X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=4bbe5f07cc7db26f3e16290dfc3b31e0fcb72fa1;hp=eb269a29b6a34fcabbccd1900a380577a28a341c;hb=255065a607d82846c4a8b730000d547b3f080d0c;hpb=87b1d05df45663252c86a03cb2c713c6dc3e9a98 diff --git a/src/view.cpp b/src/view.cpp index eb269a2..4bbe5f0 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -20,6 +20,8 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo { 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 m_object_renderers[RECT_FILLED] = new RectFilledRenderer(); @@ -32,6 +34,12 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo // 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 } /** @@ -135,36 +143,89 @@ void View::Render(int width, int height) m_cached_display.Blit(); return; } + m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind + m_cached_display.Clear(); + - // Bind FrameBuffer for rendering, and clear it + 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 + 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; +} +#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; + //Debug("Rendering QT node %d, (objs: %d -- %d)\n", node, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end); + RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end); + + 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 + +void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) +{ if (m_render_dirty) // document has changed PrepareRender(); if (m_buffer_dirty) // object bounds have changed - UpdateObjBoundsVBO(); + UpdateObjBoundsVBO(first_obj, last_obj); if (m_use_gpu_transform) { 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, 640.0, 480.0}; + 0.0, 0.0, static_cast(width), static_cast(height)}; m_bounds_ubo.Upload(sizeof(float)*8, glbounds); } else { GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, - 0.0f, 0.0f, 640.0f, 480.0f}; + 0.0f, 0.0f, float(width), float(height)}; m_bounds_ubo.Upload(sizeof(float)*8, glbounds); } m_bounds_dirty = false; - m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind - m_cached_display.Clear(); - - // When we QuadTree, this will be magic. - int first_obj = 0; - int last_obj = m_document.ObjectCount(); // Render using GPU if (m_use_gpu_rendering) @@ -192,33 +253,17 @@ void View::Render(int width, int height) } else // Rasterise on CPU then blit texture to GPU { - // 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; 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); } - 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 } -void View::UpdateObjBoundsVBO() +void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) { - m_objbounds_vbo.Invalidate(); + //m_objbounds_vbo.Invalidate(); m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); if (m_use_gpu_transform) { @@ -230,9 +275,9 @@ void View::UpdateObjBoundsVBO() } 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) + for (unsigned id = first_obj; id < last_obj; ++id) { Rect obj_bounds; if (m_use_gpu_transform) @@ -253,7 +298,6 @@ void View::UpdateObjBoundsVBO() } m_objbounds_vbo.UnMap(); - m_buffer_dirty = false; } /** * Prepare the document for rendering @@ -286,7 +330,7 @@ void View::PrepareRender() 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); + //Debug("Object of type %d", type); } // Finish the buffers