X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=a953579e1ef307b4639cc0c2424c4f5b3d455102;hp=af1980a57a4cc3ce1482324dd5765dc19920a402;hb=0ce8df17fae3ec986bd9570e5552aed92c080088;hpb=54798ed9050d0742c6cdab067fad0cc364b1d6b2 diff --git a/src/view.cpp b/src/view.cpp index af1980a..a953579 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; @@ -20,18 +24,27 @@ 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(); m_object_renderers[RECT_OUTLINE] = new RectOutlineRenderer(); m_object_renderers[CIRCLE_FILLED] = new CircleFilledRenderer(); m_object_renderers[BEZIER] = new BezierRenderer(); + m_object_renderers[GROUP] = new GroupRenderer(); // 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 } /** @@ -88,7 +101,7 @@ 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; @@ -119,6 +132,7 @@ 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(); @@ -133,35 +147,159 @@ 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(); - // Bind FrameBuffer for rendering, and clear it +#ifndef QUADTREE_DISABLED + if (m_bounds_dirty) + { + if (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) + { + // 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; + glPopDebugGroup(); + +#ifndef CONTROLPANEL_DISABLED + ControlPanel::Update(); +#endif //CONTROLPANEL_DISABLED + +} +#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); + 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); + 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) +{ + 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 - UpdateObjBoundsVBO(); + if (m_buffer_dirty || m_bounds_dirty) // object bounds have changed + 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(); - // Render using GPU if (m_use_gpu_rendering) @@ -178,7 +316,7 @@ 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); @@ -189,47 +327,33 @@ 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}); + 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 + glPopDebugGroup(); } -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); + 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)); - 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) @@ -250,7 +374,6 @@ void View::UpdateObjBoundsVBO() } m_objbounds_vbo.UnMap(); - m_buffer_dirty = false; } /** * Prepare the document for rendering @@ -264,6 +387,7 @@ 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 @@ -283,7 +407,7 @@ 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