X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=3d984ee9f0f5ef3fe77dd2fccfa0561a61bf304e;hp=fd26b134c319633410cf324c17b663287c0f6359;hb=HEAD;hpb=433bde2ed090928b264203c9f422a5b220857120 diff --git a/src/view.cpp b/src/view.cpp index fd26b13..3d984ee 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,193 +1,579 @@ #include "view.h" #include "bufferbuilder.h" - +#include "screen.h" +#include "profiler.h" #include "gl_core44.h" +#ifndef CONTROLPANEL_DISABLED + #include "controlpanel.h" +#endif //CONTROLPANEL_DISABLED + + +#ifdef TRANSFORM_BEZIERS_TO_PATH + #ifndef TRANSFORM_OBJECTS_NOT_VIEW + //#error Cannot TRANSFORM_BEZIERS_TO_PATH _without_ TRANSFORM_OBJECTS_NOT_VIEW + #endif +#endif + using namespace IPDF; using namespace std; -#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" +/** + * Constructs a view + * Allocates memory for ObjectRenderers + * @param document - The document to associate the View with + * @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 VRect & bounds, const Colour & colour) + : 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_query_gpu_bounds_on_next_frame(NULL) +{ + Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str()); + + screen.SetView(this); // oh dear... + + + + // Create ObjectRenderers - new's match delete's in View::~View + //TODO: Don't forget to put new renderers here or things will be segfaultastic + if (screen.Valid()) + { + m_object_renderers[RECT_FILLED] = new RectFilledRenderer(); + m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer(); + m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer(); + m_object_renderers[BEZIER] = new BezierRenderer(); + m_object_renderers[PATH] = new PathRenderer(); + } + else + { + for (int i = RECT_FILLED; i <= PATH; ++i) + m_object_renderers[i] = new FakeRenderer(); + } + + // To add rendering for a new type of object; + // 1. Add enum to ObjectType in ipdf.h + // 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp + // 3. Add it here + // 4. Profit + + +#ifndef QUADTREE_DISABLED + m_quadtree_max_depth = 2; + m_current_quadtree_node = document.GetQuadTree().root_id; +#endif +} + +/** + * Destroy a view + * Frees memory used by ObjectRenderers + */ +View::~View() +{ + for (unsigned i = 0; i < m_object_renderers.size(); ++i) + { + delete m_object_renderers[i]; // delete's match new's in constructor + } + m_object_renderers.clear(); + delete [] m_cpu_rendering_pixels; +} + +/** + * Translate the view + * @param x, y - Amount to translate + */ void View::Translate(Real x, Real y) { - x *= m_bounds.w; - y *= m_bounds.h; - m_bounds.x += x; - m_bounds.y += y; - Debug("View Bounds => %s", m_bounds.Str().c_str()); + PROFILE_SCOPE("View::Translate"); + if (!m_use_gpu_transform) + m_buffer_dirty = true; + m_bounds_dirty = true; + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + ObjectType type = NUMBER_OF_OBJECT_TYPES; + #ifdef TRANSFORM_BEZIERS_TO_PATH + type = PATH; + #endif + m_document.TranslateObjects(-x, -y, type); + #endif + 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()); + + +} + +/** + * Set View bounds + * @param bounds - New bounds + */ +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; + m_bounds.h = bounds.h; if (!m_use_gpu_transform) - { m_buffer_dirty = true; - } m_bounds_dirty = true; } -void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt) +/** + * Scale the View at a point + * @param x, y - Coordinates to scale at (eg: Mouse cursor position) + * @param scale_amount - Amount to scale by + */ +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. - x *= m_bounds.w; - y *= m_bounds.h; - x += m_bounds.x; - y += m_bounds.y; + if (!m_use_gpu_transform) + m_buffer_dirty = true; + m_bounds_dirty = true; - //Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt)); - Real top = y - m_bounds.y; - Real left = x - m_bounds.x; + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + ObjectType type = NUMBER_OF_OBJECT_TYPES; + #ifdef TRANSFORM_BEZIERS_TO_PATH + type = PATH; + #endif + m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type); + #endif + VReal vx = m_bounds.w * VReal(x); + VReal vy = m_bounds.h * VReal(y); + vx += m_bounds.x; + vy += m_bounds.y; + + VReal top = vy - m_bounds.y; + VReal left = vx - m_bounds.x; + + top *= scale_amount; + left *= scale_amount; + + m_bounds.x = vx - left; + 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()); - top *= scaleAmt; - left *= scaleAmt; - m_bounds.x = x - left; - m_bounds.y = y - top; - m_bounds.w *= scaleAmt; - m_bounds.h *= scaleAmt; - Debug("View Bounds => %s", m_bounds.Str().c_str()); - if (!m_use_gpu_transform) - m_buffer_dirty = true; - m_bounds_dirty = true; } +/** + * Transform a point in the document to a point relative to the top left corner of the view + * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms + * @param inp - Input Rect {x,y,w,h} in the document + * @returns output Rect {x,y,w,h} in the View + */ Rect View::TransformToViewCoords(const Rect& inp) const { - Rect out; - out.x = (inp.x - m_bounds.x) / m_bounds.w; - out.y = (inp.y - m_bounds.y) / m_bounds.h; - - out.w = inp.w / m_bounds.w; - out.h = inp.h / m_bounds.h; - return out; -} - -void View::DrawGrid() -{ - //TODO: Implement this with OpenGL 3.1+ -#if 0 - // Draw some grid lines at fixed pixel positions - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - - glColor4f(0.9,0.9,0.9,0.1); - const float num_lines = 50.0; - for (float i = 0; i < num_lines; ++i) - { - glBegin(GL_LINES); - glVertex2f(i*(1.0/num_lines), 0.0); - glVertex2f(i*(1.0/num_lines), 1.0); - glEnd(); - glBegin(GL_LINES); - glVertex2f(0.0,i*(1.0/num_lines)); - glVertex2f(1.0,i*(1.0/num_lines)); - glEnd(); - - } -#endif + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + return inp; + #endif + return TransformRectCoordinates(m_bounds.Convert(), inp); } +/** + * Render the view + * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it + * Otherwise just Blits the cached FrameBuffer + * @param width - Width of View to render + * @param height - Height of View to render + */ void View::Render(int width, int height) { - if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight()) + 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) + int prev_width = m_cached_display.GetWidth(); + int prev_height = m_cached_display.GetHeight(); + if (width != prev_width || height != prev_height) { m_cached_display.Create(width, height); m_bounds_dirty = true; } - if (!m_bounds_dirty) + // View bounds have not changed; blit the FrameBuffer as it is + if (!m_bounds_dirty && m_lazy_rendering) { m_cached_display.UnBind(); m_cached_display.Blit(); + glPopDebugGroup(); return; } - m_cached_display.Bind(); + m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind m_cached_display.Clear(); - if (!m_render_inited) - PrepareRender(); +#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) + { + g_profiler.BeginZone("View::Render -- Quadtree view bounds management"); + // If we're too far zoomed out, become the parent of the current node. + 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 + // 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; + } + else break; + } - if (m_buffer_dirty) - UpdateObjBoundsVBO(); + // 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); + } + } - if (m_bounds_dirty) - { - if (m_use_gpu_transform) + // 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)) { - 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))}; - m_bounds_ubo.Upload(sizeof(float)*4, glbounds); + if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == 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_TOP_LEFT); + m_render_dirty = true; + } + m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_LEFT); + m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left; } - else + if (ContainedInQuadChild(m_bounds, QTC_TOP_RIGHT)) + { + if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_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_TOP_RIGHT); + m_render_dirty = true; + } + m_bounds = TransformToQuadChild(m_bounds, QTC_TOP_RIGHT); + m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].top_right; + } + if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_LEFT)) + { + if (m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left == 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_LEFT); + m_render_dirty = true; + } + m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_LEFT); + m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_left; + } + if (ContainedInQuadChild(m_bounds, QTC_BOTTOM_RIGHT)) + { + 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; + } + + // Otherwise, we'll arbitrarily select the bottom-right. + // TODO: Perhaps select based on greatest area? + while (m_bounds.w < 0.5 || m_bounds.h < 0.5) { - GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f}; - m_bounds_ubo.Upload(sizeof(float)*4, glbounds); + 