#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"
+
+#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)
{
m_bounds.y += y;
Debug("View Bounds => %s", m_bounds.Str().c_str());
if (!m_use_gpu_transform)
- m_bounds_dirty = true;
+ {
+ m_buffer_dirty = true;
+ }
+ m_bounds_dirty = true;
}
void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
m_bounds.h *= scaleAmt;
Debug("View Bounds => %s", m_bounds.Str().c_str());
if (!m_use_gpu_transform)
- m_bounds_dirty = true;
+ m_buffer_dirty = true;
+ m_bounds_dirty = true;
}
Rect View::TransformToViewCoords(const Rect& inp) const
void View::DrawGrid()
{
+ //TODO: Implement this with OpenGL 3.1+
+#if 0
// Draw some grid lines at fixed pixel positions
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glEnd();
}
+#endif
}
-void glPrimitiveRestartIndex(GLuint index);
-
-void View::Render()
+void View::Render(int width, int height)
{
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- if (m_use_gpu_transform)
+ if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight())
{
- 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);
+ m_cached_display.Create(width, height);
+ m_bounds_dirty = true;
}
- else
+
+ if (!m_bounds_dirty)
{
- glOrtho(0,1,1,0,-1,1);
+ m_cached_display.UnBind();
+ m_cached_display.Blit();
+ return;
}
+ m_cached_display.Bind();
+ m_cached_display.Clear();
- if (m_bounds_dirty)
+ if (m_buffer_dirty)
ReRender();
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
+ 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);
}
- glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a);
m_vertex_buffer.Bind();
m_index_buffer.Bind();
+ m_bounds_ubo.Bind();
+ m_rect_shader.Use();
glEnable(GL_PRIMITIVE_RESTART);
glPrimitiveRestartIndex(0xFFFFFFFF);
- glVertexPointer(2, GL_FLOAT, 0, 0);
- glEnableClientState(GL_VERTEX_ARRAY);
+ 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();
}
static bool debug_output_done = false;
if (!debug_output_done)
{
- m_document.DebugDumpObjects();
+ //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.UnMap();
m_index_buffer.UnMap();
- m_bounds_dirty = false;
+ m_buffer_dirty = false;
}