y *= m_bounds.h;
m_bounds.x += x;
m_bounds.y += y;
+ Debug("View Bounds => %s", m_bounds.Str().c_str());
+ if (!m_use_gpu_transform)
+ m_bounds_dirty = true;
}
void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
{
+ // 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;
- Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt));
+ //Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt));
Real top = y - m_bounds.y;
Real left = x - m_bounds.x;
m_bounds.y = y - top;
m_bounds.w *= scaleAmt;
m_bounds.h *= scaleAmt;
+ Debug("View Bounds => %s", m_bounds.Str().c_str());
+ if (!m_use_gpu_transform)
+ m_bounds_dirty = true;
+}
+
+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;
}
void View::DrawGrid()
}
}
+void glPrimitiveRestartIndex(GLuint index);
+
void View::Render()
{
- static bool debug_output_done = false;
- if (!debug_output_done)
+
+ glMatrixMode(GL_PROJECTION);
+ glLoadIdentity();
+ if (m_use_gpu_transform)
{
- m_document.DebugDumpObjects();
- debug_output_done = true;
+ glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
+ }
+ else
+ {
+ glOrtho(0,1,1,0,-1,1);
}
+ if (m_bounds_dirty)
+ ReRender();
- //DrawGrid(); // Draw the gridlines
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
-
if (m_colour.a < 1.0f)
{
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
- glBegin(GL_QUADS);
+ m_vertex_buffer.Bind();
+ m_index_buffer.Bind();
+ glEnable(GL_PRIMITIVE_RESTART);
+ glPrimitiveRestartIndex(0xFFFFFFFF);
+ glVertexPointer(2, GL_FLOAT, 0, 0);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glDrawElements(GL_TRIANGLE_STRIP, m_rendered_filled * 5, GL_UNSIGNED_INT, 0);
+ glDrawElements(GL_LINE_LOOP, m_rendered_outline*5, GL_UNSIGNED_INT,(void*)(sizeof(uint32_t)*m_rendered_filled*5));
+ glDisable(GL_PRIMITIVE_RESTART);
+ if (m_colour.a < 1.0f)
+ {
+ glDisable(GL_BLEND);
+ }
+
+
+}
+
+void View::ReRender()
+{
+ static bool debug_output_done = false;
+ if (!debug_output_done)
+ {
+ //m_document.DebugDumpObjects();
+ debug_output_done = true;
+
+ m_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex);
+ m_index_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ m_index_buffer.SetType(GraphicsBuffer::BufferTypeIndex);
+
+ m_vertex_buffer.Upload(m_document.ObjectCount() * 8 * sizeof(float), NULL);
+ m_index_buffer.Upload(m_document.ObjectCount() * 5 * sizeof(uint32_t), NULL);
+ }
+ m_rendered_filled = m_rendered_outline = 0;
+
+ if (m_use_gpu_transform)
+ {
+ m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+ }
+ else
+ {
+ m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+ }
+
+
+ //DrawGrid(); // Draw the gridlines
+
+
+
+ float *vertexData = (float*)m_vertex_buffer.Map(false, true, true);
+ uint32_t *indexData = (uint32_t*)m_index_buffer.Map(false, true, true);
+
+ uint32_t currentIndex = 0;
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
if (m_document.m_objects.types[id] != RECT_FILLED)
continue;
- Rect obj_bounds = m_document.m_objects.bounds[id];
- glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
- glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
- glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
- glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
- }
- glEnd();
+ Rect obj_bounds;
+ if (m_use_gpu_transform)
+ {
+ obj_bounds = m_document.m_objects.bounds[id];
+ }
+ else
+ {
+ obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+ }
+ *vertexData = Float(obj_bounds.x); vertexData++;
+ *vertexData = Float(obj_bounds.y); vertexData++;
+ *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
+ *vertexData = Float(obj_bounds.y); vertexData++;
+ *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
+ *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
+ *vertexData = Float(obj_bounds.x); vertexData++;
+ *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
+
+ *indexData = currentIndex; indexData++;
+ *indexData = currentIndex+1; indexData++;
+ *indexData = currentIndex+3; indexData++;
+ *indexData = currentIndex+2; indexData++;
+ *indexData = 0xFFFFFFFF; // Primitive restart.
+ indexData++;
+ currentIndex += 4;
+ m_rendered_filled++;
+ }
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
if (m_document.m_objects.types[id] != RECT_OUTLINE)
continue;
- Rect obj_bounds = m_document.m_objects.bounds[id];
- glBegin(GL_LINE_LOOP);
- glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
- glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
- glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
- glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
- glEnd();
- }
+ Rect obj_bounds;
+ if (m_use_gpu_transform)
+ {
+ obj_bounds = m_document.m_objects.bounds[id];
+ }
+ else
+ {
+ obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+ }
+ *vertexData = Float(obj_bounds.x); vertexData++;
+ *vertexData = Float(obj_bounds.y); vertexData++;
+ *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
+ *vertexData = Float(obj_bounds.y); vertexData++;
+ *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++;
+ *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
+ *vertexData = Float(obj_bounds.x); vertexData++;
+ *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++;
- if (m_colour.a < 1.0f)
- {
- glDisable(GL_BLEND);
+ *indexData = currentIndex; indexData++;
+ *indexData = currentIndex+1; indexData++;
+ *indexData = currentIndex+2; indexData++;
+ *indexData = currentIndex+3; indexData++;
+ *indexData = 0xFFFFFFFF; // Primitive restart.
+ indexData++;
+ currentIndex += 4;
+ m_rendered_outline++;
}
+ m_vertex_buffer.UnMap();
+ m_index_buffer.UnMap();
+
+ m_bounds_dirty = false;
}