X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=09b7f2cf7b072ce82fdee7af36d5e5bdb55f33a3;hp=9ad633c8c370e9fcddd569655532d1aa4fb3f65e;hb=c4f8f7c6c7e43fc9fd5358197ca866b4186f636c;hpb=2d12d37f1657d6aef9bb80d735b6c7022aecba6e diff --git a/src/view.cpp b/src/view.cpp index 9ad633c..09b7f2c 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -24,7 +24,7 @@ using namespace std; * @param bounds - Initial bounds of the View * @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it */ -View::View(Document & document, Screen & screen, const Rect & bounds, const Colour & colour) +View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour) : m_use_gpu_transform(USE_GPU_TRANSFORM), m_use_gpu_rendering(USE_GPU_RENDERING), m_bounds_dirty(true), m_buffer_dirty(true), m_render_dirty(true), m_document(document), m_screen(screen), m_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(), m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES), m_cpu_rendering_pixels(NULL), @@ -96,10 +96,8 @@ void View::Translate(Real x, Real y) #endif m_document.TranslateObjects(-x, -y, type); #endif - x *= m_bounds.w; - y *= m_bounds.h; - m_bounds.x += x; - m_bounds.y += y; + m_bounds.x += m_bounds.w*VReal(x); + m_bounds.y += m_bounds.h*VReal(y); //Debug("View Bounds => %s", m_bounds.Str().c_str()); @@ -143,19 +141,19 @@ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) #endif m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type); #endif - x *= m_bounds.w; - y *= m_bounds.h; - x += m_bounds.x; - y += m_bounds.y; + VReal vx = m_bounds.w * VReal(x); + VReal vy = m_bounds.h * VReal(y); + vx += m_bounds.x; + vy += m_bounds.y; - Real top = y - m_bounds.y; - Real left = x - m_bounds.x; + VReal top = vy - m_bounds.y; + VReal left = vx - m_bounds.x; top *= scale_amount; left *= scale_amount; - m_bounds.x = x - left; - m_bounds.y = y - top; + m_bounds.x = vx - left; + m_bounds.y = vy - top; m_bounds.w *= scale_amount; m_bounds.h *= scale_amount; //Debug("Scale at {%s, %s} by %s View Bounds => %s", x.Str().c_str(), y.Str().c_str(), scale_amount.Str().c_str(), m_bounds.Str().c_str()); @@ -174,7 +172,7 @@ Rect View::TransformToViewCoords(const Rect& inp) const #ifdef TRANSFORM_OBJECTS_NOT_VIEW return inp; #endif - return TransformRectCoordinates(m_bounds, inp); + return TransformRectCoordinates(m_bounds.Convert(), inp); } /** @@ -209,17 +207,59 @@ void View::Render(int width, int height) m_cached_display.Clear(); #ifndef QUADTREE_DISABLED + // I'm going to write this out in comments, so hopefully then I'll understand it. :/ + // + // This code looks at the current bounds and tries to work out how they need to change + // to keep the view looking at the correct quadtree node. + // + // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always + // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right, + // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating + // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main + // quadtree node). if (m_bounds_dirty || !m_lazy_rendering) { - if ( (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0)) + // 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) { - //TODO: Generate a new parent node. + // 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 + // away from QTC_UNKNOWN if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY) { 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; } } + + // If we have a parent... (This prevents some crashes, but should disappear.) + if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY) + { + // If the current node is off the left-hand side of the screen... + while (m_bounds.x > 1) + { + //... the current node becomes the node to its right. + m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h); + m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document); + } + while (m_bounds.y > 1) + { + m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h); + m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document); + } + while (m_bounds.x < 0) + { + m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h); + m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document); + } + while (m_bounds.y < 0) + { + m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h); + m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document); + } + } + + // Recurse into a node if we are completely within it. (If we're okay with having an invalid frame or two, we can remove this.) if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT)) { if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY) @@ -264,6 +304,20 @@ 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; } + + // 