+ // x and y are coordinates in the window
+ // Convert to local coords.
+ x *= m_bounds.w;
+ y *= m_bounds.h;
+ x += m_bounds.x;
+ y += m_bounds.y;
+
+ Real top = y - m_bounds.y;
+ Real left = x - m_bounds.x;
+
+ top *= scale_amount;
+ left *= scale_amount;
+
+ m_bounds.x = x - left;
+ m_bounds.y = y - top;
+ m_bounds.w *= scale_amount;
+ m_bounds.h *= scale_amount;
+ Debug("View Bounds => %s", m_bounds.Str().c_str());
+ if (!m_use_gpu_transform)
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
+}
+
+/**
+ * Transform a point in the document to a point relative to the top left corner of the view
+ * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms
+ * @param inp - Input Rect {x,y,w,h} in the document
+ * @returns output Rect {x,y,w,h} in the View
+ */
+Rect View::TransformToViewCoords(const Rect& inp) const
+{
+ Rect out;
+ out.x = (inp.x - m_bounds.x) / m_bounds.w;
+ out.y = (inp.y - m_bounds.y) / m_bounds.h;
+ out.w = inp.w / m_bounds.w;
+ out.h = inp.h / m_bounds.h;
+ return out;
+}
+
+/**
+ * Render the view
+ * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it
+ * Otherwise just Blits the cached FrameBuffer
+ * @param width - Width of View to render
+ * @param height - Height of View to render
+ */
+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;
+ }
+
+ // Bind FrameBuffer for rendering, and clear it
+
+
+ if (m_render_dirty) // document has changed
+ PrepareRender();
+
+ if (m_buffer_dirty) // object bounds have changed
+ UpdateObjBoundsVBO();
+
+ 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};
+ 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};
+ m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
+ }
+ 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)