X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=ada42ee29696514e1e71c3a4a47e2913248a6ba8;hp=6a3dbdf9768ee3fc8971fd2d20e815492eedd2bd;hb=396b22d11e8041a00b33ca874a5be3853c09d6c0;hpb=029e93dad12c51c69e47aa74dcc39f84d315bca3 diff --git a/src/view.cpp b/src/view.cpp index 6a3dbdf..ada42ee 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,9 +1,129 @@ #include "view.h" +#include "bufferbuilder.h" -#include "SDL_opengl.h" +#include "gl_core44.h" using namespace IPDF; using namespace std; +#define RECT_VERT \ + "#version 140\n"\ + "#extension GL_ARB_shading_language_420pack : require\n"\ + "#extension GL_ARB_explicit_attrib_location : require\n"\ + "\n"\ + "layout(std140, binding=0) uniform ViewBounds\n"\ + "{\n"\ + "\tfloat bounds_x;\n"\ + "\tfloat bounds_y;\n"\ + "\tfloat bounds_w;\n"\ + "\tfloat bounds_h;\n"\ + "};\n"\ + "\n"\ + "layout(location = 0) in vec2 position;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\tvec2 transformed_position;\n"\ + "\ttransformed_position.x = (position.x - bounds_x) / bounds_w;\n"\ + "\ttransformed_position.y = (position.y - bounds_y) / bounds_h;\n"\ + "\t// Transform to clip coordinates (-1,1, -1,1).\n"\ + "\tgl_Position.x = (transformed_position.x*2) - 1;\n"\ + "\tgl_Position.y = 1 - (transformed_position.y*2);\n"\ + "\tgl_Position.z = 0.0;\n"\ + "\tgl_Position.w = 1.0;\n"\ + "}\n" + +#define RECT_FRAG \ + "#version 140\n"\ + "\n"\ + "out vec4 output_colour;\n"\ + "\n"\ + "uniform vec4 colour;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\toutput_colour = colour;\n"\ + "}\n" + +#define RECT_OUTLINE_GEOM \ + "#version 150\n"\ + "\n"\ + "layout(lines) in;\n"\ + "layout(line_strip, max_vertices = 5) out;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\tgl_Position = gl_in[0].gl_Position;\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = gl_in[1].gl_Position;\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = gl_in[0].gl_Position;\n"\ + "\tEmitVertex();\n"\ + "\tEndPrimitive();\n"\ + "}\n" + +#define RECT_FILLED_GEOM \ + "#version 150\n"\ + "\n"\ + "layout(lines) in;\n"\ + "layout(triangle_strip, max_vertices = 4) out;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\tgl_Position = gl_in[0].gl_Position;\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = gl_in[1].gl_Position;\n"\ + "\tEmitVertex();\n"\ + "\tEndPrimitive();\n"\ + "}\n" + +#define CIRCLE_FILLED_GEOM \ + "#version 150\n"\ + "\n"\ + "layout(lines) in;\n"\ + "layout(triangle_strip, max_vertices = 4) out;\n"\ + "out vec2 objcoords;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\tgl_Position = gl_in[0].gl_Position;\n"\ + "\tobjcoords = vec2(-1.0, -1.0);\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = vec4(gl_in[0].gl_Position.x, gl_in[1].gl_Position.y, 0.0, 1.0);\n"\ + "\tobjcoords = vec2(-1.0, 1.0);\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = vec4(gl_in[1].gl_Position.x, gl_in[0].gl_Position.y, 0.0, 1.0);\n"\ + "\tobjcoords = vec2(1.0, -1.0);\n"\ + "\tEmitVertex();\n"\ + "\tgl_Position = gl_in[1].gl_Position;\n"\ + "\tobjcoords = vec2(1.0, 1.0);\n"\ + "\tEmitVertex();\n"\ + "\tEndPrimitive();\n"\ + "}\n" + +#define CIRCLE_FRAG \ + "#version 140\n"\ + "\n"\ + "in vec2 objcoords;\n"\ + "out vec4 output_colour;\n"\ + "\n"\ + "uniform vec4 colour;\n"\ + "\n"\ + "void main()\n"\ + "{\n"\ + "\tif ((objcoords.x)*(objcoords.x) + (objcoords.y)*(objcoords.y) > 1.0)\n"\ + "\t{\n"\ + "\t\tdiscard;\n"\ + "\t}\n"\ + "\toutput_colour = colour;\n"\ + "}\n" void View::Translate(Real x, Real y) { @@ -11,17 +131,24 @@ 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()); + if (!m_use_gpu_transform) + { + m_buffer_dirty = true; + } + m_bounds_dirty = true; } void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt) { + // 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; - Debug("Mouse wheel event %f %f %f\n", Float(x), Float(y), Float(scaleAmt)); + //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; @@ -33,10 +160,27 @@ void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt) 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; +} + +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(); @@ -58,62 +202,196 @@ void View::DrawGrid() glEnd(); } +#endif } -void View::Render() +void View::Render(int width, int height) { - static bool debug_output_done = false; - if (!debug_output_done) + if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight()) { - m_document.DebugDumpObjects(); - debug_output_done = true; + m_cached_display.Create(width, height); + m_bounds_dirty = true; } + if (!m_bounds_dirty) + { + m_cached_display.UnBind(); + m_cached_display.Blit(); + return; + } + m_cached_display.Bind(); + m_cached_display.Clear(); - //DrawGrid(); // Draw the gridlines + if (!m_render_inited) + PrepareRender(); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + if (m_buffer_dirty) + UpdateObjBoundsVBO(); + + if (m_bounds_dirty) + { + 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); + } + else + { + GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f}; + m_bounds_ubo.Upload(sizeof(float)*4, glbounds); + } + } + m_bounds_dirty = false; if (m_colour.a < 1.0f) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } - glColor4f(m_colour.r, m_colour.g, m_colour.b, m_colour.a); - glBegin(GL_QUADS); - for (unsigned id = 0; id < m_document.ObjectCount(); ++id) + m_objbounds_vbo.Bind(); + m_bounds_ubo.Bind(); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 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); + + // Filled Circles + m_circle_filled_shader.Use(); + m_circle_ibo.Bind(); + glDrawElements(GL_LINES, m_rendered_circle*2, GL_UNSIGNED_INT, 0); + glDisableVertexAttribArray(0); + if (m_colour.a < 1.0f) { - if (m_document.m_objects.types[id] != RECT_FILLED) - continue; - Rect obj_bounds = m_document.m_objects.bounds[id]; - glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y)); - glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y)); - glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h)); - glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h)); + glDisable(GL_BLEND); } - glEnd(); + m_cached_display.UnBind(); + m_cached_display.Blit(); + +} + +struct GPUObjBounds +{ + float x0, y0; + float x1, y1; +}; + +void View::UpdateObjBoundsVBO() +{ + m_objbounds_vbo.Invalidate(); + m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); + if (m_use_gpu_transform) + { + m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); + } + else + { + m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + } + m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds)); + + BufferBuilder obj_bounds_builder(m_objbounds_vbo.Map(false, true, true), m_objbounds_vbo.GetSize()); - for (unsigned id = 0; id < m_document.ObjectCount(); ++id) { - if (m_document.m_objects.types[id] != RECT_OUTLINE) - continue; - Rect obj_bounds = m_document.m_objects.bounds[id]; - glBegin(GL_LINE_LOOP); - glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y)); - glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y)); - glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h)); - glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h)); - glEnd(); + Rect obj_bounds; + if (m_use_gpu_transform) + { + obj_bounds = m_document.m_objects.bounds[id]; + } + else + { + 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) + }; + obj_bounds_builder.Add(gpu_bounds); + } + m_objbounds_vbo.UnMap(); + m_buffer_dirty = false; +} - if (m_colour.a < 1.0f) +void View::PrepareRender() +{ + // TODO: Error check here. + m_rect_outline_shader.AttachGeometryProgram(RECT_OUTLINE_GEOM); + m_rect_outline_shader.AttachVertexProgram(RECT_VERT); + m_rect_outline_shader.AttachFragmentProgram(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.AttachGeometryProgram(RECT_FILLED_GEOM); + m_rect_filled_shader.AttachVertexProgram(RECT_VERT); + m_rect_filled_shader.AttachFragmentProgram(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.AttachGeometryProgram(CIRCLE_FILLED_GEOM); + m_circle_filled_shader.AttachVertexProgram(RECT_VERT); + m_circle_filled_shader.AttachFragmentProgram(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; + for (unsigned id = 0; id < m_document.ObjectCount(); ++id) { - glDisable(GL_BLEND); + 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++; + } + } + m_outline_ibo.UnMap(); + m_filled_ibo.UnMap(); + m_circle_ibo.UnMap(); + m_render_inited = true; }