X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=ada42ee29696514e1e71c3a4a47e2913248a6ba8;hp=fcb841b61eb84b24d5a7d7cf383c5d94ef580349;hb=396b22d11e8041a00b33ca874a5be3853c09d6c0;hpb=b006386ab52e8a2c47c20bc21591d01c314d4d8e diff --git a/src/view.cpp b/src/view.cpp index fcb841b..ada42ee 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,14 +1,397 @@ #include "view.h" +#include "bufferbuilder.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) +{ + x *= m_bounds.w; + 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)); + + Real top = y - m_bounds.y; + Real left = x - m_bounds.x; + + top *= scaleAmt; + left *= scaleAmt; + + m_bounds.x = x - left; + 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(); + glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + + glColor4f(0.9,0.9,0.9,0.1); + const float num_lines = 50.0; + for (float i = 0; i < num_lines; ++i) + { + glBegin(GL_LINES); + glVertex2f(i*(1.0/num_lines), 0.0); + glVertex2f(i*(1.0/num_lines), 1.0); + glEnd(); + glBegin(GL_LINES); + glVertex2f(0.0,i*(1.0/num_lines)); + glVertex2f(1.0,i*(1.0/num_lines)); + glEnd(); + + } +#endif +} + +void View::Render(int width, int height) +{ + if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight()) + { + 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(); + + if (!m_render_inited) + PrepareRender(); + + 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); + } + 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) + { + glDisable(GL_BLEND); + } + m_cached_display.UnBind(); + m_cached_display.Blit(); -void View::Render() +} + +struct GPUObjBounds { - Debug("Bounds are %s", m_bounds.Str().c_str()); - Debug("Objects are:"); + 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) { - Debug("%u\t%s", id, m_document.m_objects.bounds[id].Str().c_str()); + 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; +} + +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) + { + 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; }