Still-broken quadtree shenanigans!
[ipdf/code.git] / src / view.cpp
index 54e4155..004664b 100644 (file)
@@ -146,6 +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)
        {
@@ -184,6 +200,7 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
        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);
+       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);
@@ -205,23 +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;
@@ -275,7 +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, true), 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, false), m_objbounds_vbo.GetSize());
 
        for (unsigned id = first_obj; id < last_obj; ++id)
        {
@@ -330,7 +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

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