X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=73331ef3c7bc76ba9df43aa762cfef3d3e26f94d;hp=770ecf64f824c4be1675a77b6c4052a2952074ac;hb=e297312c8c82e52abd3507c861e85db497ca7e81;hpb=d3e941df79b54b698a5b8a1d4763346c4d6eb3d7 diff --git a/src/view.cpp b/src/view.cpp index 770ecf6..73331ef 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -21,16 +21,23 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str()); // Create ObjectRenderers - new's match delete's in View::~View - // Ok, look, this may seem disgusting, but go look at View::PrepareRender before you murder me + //TODO: Don't forget to put new renderers here or things will be segfaultastic 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(); // 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 = 1; + m_current_quadtree_node = document.GetQuadTree().root_id; +#endif } /** @@ -41,7 +48,7 @@ View::~View() { for (unsigned i = 0; i < m_object_renderers.size(); ++i) { - delete m_object_renderers[i]; + delete m_object_renderers[i]; // delete's match new's in constructor } m_object_renderers.clear(); delete [] m_cpu_rendering_pixels; @@ -87,7 +94,7 @@ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) m_bounds.y = y - top; m_bounds.w *= scale_amount; m_bounds.h *= scale_amount; - Debug("View Bounds => %s", m_bounds.Str().c_str()); + //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()); if (!m_use_gpu_transform) m_buffer_dirty = true; m_bounds_dirty = true; @@ -146,19 +153,24 @@ void View::Render(int width, int height) 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))}; - m_bounds_ubo.Upload(sizeof(float)*4, glbounds); + 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}; + m_bounds_ubo.Upload(sizeof(float)*8, glbounds); } else { - GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f}; - m_bounds_ubo.Upload(sizeof(float)*4, glbounds); + GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 640.0f, 480.0f}; + 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) @@ -175,7 +187,7 @@ void View::Render(int width, int height) for (unsigned i = 0; i < m_object_renderers.size(); ++i) { - m_object_renderers[i]->RenderUsingGPU(); + m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj); } glDisableVertexAttribArray(0); @@ -200,7 +212,7 @@ void View::Render(int width, int height) 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}); + 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?) @@ -256,6 +268,7 @@ void View::UpdateObjBoundsVBO() */ void View::PrepareRender() { + Debug("Recreate buffers with %u objects", m_document.ObjectCount()); // Prepare bounds vbo m_bounds_ubo.Invalidate(); m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform); @@ -278,12 +291,15 @@ void View::PrepareRender() 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(); - } + } + dynamic_cast(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects); m_render_dirty = false; }