: m_use_gpu_transform(USE_GPU_TRANSFORM), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true),
m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(),
m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL),
- m_show_object_bounds(false), m_perform_shading(USE_SHADING)
+ m_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false),
+ m_show_fill_points(false), m_show_fill_bounds(false)
{
Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
#ifndef QUADTREE_DISABLED
- m_quadtree_max_depth = 1;
+ m_quadtree_max_depth = 2;
m_current_quadtree_node = document.GetQuadTree().root_id;
#endif
}
#ifndef QUADTREE_DISABLED
if (m_bounds_dirty)
{
- if (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0)
+ if ( false && (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0))
{
//TODO: Generate a new parent node.
if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
}
m_screen.DebugFontPrintF("Current View QuadTree Node: %d (objs: %d -> %d)\n", m_current_quadtree_node, m_document.GetQuadTree().nodes[m_current_quadtree_node].object_begin,
m_document.GetQuadTree().nodes[m_current_quadtree_node].object_end);
+
+ Rect view_top_bounds = m_bounds;
+ QuadTreeIndex tmp = m_current_quadtree_node;
+ while (tmp != -1)
+ {
+ view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type);
+ tmp = m_document.GetQuadTree().nodes[tmp].parent;
+ }
+ m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str());
#endif
if (!m_use_gpu_rendering)
#ifndef CONTROLPANEL_DISABLED
ControlPanel::Update();
#endif //CONTROLPANEL_DISABLED
+ //Debug("Completed Render");
}
m_bounds_dirty = true;
RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+ if (m_bounds.Intersects(Rect(-1,-1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, -1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(-1,0,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 0), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(-1,1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x - 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(0,-1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, -1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(0,1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(1,-1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y - 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, -1), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(1,0,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0), remaining_depth - 1);
+ }
+ if (m_bounds.Intersects(Rect(1,1,1,1)))
+ {
+ m_bounds = Rect(m_bounds.x + 1, m_bounds.y + 1, m_bounds.w, m_bounds.h);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1), remaining_depth - 1);
+ }
+ m_bounds = old_bounds;
+ m_bounds_dirty = true;
+
+#if 0
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);
RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
m_bounds = old_bounds;
m_bounds_dirty = true;
+#endif
}
#endif