The magic RenderPixels function.
[ipdf/code.git] / src / view.cpp
index 587f1ba..fd26b13 100644 (file)
@@ -5,84 +5,12 @@
 
 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"
-
-#define RECT_OUTLINE_GEOM \
-       "#version 150\n"\
-       "\n"\
-       "layout(lines) in;\n"\
-       "layout(line_strip, max_vertices = 5) out;\n"\
-       "\n"\
-       "void main()\n"\
-       "{\n"\
-       "\tgl_Position = gl_in[0].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = gl_in[1].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = gl_in[0].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tEndPrimitive();\n"\
-       "}\n"
-
-#define RECT_FILLED_GEOM \
-       "#version 150\n"\
-       "\n"\
-       "layout(lines) in;\n"\
-       "layout(triangle_strip, max_vertices = 4) out;\n"\
-       "\n"\
-       "void main()\n"\
-       "{\n"\
-       "\tgl_Position = gl_in[0].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\
-       "\tEmitVertex();\n"\
-       "\tgl_Position = gl_in[1].gl_Position;\n"\
-       "\tEmitVertex();\n"\
-       "\tEndPrimitive();\n"\
-       "}\n"
+#define RECT_VERT "shaders/rect_vert.glsl"
+#define RECT_FRAG "shaders/rect_frag.glsl"
+#define RECT_OUTLINE_GEOM "shaders/rect_outline_geom.glsl"
+#define RECT_FILLED_GEOM "shaders/rect_filled_geom.glsl"
+#define CIRCLE_FILLED_GEOM "shaders/circle_filled_geom.glsl"
+#define CIRCLE_FRAG "shaders/circle_frag.glsl"
 
 void View::Translate(Real x, Real y)
 {
@@ -212,6 +140,11 @@ void View::Render(int width, int height)
        glEnableVertexAttribArray(0);
        glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0);
 
+       // Filled Circles
+       m_circle_filled_shader.Use();
+       m_circle_ibo.Bind();
+       glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0);
+
        // Filled Rectangles
        m_rect_filled_shader.Use();
        m_filled_ibo.Bind();
@@ -221,6 +154,7 @@ void View::Render(int width, int height)
        m_rect_outline_shader.Use();
        m_outline_ibo.Bind();
        glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
+
        glDisableVertexAttribArray(0);
        if (m_colour.a < 1.0f)
        {
@@ -280,20 +214,22 @@ void View::UpdateObjBoundsVBO()
 void View::PrepareRender()
 {
        // TODO: Error check here.
-       m_rect_outline_shader.AttachGeometryProgram(RECT_OUTLINE_GEOM);
-       m_rect_outline_shader.AttachVertexProgram(RECT_VERT);
-       m_rect_outline_shader.AttachFragmentProgram(RECT_FRAG);
+
+       m_rect_outline_shader.AttachShaderPrograms(RECT_OUTLINE_GEOM, RECT_VERT, RECT_FRAG);
        m_rect_outline_shader.Link();
        m_rect_outline_shader.Use();
        glUniform4f(m_rect_outline_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
 
-       m_rect_filled_shader.AttachGeometryProgram(RECT_FILLED_GEOM);
-       m_rect_filled_shader.AttachVertexProgram(RECT_VERT);
-       m_rect_filled_shader.AttachFragmentProgram(RECT_FRAG);
+       m_rect_filled_shader.AttachShaderPrograms(RECT_FILLED_GEOM, RECT_VERT, RECT_FRAG);
        m_rect_filled_shader.Link();
        m_rect_filled_shader.Use();
        glUniform4f(m_rect_filled_shader.GetUniformLocation("colour"), m_colour.r, m_colour.g, m_colour.b, m_colour.a);
 
+       m_circle_filled_shader.AttachShaderPrograms(CIRCLE_FILLED_GEOM, RECT_VERT, CIRCLE_FRAG);
+       m_circle_filled_shader.Link();
+       m_circle_filled_shader.Use();
+       glUniform4f(m_circle_filled_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);
 
@@ -307,27 +243,38 @@ void View::PrepareRender()
        m_filled_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
        BufferBuilder<uint32_t> filled_builder(m_filled_ibo.Map(false, true, true), m_filled_ibo.GetSize());
 
+       m_circle_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+       m_circle_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+       m_circle_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
+       BufferBuilder<uint32_t> circle_builder(m_circle_ibo.Map(false, true, true), m_circle_ibo.GetSize());
 
-       m_rendered_filled = m_rendered_outline = 0;
+       m_rendered_filled = m_rendered_outline = m_rendered_circle = 0;
        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_OUTLINE)
                {
                        outline_builder.Add(currentIndex++);
                        outline_builder.Add(currentIndex++);
                        m_rendered_outline++;
                }
-               else
+               else if (m_document.m_objects.types[id] == RECT_FILLED)
                {
                        filled_builder.Add(currentIndex++);
                        filled_builder.Add(currentIndex++);
                        m_rendered_filled++;
                }
+               else
+               {
+                       circle_builder.Add(currentIndex++);
+                       circle_builder.Add(currentIndex++);
+                       m_rendered_circle++;
+               }
 
        }
        m_outline_ibo.UnMap();
        m_filled_ibo.UnMap();
+       m_circle_ibo.UnMap();
 
        m_render_inited = true;
 }

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