X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=925fa47c54db2933963922a33747fefb0054f10c;hp=4bbe5f07cc7db26f3e16290dfc3b31e0fcb72fa1;hb=0361b11485ec41d2c2ddeb279abf846f777f5363;hpb=d69b8de94411bee43edc9e16f33bfa0d5d1d6b3b diff --git a/src/view.cpp b/src/view.cpp index 4bbe5f0..925fa47 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -3,6 +3,10 @@ #include "screen.h" #include "gl_core44.h" +#ifndef CONTROLPANEL_DISABLED + #include "controlpanel.h" +#endif //CONTROLPANEL_DISABLED + using namespace IPDF; using namespace std; @@ -16,7 +20,9 @@ using namespace std; View::View(Document & document, Screen & screen, const Rect & 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) + 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) { Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str()); @@ -28,6 +34,7 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo 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(); // To add rendering for a new type of object; // 1. Add enum to ObjectType in ipdf.h @@ -37,7 +44,7 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo #ifndef QUADTREE_DISABLED - m_quadtree_max_depth = 2; + m_quadtree_max_depth = 1; m_current_quadtree_node = document.GetQuadTree().root_id; #endif } @@ -66,7 +73,22 @@ void View::Translate(Real x, Real y) y *= m_bounds.h; m_bounds.x += x; m_bounds.y += y; - Debug("View Bounds => %s", m_bounds.Str().c_str()); + //Debug("View Bounds => %s", m_bounds.Str().c_str()); + if (!m_use_gpu_transform) + m_buffer_dirty = true; + m_bounds_dirty = true; +} + +/** + * Set View bounds + * @param bounds - New bounds + */ +void View::SetBounds(const Rect & bounds) +{ + 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; @@ -127,6 +149,7 @@ Rect View::TransformToViewCoords(const Rect& inp) const */ void View::Render(int width, int height) { + 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(); @@ -141,11 +164,72 @@ void View::Render(int width, int height) { m_cached_display.UnBind(); m_cached_display.Blit(); + glPopDebugGroup(); return; } m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind m_cached_display.Clear(); +#ifndef QUADTREE_DISABLED + if (m_bounds_dirty) + { + if (false && (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)) + { + //TODO: Generate a new parent node. + 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 (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT)) + { + 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; + } + 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; + } + } + m_screen.DebugFontPrintF("Current View QuadTree Node: %d (objs: %d -> %d)\n", m_current_quadtree_node, m_document.GetQuadTree().nodes[m_current_quadtree_node].object_begin, + m_document.GetQuadTree().nodes[m_current_quadtree_node].object_end); +#endif if (!m_use_gpu_rendering) { @@ -170,11 +254,17 @@ void View::Render(int width, int height) { 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"); + //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 + ControlPanel::Update(); +#endif //CONTROLPANEL_DISABLED + } #ifndef QUADTREE_DISABLED @@ -184,6 +274,7 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem 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; 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); @@ -205,11 +296,11 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) { - + glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()"); if (m_render_dirty) // document has changed PrepareRender(); - if (m_buffer_dirty) // object bounds have changed + if (m_buffer_dirty || m_bounds_dirty) // object bounds have changed UpdateObjBoundsVBO(first_obj, last_obj); if (m_use_gpu_transform) @@ -259,19 +350,21 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_ 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(); m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); + m_objbounds_vbo.SetName("Object Bounds VBO"); if (m_use_gpu_transform) { m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); } else { - m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy); } m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds)); @@ -311,6 +404,7 @@ void View::PrepareRender() 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