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) + { + if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right == QUADTREE_EMPTY) + { + // We want to reparent into a child node, but none exist. Get the document to create one. + m_document.GenQuadChild(m_current_quadtree_node, QTC_BOTTOM_RIGHT); + m_render_dirty = true; + } + m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT); + m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right; + } } m_screen.DebugFontPrintF("Current View QuadTree"); @@ -275,6 +329,12 @@ void View::Render(int width, int height) overlay = m_document.GetQuadTree().nodes[overlay].next_overlay; } m_screen.DebugFontPrintF("\n"); + m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n", + m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0), + m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0), + m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0), + m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0)); + Rect view_top_bounds = m_bounds; QuadTreeIndex tmp = m_current_quadtree_node; @@ -317,7 +377,8 @@ void View::Render(int width, int height) glPopDebugGroup(); #ifndef CONTROLPANEL_DISABLED - ControlPanel::Update(); + // The powers that be suggest that this may be causing of the segfaults. + //ControlPanel::Update(); #endif //CONTROLPANEL_DISABLED //Debug("Completed Render"); @@ -331,6 +392,7 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem 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) { @@ -338,53 +400,25 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem overlay = m_document.GetQuadTree().nodes[overlay].next_overlay; } - if (m_bounds.Intersects(Rect(-1,-1,1,1))) + if (m_bounds.Intersects(Rect(1,1,1,1))) { m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h); m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, -1), remaining_depth - 1); + RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1); } - if (m_bounds.Intersects(Rect(-1,0,1,1))) + m_bounds = old_bounds; + if (m_bounds.Intersects(Rect(1,0,1,1))) { m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h); m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 0), remaining_depth - 1); - } - if (m_bounds.Intersects(Rect(-1,1,1,1))) - { - m_bounds = Rect(m_bounds.x - 1, m_bounds.y + 1, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 1), remaining_depth - 1); - } - if (m_bounds.Intersects(Rect(0,-1,1,1))) - { - m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, -1), remaining_depth - 1); + RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1); } + m_bounds = old_bounds; if (m_bounds.Intersects(Rect(0,1,1,1))) { - m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1), remaining_depth - 1); - } - if (m_bounds.Intersects(Rect(1,-1,1,1))) - { - m_bounds = Rect(m_bounds.x + 1, m_bounds.y - 1, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, -1), remaining_depth - 1); - } - if (m_bounds.Intersects(Rect(1,0,1,1))) - { - m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0), remaining_depth - 1); - } - if (m_bounds.Intersects(Rect(1,1,1,1))) - { - m_bounds = Rect(m_bounds.x + 1, m_bounds.y + 1, m_bounds.w, m_bounds.h); + m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h); m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1), remaining_depth - 1); + RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1); } m_bounds = old_bounds; m_bounds_dirty = true; @@ -509,10 +543,10 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]); } 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) + Float(obj_bounds.x), + Float(obj_bounds.y), + Float(obj_bounds.x + obj_bounds.w), + Float(obj_bounds.y + obj_bounds.h) }; obj_bounds_builder.Add(gpu_bounds); @@ -539,19 +573,19 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) if (!m_use_gpu_transform) obj_bounds = TransformToViewCoords(obj_bounds); GPUObjBounds gpu_bounds = { - Float(obj_bounds.x), - Float(obj_bounds.y), - Float(obj_bounds.x + obj_bounds.w), - Float(obj_bounds.y + obj_bounds.h) + ClampFloat(obj_bounds.x), + ClampFloat(obj_bounds.y), + ClampFloat(obj_bounds.x + obj_bounds.w), + ClampFloat(obj_bounds.y + obj_bounds.h) }; obj_bounds_builder.Add(gpu_bounds); //Debug("Path %d %s -> %s via %s", id, m_document.m_objects.bounds[id].Str().c_str(), obj_bounds.Str().c_str(), pbounds.Str().c_str()); } GPUObjBounds p_gpu_bounds = { - Float(pbounds.x), - Float(pbounds.y), - Float(pbounds.x + pbounds.w), - Float(pbounds.y + pbounds.h) + ClampFloat(pbounds.x), + ClampFloat(pbounds.y), + ClampFloat(pbounds.x + pbounds.w), + ClampFloat(pbounds.y + pbounds.h) }; obj_bounds_builder.Add(p_gpu_bounds); }