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Attempt Shading + Bezier Bounds (hopefully) correct
[ipdf/code.git]
/
src
/
view.cpp
diff --git
a/src/view.cpp
b/src/view.cpp
index
ec8bbbe
..
e0efce9
100644
(file)
--- a/
src/view.cpp
+++ b/
src/view.cpp
@@
-20,12
+20,15
@@
View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
{
Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str());
+ screen.SetView(this); // oh dear...
+
// Create ObjectRenderers - new's match delete's in View::~View
//TODO: Don't forget to put new renderers here or things will be segfaultastic
m_object_renderers[RECT_FILLED] = new RectFilledRenderer();
m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer();
m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer();
m_object_renderers[BEZIER] = new BezierRenderer();
+ m_object_renderers[GROUP] = new GroupRenderer();
// To add rendering for a new type of object;
// 1. Add enum to ObjectType in ipdf.h
@@
-35,7
+38,7
@@
View::View(Document & document, Screen & screen, const Rect & bounds, const Colo
#ifndef QUADTREE_DISABLED
- m_quadtree_max_depth =
2
;
+ m_quadtree_max_depth =
1
;
m_current_quadtree_node = document.GetQuadTree().root_id;
#endif
}
@@
-125,6
+128,7
@@
Rect View::TransformToViewCoords(const Rect& inp) const
*/
void View::Render(int width, int height)
{
+ glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()");
// View dimensions have changed (ie: Window was resized)
int prev_width = m_cached_display.GetWidth();
int prev_height = m_cached_display.GetHeight();
@@
-139,11
+143,72
@@
void View::Render(int width, int height)
{
m_cached_display.UnBind();
m_cached_display.Blit();
+ glPopDebugGroup();
return;
}
m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
m_cached_display.Clear();
+#ifndef QUADTREE_DISABLED
+ if (m_bounds_dirty)
+ {
+ if (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0)
+ {
+ //TODO: Generate a new parent node.
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY)
+ {
+ m_bounds = TransformFromQuadChild(m_bounds, m_document.GetQuadTree().nodes[m_current_quadtree_node].child_type);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent;
+ }
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_LEFT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_TOP_RIGHT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_LEFT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left;
+ }
+ if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT))
+ {
+ if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY)
+ {
+ // We want to reparent into a child node, but none exist. Get the document to create one.
+ m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT);
+ m_render_dirty = true;
+ }
+ m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT);
+ m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right;
+ }
+ }
+ m_screen.DebugFontPrintF("Current View QuadTree Node: %d (objs: %d -> %d)\n", m_current_quadtree_node, m_document.GetQuadTree().nodes[m_current_quadtree_node].object_begin,
+ m_document.GetQuadTree().nodes[m_current_quadtree_node].object_end);
+#endif
if (!m_use_gpu_rendering)
{
@@
-172,6
+237,8
@@
void View::Render(int width, int height)
}
m_cached_display.UnBind(); // resets render target to the screen
m_cached_display.Blit(); // blit FrameBuffer to screen
+ m_buffer_dirty = false;
+ glPopDebugGroup();
}
#ifndef QUADTREE_DISABLED
@@
-180,7
+247,8
@@
void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
Rect old_bounds = m_bounds;
if (node == QUADTREE_EMPTY) return;
if (!remaining_depth) return;
- Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+ //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
+ m_bounds_dirty = true;
RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
@@
-202,23
+270,23
@@
void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
{
-
+ glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()");
if (m_render_dirty) // document has changed
PrepareRender();
- if (m_buffer_dirty) // object bounds have changed
- UpdateObjBoundsVBO();
+ if (m_buffer_dirty
|| m_bounds_dirty
) // object bounds have changed
+ UpdateObjBoundsVBO(
first_obj, last_obj
);
if (m_use_gpu_transform)
{
GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
- 0.0, 0.0,
640.0, 480.0
};
+ 0.0, 0.0,
static_cast<GLfloat>(width), static_cast<GLfloat>(height)
};
m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
else
{
GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
- 0.0f, 0.0f,
640.0f, 480.0f
};
+ 0.0f, 0.0f,
float(width), float(height)
};
m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
}
m_bounds_dirty = false;
@@
-256,25
+324,27
@@
void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_
m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
}
}
+ glPopDebugGroup();
}
-void View::UpdateObjBoundsVBO()
+void View::UpdateObjBoundsVBO(
unsigned first_obj, unsigned last_obj
)
{
- m_objbounds_vbo.Invalidate();
+
//
m_objbounds_vbo.Invalidate();
m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
+ m_objbounds_vbo.SetName("Object Bounds VBO");
if (m_use_gpu_transform)
{
m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
}
else
{
- m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamic
Draw
);
+ m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamic
Copy
);
}
m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds));
- BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.Map
(
false, true, true), m_objbounds_vbo.GetSize());
+ BufferBuilder<GPUObjBounds> obj_bounds_builder(m_objbounds_vbo.Map
Range(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds),
false, true, true), m_objbounds_vbo.GetSize());
- for (unsigned id =
0; id < m_document.ObjectCount()
; ++id)
+ for (unsigned id =
first_obj; id < last_obj
; ++id)
{
Rect obj_bounds;
if (m_use_gpu_transform)
@@
-295,7
+365,6
@@
void View::UpdateObjBoundsVBO()
}
m_objbounds_vbo.UnMap();
- m_buffer_dirty = false;
}
/**
* Prepare the document for rendering
@@
-309,6
+378,7
@@
void View::PrepareRender()
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
@@
-328,7
+398,7
@@
void View::PrepareRender()
m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling?
// (Also, Wow I just actually used std::vector::at())
// (Also, I just managed to make it throw an exception because I'm a moron)
- Debug("Object of type %d", type);
+
//
Debug("Object of type %d", type);
}
// Finish the buffers
UCC
git Repository :: git.ucc.asn.au