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Still-broken quadtree shenanigans!
[ipdf/code.git]
/
src
/
view.cpp
diff --git
a/src/view.cpp
b/src/view.cpp
index
4a7bb08
..
004664b
100644
(file)
--- a/
src/view.cpp
+++ b/
src/view.cpp
@@
-20,6
+20,8
@@
View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
{
Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
+ screen.SetView(this); // oh dear...
+
// Create ObjectRenderers - new's match delete's in View::~View
//TODO: Don't forget to put new renderers here or things will be segfaultastic
m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
@@
-144,6
+146,22
@@
void View::Render(int width, int height)
m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
m_cached_display.Clear();
+#ifndef QUADTREE_DISABLED
+ if (m_bounds_dirty)
+ {
+ if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT) && m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left != QUADTREE_EMPTY)
+ {
+ m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
+ }
+ if ((m_bounds.w > 1 || m_bounds.h > 1) && m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+ {
+ m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
+ }
+ }
+ m_screen.DebugFontPrintF("Current View QuadTree Node: %d\n", m_current_quadtree_node);
+#endif
if (!m_use_gpu_rendering)
{
@@
-181,7
+199,8
@@
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);
+ //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+ m_bounds_dirty = true;
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);
@@
-203,23
+222,22
@@
void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
{
-
if (m_render_dirty) // document has changed
PrepareRender();
- if (m_buffer_dirty) // object bounds have changed
+ if (m_buffer_dirty
|| m_bounds_dirty
) // object bounds have changed
UpdateObjBoundsVBO(first_obj, last_obj);
if (m_use_gpu_transform)
{
GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
- 0.0, 0.0,
640.0, 480.0
};
+ 0.0, 0.0,
static_cast<GLfloat>(width), static_cast<GLfloat>(height)
};
m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
else
{
GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f,
640.0f, 480.0f
};
+ 0.0f, 0.0f,
float(width), float(height)
};
m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
m_bounds_dirty = false;
@@
-273,7
+291,7
@@
void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj)
}
m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
- BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.MapRange(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds), false, true,
tru
e), m_objbounds_vbo.GetSize());
+ BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.MapRange(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds), false, true,
fals
e), m_objbounds_vbo.GetSize());
for (unsigned id = first_obj; id < last_obj; ++id)
{
@@
-328,7
+346,7
@@
void View::PrepareRender()
m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
// (Also, Wow I just actually used std::vector::at())
// (Also, I just managed to make it throw an exception because I'm a moron)
- Debug("Object of type %d", type);
+
//
Debug("Object of type %d", type);
}
// Finish the buffers
UCC
git Repository :: git.ucc.asn.au