#include "view.h"
-#include "SDL_opengl.h"
+#include "gl_core44.h"
using namespace IPDF;
using namespace std;
+#define RECT_VERT \
+ "#version 140\n"\
+ "#extension GL_ARB_shading_language_420pack : require\n"\
+ "#extension GL_ARB_explicit_attrib_location : require\n"\
+ "\n"\
+ "layout(std140, binding=0) uniform ViewBounds\n"\
+ "{\n"\
+ "\tfloat bounds_x;\n"\
+ "\tfloat bounds_y;\n"\
+ "\tfloat bounds_w;\n"\
+ "\tfloat bounds_h;\n"\
+ "};\n"\
+ "\n"\
+ "layout(location = 0) in vec2 position;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\tvec2 transformed_position;\n"\
+ "\ttransformed_position.x = (position.x - bounds_x) / bounds_w;\n"\
+ "\ttransformed_position.y = (position.y - bounds_y) / bounds_h;\n"\
+ "\t// Transform to clip coordinates (-1,1, -1,1).\n"\
+ "\tgl_Position.x = (transformed_position.x*2) - 1;\n"\
+ "\tgl_Position.y = 1 - (transformed_position.y*2);\n"\
+ "\tgl_Position.z = 0.0;\n"\
+ "\tgl_Position.w = 1.0;\n"\
+ "}\n"
-void View::Render()
+#define RECT_FRAG \
+ "#version 140\n"\
+ "\n"\
+ "out vec4 output_colour;\n"\
+ "\n"\
+ "uniform vec4 colour;\n"\
+ "\n"\
+ "void main()\n"\
+ "{\n"\
+ "\toutput_colour = colour;\n"\
+ "}\n"
+
+void View::Translate(Real x, Real y)
{
- static bool debug_output_done = false;
- if (!debug_output_done)
+ x *= m_bounds.w;
+ 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_document.DebugDumpObjects();
- debug_output_done = true;
+ m_buffer_dirty = true;
}
+ m_bounds_dirty = true;
+}
- glClearColor(1.f,1.f,1.f,1.f);
- glClear(GL_COLOR_BUFFER_BIT);
+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));
+
+ Real top = y - m_bounds.y;
+ Real left = x - m_bounds.x;
+
+ top *= scaleAmt;
+ left *= scaleAmt;
+
+ m_bounds.x = x - left;
+ 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_buffer_dirty = true;
+ 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()
+{
+ //TODO: Implement this with OpenGL 3.1+
+#if 0
+ // Draw some grid lines at fixed pixel positions
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- glOrtho(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f);
+ glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
- glColor4f(0.f,0.f,0.f,1.f);
- glBegin(GL_QUADS);
+ glColor4f(0.9,0.9,0.9,0.1);
+ const float num_lines = 50.0;
+ for (float i = 0; i < num_lines; ++i)
+ {
+ glBegin(GL_LINES);
+ glVertex2f(i*(1.0/num_lines), 0.0);
+ glVertex2f(i*(1.0/num_lines), 1.0);
+ glEnd();
+ glBegin(GL_LINES);
+ glVertex2f(0.0,i*(1.0/num_lines));
+ glVertex2f(1.0,i*(1.0/num_lines));
+ glEnd();
+
+ }
+#endif
+}
+
+void View::Render(int width, int height)
+{
+ if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight())
+ {
+ m_cached_display.Create(width, height);
+ m_bounds_dirty = true;
+ }
+
+ if (!m_bounds_dirty)
+ {
+ m_cached_display.UnBind();
+ m_cached_display.Blit();
+ return;
+ }
+ m_cached_display.Bind();
+ m_cached_display.Clear();
+
+ if (m_buffer_dirty)
+ ReRender();
+
+ if (m_bounds_dirty)
+ {
+ if (m_use_gpu_transform)
+ {
+ GLfloat glbounds[] = {Float(m_bounds.x), Float(m_bounds.y), Float(m_bounds.w), Float(m_bounds.h)};
+ m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
+ }
+ else
+ {
+ GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f};
+ m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
+ }
+ }
+ m_bounds_dirty = false;
+
+ if (m_colour.a < 1.0f)
+ {
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ m_vertex_buffer.Bind();
+ m_index_buffer.Bind();
+ m_bounds_ubo.Bind();
+ m_rect_shader.Use();
+ glEnable(GL_PRIMITIVE_RESTART);
+ glPrimitiveRestartIndex(0xFFFFFFFF);
+ glEnableVertexAttribArray(0);
+ glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
+ 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));
+ glDisableVertexAttribArray(0);
+ glDisable(GL_PRIMITIVE_RESTART);
+ if (m_colour.a < 1.0f)
+ {
+ glDisable(GL_BLEND);
+ }
+ m_cached_display.UnBind();
+ m_cached_display.Blit();
+
+}
+
+void View::ReRender()
+{
+ static bool debug_output_done = false;
+ if (!debug_output_done)
+ {
+ //m_document.DebugDumpObjects();
+ debug_output_done = true;
+
+ // TODO: Error check here.
+ m_rect_shader.AttachVertexProgram(RECT_VERT);
+ m_rect_shader.AttachFragmentProgram(RECT_FRAG);
+ m_rect_shader.Link();
+ m_rect_shader.Use();
+ glUniform4f(m_rect_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
+
+ m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform);
+ m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw);
+
+ 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)
+ if (m_document.m_objects.types[id] != RECT_FILLED)
continue;
- Rect obj_bounds = m_document.m_objects.bounds[id];
- glVertex2f(obj_bounds.x, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
- glVertex2f(obj_bounds.x, obj_bounds.y + 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++;
- glBegin(GL_LINE_LOOP);
+ }
+
for (unsigned id = 0; id < m_document.ObjectCount(); ++id)
{
- if (m_document.m_objects.types[id] == RECT_OUTLINE)
+ if (m_document.m_objects.types[id] != RECT_OUTLINE)
continue;
- Rect obj_bounds = m_document.m_objects.bounds[id];
- glVertex2f(obj_bounds.x, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
- glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+ 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+2; indexData++;
+ *indexData = currentIndex+3; indexData++;
+ *indexData = 0xFFFFFFFF; // Primitive restart.
+ indexData++;
+ currentIndex += 4;
+ m_rendered_outline++;
}
- glEnd();
+ m_vertex_buffer.UnMap();
+ m_index_buffer.UnMap();
+
+ m_buffer_dirty = false;
}