X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=007b9e056e32458ee5f4d550516461a71c8f49ac;hp=1ed36e7d4451b11fd96bdd5f5673cd181a7cdb18;hb=d68c91a7a2a3a4b3a312a50cbab5a7539d4cd7d5;hpb=216bf86aee4c7a1f3392051a457e7e5933f40fbd;ds=sidebyside diff --git a/src/view.cpp b/src/view.cpp index 1ed36e7..007b9e0 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -233,7 +233,7 @@ void View::Render(int width, int height) { 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 +243,7 @@ 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 +321,7 @@ 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) { @@ -377,6 +378,12 @@ 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) @@ -404,17 +411,15 @@ 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; - if (m_document.m_document_dirty) - { - m_render_dirty = m_buffer_dirty = true; - m_document.m_document_dirty = false; - } 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; } @@ -462,41 +467,46 @@ 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);