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; } + g_profiler.EndZone(); + } + + m_screen.DebugFontPrintF("Current View QuadTree"); + QuadTreeIndex overlay = m_current_quadtree_node; + while (overlay != -1) + { + m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin, + m_document.GetQuadTree().nodes[overlay].object_end); + 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; + while (tmp != -1) + { + view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type); + tmp = m_document.GetQuadTree().nodes[tmp].parent; + } + m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str()); +#endif + + if (!m_use_gpu_rendering) + { + // Dynamically resize CPU rendering target pixels if needed + if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height) + { + delete [] m_cpu_rendering_pixels; + m_cpu_rendering_pixels = new uint8_t[width*height*4]; + if (m_cpu_rendering_pixels == NULL) + Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4); + } + // Clear CPU rendering pixels + for (int i = 0; i < width*height*4; ++i) + m_cpu_rendering_pixels[i] = 255; + } +#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) + { + m_screen.RenderPixels(0,0,width, height, m_cpu_rendering_pixels); //TODO: Make this work :( + // Debug for great victory (do something similar for GPU and compare?) + //ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, width, height}, "cpu_rendering_last_frame.bmp"); + } + m_cached_display.UnBind(); // resets render target to the screen + m_cached_display.Blit(); // blit FrameBuffer to screen + m_buffer_dirty = false; + glPopDebugGroup(); + +#ifndef CONTROLPANEL_DISABLED + // The powers that be suggest that this may be causing of the segfaults. + //ControlPanel::Update(); +#endif //CONTROLPANEL_DISABLED + //Debug("Completed Render"); + +} + +#ifndef QUADTREE_DISABLED +void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth) +{ + Rect old_bounds = m_bounds; + if (node == QUADTREE_EMPTY) return; + if (!remaining_depth) return; + m_bounds_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; } - m_bounds_dirty = false; - if (m_colour.a < 1.0f) + if (m_bounds.Intersects(Rect(1,1,1,1))) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + 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, &m_document), remaining_depth - 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, &m_document), remaining_depth - 1); } - m_objbounds_vbo.Bind(); - m_bounds_ubo.Bind(); - glEnableVertexAttribArray(0); - glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); - - // 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); - if (m_colour.a < 1.0f) + m_bounds = old_bounds; + if (m_bounds.Intersects(Rect(0,1,1,1))) { - glDisable(GL_BLEND); + 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, &m_document), remaining_depth - 1); } - m_cached_display.UnBind(); - m_cached_display.Blit(); + m_bounds = old_bounds; + m_bounds_dirty = true; +#if 0 + m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_LEFT); + m_bounds_dirty = true; + RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_left, remaining_depth-1); + m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT); + m_bounds_dirty = true; + RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1); + m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT); + m_bounds_dirty = true; + RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1); + m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT); + m_bounds_dirty = true; + RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1); + m_bounds = old_bounds; + m_bounds_dirty = true; +#endif } +#endif -struct GPUObjBounds +void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) { - float x0, y0; - float x1, y1; -}; + // 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); + } + + + // 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); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + m_objbounds_vbo.Bind(); + m_bounds_ubo.Bind(); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); + + for (unsigned i = 0; i < m_object_renderers.size(); ++i) + { + m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj); + } + + glDisableVertexAttribArray(0); + if (m_colour.a < 1.0f) + { + glDisable(GL_BLEND); + } + } + else // Rasterise on CPU then blit texture to GPU + { -void View::UpdateObjBoundsVBO() + for (unsigned i = 0; i < m_object_renderers.size(); ++i) + { + m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj); + } + } + glPopDebugGroup(); +} + +void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) { - m_objbounds_vbo.Invalidate(); + 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"); + + #ifndef TRANSFORM_OBJECTS_NOT_VIEW if (m_use_gpu_transform) { m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); } else + #endif //TRANSFORM_OBJECTS_NOT_VIEW { - m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy); } m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds)); - BufferBuilder obj_bounds_builder(m_objbounds_vbo.Map(false, true, true), m_objbounds_vbo.GetSize()); + BufferBuilder obj_bounds_builder(m_objbounds_vbo.MapRange(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds), false, true, true), m_objbounds_vbo.GetSize()); - for (unsigned id = 0; id < m_document.ObjectCount(); ++id) + #ifndef TRANSFORM_BEZIERS_TO_PATH + for (unsigned id = first_obj; id < last_obj; ++id) { Rect obj_bounds; if (m_use_gpu_transform) @@ -199,82 +585,151 @@ void View::UpdateObjBoundsVBO() 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) }; + + 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 + for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i) + { + 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; + obj_bounds.y += pbounds.y; + obj_bounds.w *= pbounds.w; + obj_bounds.h *= pbounds.h; + + if (!m_use_gpu_transform) + obj_bounds = TransformToViewCoords(obj_bounds); + GPUObjBounds gpu_bounds = { + 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()); + + 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), + ClampFloat(pbounds.y), + ClampFloat(pbounds.x + pbounds.w), + ClampFloat(pbounds.y + pbounds.h) + }; + 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(); - m_buffer_dirty = false; } - +/** + * Prepare the document for rendering + * Will be called on View::Render if m_render_dirty is set + * (Called at least once, on the first Render) + */ 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 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 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 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; + PROFILE_SCOPE("View::PrepareRender()"); + Debug("Recreate buffers with %u objects", m_document.ObjectCount()); + // Prepare bounds vbo + if (UsingGPURendering()) + { + m_bounds_ubo.Invalidate(); + m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform); + m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw); + m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds."); + } + + // Instead of having each ObjectRenderer go through the whole document + // we initialise them, go through the document once adding to the appropriate Renderers + // and then finalise them + // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know. + + // Prepare the buffers + for (unsigned i = 0; i < m_object_renderers.size(); ++i) + { + m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount()); + } + + // Add objects from Document to buffers for (unsigned id = 0; id < m_document.ObjectCount(); ++id) { - if (m_document.m_objects.types[id] == RECT_OUTLINE) - { - 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 - { - circle_builder.Add(currentIndex++); - circle_builder.Add(currentIndex++); - m_rendered_circle++; - } + ObjectType type = m_document.m_objects.types[id]; + m_object_renderers.at(type)->AddObjectToBuffers(id); // Use at() in case the document is corrupt TODO: Better error handling? + // (Also, Wow I just actually used std::vector::at()) + // (Also, I just managed to make it throw an exception because I'm a moron) + //Debug("Object of type %d", type); + } + + // Finish the buffers + for (unsigned i = 0; i < m_object_renderers.size(); ++i) + { + m_object_renderers[i]->FinaliseBuffers(); + } + if (UsingGPURendering()) + { + dynamic_cast(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects); } - m_outline_ibo.UnMap(); - m_filled_ibo.UnMap(); - m_circle_ibo.UnMap(); + m_render_dirty = false; +} - m_render_inited = true; +void View::SaveCPUBMP(const char * filename) +{ + bool prev = UsingGPURendering(); + SetGPURendering(false); + Render(800, 600); + ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename); + SetGPURendering(prev); +} + +void View::SaveGPUBMP(const char * filename) +{ + bool prev = UsingGPURendering(); + SetGPURendering(true); + Render(800,600); + 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(); }