Yeah it's broken
[ipdf/code.git] / src / view.cpp
index d8a875b..d9227b4 100644 (file)
@@ -12,6 +12,11 @@ void View::Translate(Real x, Real y)
        m_bounds.x += x;
        m_bounds.y += y;
        Debug("View Bounds => %s", m_bounds.Str().c_str());
+       if (!m_use_gpu_transform)
+       {
+               m_buffer_dirty = true;
+       }
+       m_bounds_dirty = true;
 }
 
 void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
@@ -36,6 +41,20 @@ void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt)
        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()
@@ -63,60 +82,167 @@ void View::DrawGrid()
        }
 }
 
-void View::Render()
+void glPrimitiveRestartIndex(GLuint index);
+
+void View::Render(int width, int height)
 {
-       static bool debug_output_done = false;
-       if (!debug_output_done)
+       if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight())
        {
-               m_document.DebugDumpObjects();
-               debug_output_done = true;
+               m_cached_display.Create(width, height);
+               m_bounds_dirty = true;
        }
 
-
-       //DrawGrid(); // Draw the gridlines
-
+       if (!m_bounds_dirty)
+       {
+               m_cached_display.UnBind();
+               m_cached_display.Blit();
+               return;
+       }
+       m_cached_display.Bind();
+       m_cached_display.Clear();
+       
        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);
+       if (m_use_gpu_transform)
+       {
+               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_buffer_dirty)
+               ReRender();
+
        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);
+       }
+       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;
+
+               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;
 
 }

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