#ifndef QUADTREE_DISABLED
- m_quadtree_max_depth = 1;
+ m_quadtree_max_depth = 2;
m_current_quadtree_node = document.GetQuadTree().root_id;
#endif
}
m_cached_display.Blit();
return;
}
+ m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
+ m_cached_display.Clear();
+
+
+ if (!m_use_gpu_rendering)
+ {
+ // Dynamically resize CPU rendering target pixels if needed
+ if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
+ {
+ delete [] m_cpu_rendering_pixels;
+ m_cpu_rendering_pixels = new uint8_t[width*height*4];
+ if (m_cpu_rendering_pixels == NULL)
+ Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
+ }
+ // Clear CPU rendering pixels
+ for (int i = 0; i < width*height*4; ++i)
+ m_cpu_rendering_pixels[i] = 255;
+ }
+#ifdef QUADTREE_DISABLED
+ RenderRange(width, height, 0, m_document.ObjectCount());
+#else
+ RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth);
+#endif
+ if (!m_use_gpu_rendering)
+ {
+ m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
+ // Debug for great victory (do something similar for GPU and compare?)
+ ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
+ }
+ m_cached_display.UnBind(); // resets render target to the screen
+ m_cached_display.Blit(); // blit FrameBuffer to screen
+}
+
+#ifndef QUADTREE_DISABLED
+void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth)
+{
+ 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);
+ RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end);
- // Bind FrameBuffer for rendering, and clear it
+ m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1);
+ m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT);
+ m_bounds_dirty = true;
+ RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1);
+ m_bounds = old_bounds;
+ m_bounds_dirty = true;
+}
+#endif
+void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj)
+{
if (m_render_dirty) // document has changed
PrepareRender();
}
m_bounds_dirty = false;
- m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind
- m_cached_display.Clear();
-
- // When we QuadTree, this will be magic.
- int first_obj = 0;
- int last_obj = m_document.ObjectCount();
// Render using GPU
if (m_use_gpu_rendering)
}
else // Rasterise on CPU then blit texture to GPU
{
- // Dynamically resize CPU rendering target pixels if needed
- if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height)
- {
- delete [] m_cpu_rendering_pixels;
- m_cpu_rendering_pixels = new uint8_t[width*height*4];
- if (m_cpu_rendering_pixels == NULL)
- Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4);
- }
- // Clear CPU rendering pixels
- for (int i = 0; i < width*height*4; ++i)
- m_cpu_rendering_pixels[i] = 255;
for (unsigned i = 0; i < m_object_renderers.size(); ++i)
{
m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj);
}
- m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :(
- // Debug for great victory (do something similar for GPU and compare?)
- ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp");
}
- m_cached_display.UnBind(); // resets render target to the screen
- m_cached_display.Blit(); // blit FrameBuffer to screen
}
void View::UpdateObjBoundsVBO()