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());
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)
{
{
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
//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;
}
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);
+}