GLSL Shaders -> Files (instead of #define)
[ipdf/code.git] / src / view.cpp
index c9aac36..fd26b13 100644 (file)
@@ -1,47 +1,16 @@
 #include "view.h"
+#include "bufferbuilder.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"
+#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)
 {
@@ -140,14 +109,17 @@ void View::Render(int width, int height)
        m_cached_display.Bind();
        m_cached_display.Clear();
 
+       if (!m_render_inited)
+               PrepareRender();
+
        if (m_buffer_dirty)
-               ReRender();
+               UpdateObjBoundsVBO();
 
        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)};
+                       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))};
                        m_bounds_ubo.Upload(sizeof(float)*4, glbounds);
                }
                else
@@ -163,18 +135,27 @@ void View::Render(int width, int height)
                glEnable(GL_BLEND);
                glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        }
-       m_vertex_buffer.Bind();
-       m_index_buffer.Bind();
+       m_objbounds_vbo.Bind();
        m_bounds_ubo.Bind();
-       m_rect_shader.Use();
-       glEnable(GL_PRIMITIVE_RESTART);
-       glPrimitiveRestartIndex(0xFFFFFFFF);
        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));
+
+       // 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();
+       glDrawElements(GL_LINES, m_rendered_filled*2, GL_UNSIGNED_INT, 0);
+
+       // Rectangle Outlines
+       m_rect_outline_shader.Use();
+       m_outline_ibo.Bind();
+       glDrawElements(GL_LINES, m_rendered_outline*2, GL_UNSIGNED_INT, 0);
+
        glDisableVertexAttribArray(0);
-       glDisable(GL_PRIMITIVE_RESTART);
        if (m_colour.a < 1.0f)
        {
                glDisable(GL_BLEND);
@@ -184,55 +165,30 @@ void View::Render(int width, int height)
 
 }
 
-void View::ReRender()
+struct GPUObjBounds
 {
-       static bool debug_output_done = false;
-       if (!debug_output_done)
-       {
-               //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);
+       float x0, y0;
+       float x1, y1;
+};
 
-               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;
-       
+void View::UpdateObjBoundsVBO()
+{
+       m_objbounds_vbo.Invalidate();
+       m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex);
        if (m_use_gpu_transform)
        {
-               m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+               m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
        }
        else
        {
-               m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
+               m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw);
        }
+       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());
 
-       //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;
                if (m_use_gpu_transform)
                {
@@ -242,60 +198,83 @@ void View::ReRender()
                {
                        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++;
+               GPUObjBounds gpu_bounds = {
+                       (float)Float(obj_bounds.x),
+                       (float)Float(obj_bounds.y),
+                       (float)Float(obj_bounds.x + obj_bounds.w),
+                       (float)Float(obj_bounds.y + obj_bounds.h)
+               };
+               obj_bounds_builder.Add(gpu_bounds);
 
        }
-       
+       m_objbounds_vbo.UnMap();
+       m_buffer_dirty = false;
+}
+
+void View::PrepareRender()
+{
+       // TODO: Error check here.
+
+       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.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);
+
+       m_outline_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+       m_outline_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+       m_outline_ibo.Resize(m_document.ObjectCount() * 2 * sizeof(uint32_t));
+       BufferBuilder<uint32_t> outline_builder(m_outline_ibo.Map(false, true, true), m_outline_ibo.GetSize()); 
+
+       m_filled_ibo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw);
+       m_filled_ibo.SetType(GraphicsBuffer::BufferTypeIndex);
+       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 = 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_OUTLINE)
-                       continue;
-               Rect obj_bounds;
-               if (m_use_gpu_transform)
+               if (m_document.m_objects.types[id] == RECT_OUTLINE)
                {
-                       obj_bounds = m_document.m_objects.bounds[id];
+                       outline_builder.Add(currentIndex++);
+                       outline_builder.Add(currentIndex++);
+                       m_rendered_outline++;
+               }
+               else if (m_document.m_objects.types[id] == RECT_FILLED)
+               {
+                       filled_builder.Add(currentIndex++);
+                       filled_builder.Add(currentIndex++);
+                       m_rendered_filled++;
                }
                else
                {
-                       obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]);
+                       circle_builder.Add(currentIndex++);
+                       circle_builder.Add(currentIndex++);
+                       m_rendered_circle++;
                }
-               *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+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_buffer_dirty = false;
+       }
+       m_outline_ibo.UnMap();
+       m_filled_ibo.UnMap();
+       m_circle_ibo.UnMap();
 
+       m_render_inited = true;
 }

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