return m_perform_shading;}
62 void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
64 void ForceBoundsDirty() {m_bounds_dirty = true;}
65 void ForceBufferDirty() {m_buffer_dirty = true;}
66 void ForceRenderDirty() {m_render_dirty = true;}
68 void SetLazyRendering(bool state = true) {m_lazy_rendering = state;}
69 bool UsingLazyRendering() const {return m_lazy_rendering;}
71 void SaveBMP(const char * filename) {if (UsingGPURendering()) SaveGPUBMP(filename); else SaveCPUBMP(filename);}
73 void SaveCPUBMP(const char * filename);
74 void SaveGPUBMP(const char * filename);
76 Document & Doc() {return m_document;}
83 } __attribute__((packed));
85 void PrepareRender(); // call when m_render_dirty is true
86 void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true
88 void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj);
90 bool m_use_gpu_transform;
91 bool m_use_gpu_rendering;
92 bool m_bounds_dirty; // the view bounds has changed (occurs when changing view)
93 bool m_buffer_dirty; // the object bounds have changed (also occurs when changing view, but only when not using GPU transforms)
94 bool m_render_dirty; // the document has changed (occurs when document first loaded)
95 Document & m_document;
97 FrameBuffer m_cached_display;
101 // Stores the view bounds.
102 GraphicsBuffer m_bounds_ubo; //bounds_dirty means this one has changed
103 // Stores the bounds for _all_ objects.
104 GraphicsBuffer m_objbounds_vbo; //buffer_dirty means this one has changed
106 // ObjectRenderers to be initialised in constructor
107 // Trust me it will be easier to generalise things this way. Even though there are pointers.
108 std::vector<ObjectRenderer*> m_object_renderers;
109 uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
113 bool m_perform_shading;
116 bool m_show_bezier_bounds;
117 bool m_show_bezier_type;
118 bool m_show_fill_points;
119 bool m_show_fill_bounds;
121 bool m_lazy_rendering;// don't redraw frames unless we need to
124 #ifndef QUADTREE_DISABLED
125 QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.
126 int m_quadtree_max_depth; // The maximum quadtree depth.
127 void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth);