X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=3d984ee9f0f5ef3fe77dd2fccfa0561a61bf304e;hp=09b7f2cf7b072ce82fdee7af36d5e5bdb55f33a3;hb=HEAD;hpb=c4f8f7c6c7e43fc9fd5358197ca866b4186f636c diff --git a/src/view.cpp b/src/view.cpp index 09b7f2c..3d984ee 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 @@ -25,11 +26,12 @@ using namespace std; * @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 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_use_gpu_transform(false), 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), m_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false), - m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true) + m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true), + m_query_gpu_bounds_on_next_frame(NULL) { Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str()); @@ -86,6 +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; @@ -109,6 +112,14 @@ void View::Translate(Real x, Real y) */ void View::SetBounds(const Rect & bounds) { + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + ObjectType type = NUMBER_OF_OBJECT_TYPES; + #ifdef TRANSFORM_BEZIERS_TO_PATH + type = PATH; + #endif + SVGMatrix transform = {Real(m_bounds.w)/bounds.w, 0, Real(m_bounds.x) - bounds.x, 0,Real(m_bounds.h)/bounds.h, Real(m_bounds.y) - bounds.y}; + m_document.TransformObjectBounds(transform, type); + #endif m_bounds.x = bounds.x; m_bounds.y = bounds.y; m_bounds.w = bounds.w; @@ -125,7 +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. @@ -156,6 +167,10 @@ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) m_bounds.y = vy - top; m_bounds.w *= scale_amount; m_bounds.h *= scale_amount; + if (m_bounds.w == VReal(0)) + { + Debug("Scaled to zero!!!"); + } //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()); @@ -184,6 +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) @@ -219,8 +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 @@ -230,6 +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.) @@ -307,7 +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) { @@ -318,6 +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"); @@ -363,6 +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) @@ -390,13 +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; } @@ -444,40 +471,49 @@ 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()"); + + g_profiler.AddCounter("Objects Rendered", last_obj-first_obj); + 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); @@ -512,6 +548,12 @@ 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()); + } + //m_objbounds_vbo.Invalidate(); m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); m_objbounds_vbo.SetName("Object Bounds VBO"); @@ -549,6 +591,11 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) Float(obj_bounds.y + obj_bounds.h) }; + if (m_query_gpu_bounds_on_next_frame != NULL) + { + fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, Float(obj_bounds.x), Float(obj_bounds.y), Float(obj_bounds.w), Float(obj_bounds.h)); + } + obj_bounds_builder.Add(gpu_bounds); } #else @@ -556,13 +603,16 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) { Path & path = m_document.m_objects.paths[i]; Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient... + //TODO: Add clipping here + //if (!pbounds.Intersects(Rect(0,0,1,1)) || pbounds.w < Real(1)/Real(800)) + // continue; + for (unsigned id = path.m_start; id <= path.m_end; ++id) { if (id < first_obj || id >= last_obj) continue; Rect obj_bounds = m_document.m_objects.bounds[id]; - obj_bounds.x *= pbounds.w; obj_bounds.x += pbounds.x; obj_bounds.y *= pbounds.h; @@ -580,6 +630,11 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) }; 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()); + + if (m_query_gpu_bounds_on_next_frame != NULL) + { + fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, ClampFloat(obj_bounds.x), ClampFloat(obj_bounds.y), ClampFloat(obj_bounds.w), ClampFloat(obj_bounds.h)); + } } GPUObjBounds p_gpu_bounds = { ClampFloat(pbounds.x), @@ -590,6 +645,12 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) obj_bounds_builder.Add(p_gpu_bounds); } #endif + if (m_query_gpu_bounds_on_next_frame != NULL) + { + if (m_query_gpu_bounds_on_next_frame != stdout && m_query_gpu_bounds_on_next_frame != stderr) + fclose(m_query_gpu_bounds_on_next_frame); + m_query_gpu_bounds_on_next_frame = NULL; + } m_objbounds_vbo.UnMap(); } /** @@ -599,6 +660,7 @@ 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()) @@ -660,3 +722,14 @@ void View::SaveGPUBMP(const char * filename) m_screen.ScreenShot(filename); SetGPURendering(prev); } + +void View::QueryGPUBounds(const char * filename, const char * mode) +{ + m_query_gpu_bounds_on_next_frame = fopen(filename, mode); + Debug("File: %s", filename); + if (m_query_gpu_bounds_on_next_frame == NULL) + Error("Couldn't open file \"%s\" : %s", filename, strerror(errno)); + ForceBoundsDirty(); + ForceBufferDirty(); + ForceRenderDirty(); +}