All of the things and none of the sleep
[ipdf/code.git] / src / view.cpp
index 47d28c1..b8e1019 100644 (file)
@@ -22,7 +22,7 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
                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_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false),
-               m_show_fill_points(false), m_show_fill_bounds(false)
+               m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true)
 {
        Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
 
@@ -364,7 +364,10 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_
                PrepareRender();
 
        if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed
-               UpdateObjBoundsVBO(first_obj, last_obj);
+       {
+               if (m_use_gpu_rendering)
+                       UpdateObjBoundsVBO(first_obj, last_obj);
+       }
 
        if (m_use_gpu_transform)
        {
@@ -464,10 +467,13 @@ void View::PrepareRender()
 {
        Debug("Recreate buffers with %u objects", m_document.ObjectCount());
        // Prepare bounds vbo
-       m_bounds_ubo.Invalidate();
-       m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
-       m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
-       m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
+       if (UsingGPURendering())
+       {
+               m_bounds_ubo.Invalidate();
+               m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
+               m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+               m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds.");
+       }
        
        // Instead of having each ObjectRenderer go through the whole document
        //  we initialise them, go through the document once adding to the appropriate Renderers
@@ -490,12 +496,14 @@ void View::PrepareRender()
                //Debug("Object of type %d", type);
        }
 
+
        // Finish the buffers
        for (unsigned i = 0; i < m_object_renderers.size(); ++i)
        {
                m_object_renderers[i]->FinaliseBuffers();
        }
-       dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
+       if (UsingGPURendering())
+               dynamic_cast<BezierRenderer*>(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects);
        m_render_dirty = false;
 }
 
@@ -507,3 +515,12 @@ void View::SaveCPUBMP(const char * filename)
        ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename);
        SetGPURendering(prev);
 }
+
+void View::SaveGPUBMP(const char * filename)
+{
+       bool prev = UsingGPURendering();
+       SetGPURendering(true);
+       Render(800,600);
+       m_screen.ScreenShot(filename);
+       SetGPURendering(prev);  
+}

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