X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;fp=src%2Fview.cpp;h=c660a7e883faa857d5be58e4a330752e80cc62d7;hp=af5f53ef764eaf0859f324ddec6804382e2ba0e2;hb=f0b6c9b6b95fde134927c395afbfbbbc057868e6;hpb=6c0dfe752994312ee58d307b383948bfeb2d6e2e diff --git a/src/view.cpp b/src/view.cpp index af5f53e..c660a7e 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,6 +1,7 @@ #include "view.h" #include "bufferbuilder.h" #include "screen.h" +#include "profiler.h" #include "gl_core44.h" #ifndef CONTROLPANEL_DISABLED @@ -87,6 +88,7 @@ View::~View() */ void View::Translate(Real x, Real y) { + PROFILE_SCOPE("View::Translate"); if (!m_use_gpu_transform) m_buffer_dirty = true; m_bounds_dirty = true; @@ -134,7 +136,7 @@ void View::SetBounds(const Rect & bounds) */ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) { - + PROFILE_SCOPE("View::ScaleAroundPoint"); // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s) // x and y are coordinates in the window // Convert to local coords. @@ -197,6 +199,7 @@ Rect View::TransformToViewCoords(const Rect& inp) const */ void View::Render(int width, int height) { + PROFILE_SCOPE("View::Render()"); if (!m_screen.Valid()) return; glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION,42,-1, "Beginning View::Render()"); // View dimensions have changed (ie: Window was resized) @@ -232,8 +235,9 @@ void View::Render(int width, int height) // quadtree node). if (m_bounds_dirty || !m_lazy_rendering) { + g_profiler.BeginZone("View::Render -- Quadtree view bounds management"); // If we're too far zoomed out, become the parent of the current node. - if ( m_bounds.w > 1.0 || m_bounds.h > 1.0) + while ( m_bounds.w > 1.0 || m_bounds.h > 1.0) { // If a parent node exists, we'll become it. //TODO: Generate a new parent node if none exists, and work out when to change child_type @@ -243,6 +247,7 @@ void View::Render(int width, int height) 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; } + else break; } // If we have a parent... (This prevents some crashes, but should disappear.) @@ -320,7 +325,7 @@ void View::Render(int width, int height) // Otherwise, we'll arbitrarily select the bottom-right. // TODO: Perhaps select based on greatest area? - if (m_bounds.w < 0.5 || m_bounds.h < 0.5) + while (m_bounds.w < 0.5 || m_bounds.h < 0.5) { if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY) { @@ -331,6 +336,7 @@ void View::Render(int width, int height) m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT); m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right; } + g_profiler.EndZone(); } m_screen.DebugFontPrintF("Current View QuadTree"); @@ -376,6 +382,12 @@ void View::Render(int width, int height) #ifdef QUADTREE_DISABLED RenderRange(width, height, 0, m_document.ObjectCount()); #else + // Make sure we update the gpu buffers properly. + if (m_document.m_document_dirty) + { + m_render_dirty = m_buffer_dirty = true; + m_document.m_document_dirty = false; + } RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth); #endif if (!m_use_gpu_rendering) @@ -403,13 +415,15 @@ 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); m_bounds_dirty = true; - m_render_dirty = m_buffer_dirty = true; QuadTreeIndex overlay = node; while(overlay != -1) { + //Debug("Rendering QT node %d, (overlay %d, objs: %d -- %d)\n", node, overlay, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end); + if (m_document.GetQuadTree().nodes[overlay].render_dirty) + m_buffer_dirty = m_render_dirty = true; RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end); + const_cast(m_document.GetQuadTree().nodes[overlay].render_dirty) = false; overlay = m_document.GetQuadTree().nodes[overlay].next_overlay; } @@ -457,40 +471,46 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) { + // We don't want to render an empty range, + // so don't waste time setting up everything. + if (first_obj == last_obj) return; + PROFILE_SCOPE("View::RenderRange"); glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()"); if (m_render_dirty) // document has changed PrepareRender(); + if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed { if (m_use_gpu_rendering) UpdateObjBoundsVBO(first_obj, last_obj); } - if (m_use_gpu_transform) - { - #ifdef TRANSFORM_OBJECTS_NOT_VIEW - //Debug("Transform objects, not view"); - GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, - 0.0f, 0.0f, float(width), float(height)}; - #else - GLfloat glbounds[] = {static_cast(Float(m_bounds.x)), static_cast(Float(m_bounds.y)), static_cast(Float(m_bounds.w)), static_cast(Float(m_bounds.h)), - 0.0, 0.0, static_cast(width), static_cast(height)}; - #endif - m_bounds_ubo.Upload(sizeof(float)*8, glbounds); - } - else - { - GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, - 0.0f, 0.0f, float(width), float(height)}; - m_bounds_ubo.Upload(sizeof(float)*8, glbounds); - } - m_bounds_dirty = false; - // Render using GPU if (m_use_gpu_rendering) { + + if (m_use_gpu_transform) + { + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + //Debug("Transform objects, not view"); + GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, float(width), float(height)}; + #else + GLfloat glbounds[] = {static_cast(Float(m_bounds.x)), static_cast(Float(m_bounds.y)), static_cast(Float(m_bounds.w)), static_cast(Float(m_bounds.h)), + 0.0, 0.0, static_cast(width), static_cast(height)}; + #endif + m_bounds_ubo.Upload(sizeof(float)*8, glbounds); + } + else + { + GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, float(width), float(height)}; + m_bounds_ubo.Upload(sizeof(float)*8, glbounds); + } + m_bounds_dirty = false; + if (m_colour.a < 1.0f) { glEnable(GL_BLEND); @@ -525,6 +545,7 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) { + PROFILE_SCOPE("View::UpdateObjBoundsVBO"); if (m_query_gpu_bounds_on_next_frame != NULL) { fprintf(m_query_gpu_bounds_on_next_frame,"# View: %s\t%s\t%s\t%s\n", Str(m_bounds.x).c_str(), Str(m_bounds.y).c_str(), Str(m_bounds.w).c_str(), Str(m_bounds.h).c_str()); @@ -636,6 +657,7 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) */ void View::PrepareRender() { + PROFILE_SCOPE("View::PrepareRender()"); Debug("Recreate buffers with %u objects", m_document.ObjectCount()); // Prepare bounds vbo if (UsingGPURendering())