X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=af5f53ef764eaf0859f324ddec6804382e2ba0e2;hp=0807643b03d066e4abb701f932a28ac15537544a;hb=6c0dfe752994312ee58d307b383948bfeb2d6e2e;hpb=326f04a375ce3120f7e8957e3d7cd5f296f513e3 diff --git a/src/view.cpp b/src/view.cpp index 0807643..af5f53e 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -25,11 +25,12 @@ using namespace std; * @param colour - Colour to use for rendering this view. TODO: Make sure this actually works, or just remove it */ View::View(Document & document, Screen & screen, const VRect & 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_use_gpu_transform(false), 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_perform_shading(USE_SHADING), m_show_bezier_bounds(false), m_show_bezier_type(false), - m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true) + m_show_fill_points(false), m_show_fill_bounds(false), m_lazy_rendering(true), + m_query_gpu_bounds_on_next_frame(NULL) { Debug("View Created - Bounds => {%s}", m_bounds.Str().c_str()); @@ -84,7 +85,7 @@ View::~View() * Translate the view * @param x, y - Amount to translate */ -void View::Translate(VReal x, VReal y) +void View::Translate(Real x, Real y) { if (!m_use_gpu_transform) m_buffer_dirty = true; @@ -94,12 +95,10 @@ void View::Translate(VReal x, VReal y) #ifdef TRANSFORM_BEZIERS_TO_PATH type = PATH; #endif - m_document.TranslateObjects(-x.ToDouble(), -y.ToDouble(), type); + m_document.TranslateObjects(-x, -y, type); #endif - x *= m_bounds.w; - y *= m_bounds.h; - m_bounds.x += x; - m_bounds.y += y; + m_bounds.x += m_bounds.w*VReal(x); + m_bounds.y += m_bounds.h*VReal(y); //Debug("View Bounds => %s", m_bounds.Str().c_str()); @@ -111,6 +110,14 @@ void View::Translate(VReal x, VReal y) */ void View::SetBounds(const Rect & bounds) { + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + ObjectType type = NUMBER_OF_OBJECT_TYPES; + #ifdef TRANSFORM_BEZIERS_TO_PATH + type = PATH; + #endif + SVGMatrix transform = {Real(m_bounds.w)/bounds.w, 0, Real(m_bounds.x) - bounds.x, 0,Real(m_bounds.h)/bounds.h, Real(m_bounds.y) - bounds.y}; + m_document.TransformObjectBounds(transform, type); + #endif m_bounds.x = bounds.x; m_bounds.y = bounds.y; m_bounds.w = bounds.w; @@ -125,7 +132,7 @@ void View::SetBounds(const Rect & bounds) * @param x, y - Coordinates to scale at (eg: Mouse cursor position) * @param scale_amount - Amount to scale by */ -void View::ScaleAroundPoint(VReal x, VReal y, VReal scale_amount) +void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) { // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s) @@ -143,21 +150,25 @@ void View::ScaleAroundPoint(VReal x, VReal y, VReal scale_amount) #endif m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type); #endif - x *= m_bounds.w; - y *= m_bounds.h; - x += m_bounds.x; - y += m_bounds.y; + VReal vx = m_bounds.w * VReal(x); + VReal vy = m_bounds.h * VReal(y); + vx += m_bounds.x; + vy += m_bounds.y; - VReal top = y - m_bounds.y; - VReal left = x - m_bounds.x; + VReal top = vy - m_bounds.y; + VReal left = vx - m_bounds.x; top *= scale_amount; left *= scale_amount; - m_bounds.x = x - left; - m_bounds.y = y - top; + m_bounds.x = vx - left; + m_bounds.y = vy - top; m_bounds.w *= scale_amount; m_bounds.h *= scale_amount; + if (m_bounds.w == VReal(0)) + { + Debug("Scaled to zero!!!"); + } //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()); @@ -174,7 +185,7 @@ Rect View::TransformToViewCoords(const Rect& inp) const #ifdef TRANSFORM_OBJECTS_NOT_VIEW return inp; #endif - return TransformRectCoordinates(m_bounds, inp); + return TransformRectCoordinates(m_bounds.Convert(), inp); } /** @@ -209,11 +220,24 @@ void View::Render(int width, int height) m_cached_display.Clear(); #ifndef QUADTREE_DISABLED + // I'm going to write this out in comments, so hopefully then I'll understand it. :/ + // + // This code looks at the current bounds and tries to work out how they need to change + // to keep the view looking at the correct quadtree node. + // + // The idea is that the width/height of the view bounds are always 0.5<=wh<=1.0. We then always + // try to keep the bottom-right corner of the node on-screen, changing nodes to suit. Why bottom-right, + // you may ask. It's an excellent question, with a dubious, hand-wavey answer: because we're manipulating + // the bounds, it was easier to do it that way. (The top-left corner of the bounds are within the main + // quadtree node). if (m_bounds_dirty || !m_lazy_rendering) { + // If we're too far zoomed out, become the parent of the current node. if ( m_bounds.w > 1.0 || m_bounds.h > 1.0) { - //TODO: Generate a new parent node. + // If a parent node exists, we'll become it. + //TODO: Generate a new parent node if none exists, and work out when to change child_type + // away from QTC_UNKNOWN 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); @@ -221,31 +245,34 @@ void View::Render(int width, int height) } } - // TODO: Support generating new parent nodes. - if (false && m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY) + // If we have a parent... (This prevents some crashes, but should disappear.) + if (m_document.GetQuadTree().nodes[m_current_quadtree_node].parent != QUADTREE_EMPTY) { - if (m_bounds.x < -0.5) - { - m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h); - m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document); - } - if (m_bounds.y < -0.5) - { - m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h); - m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document); - } - if (m_bounds.w + m_bounds.x > 0.5) + // If the current node is off the left-hand side of the screen... + while (m_bounds.x > 1) { + //... the current node becomes the node to its right. m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h); m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, &m_document); } - if (m_bounds.h + m_bounds.y > 0.5) + while (m_bounds.y > 1) { m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h); m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, &m_document); } + while (m_bounds.x < 0) + { + m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h); + m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, &m_document); + } + while (m_bounds.y < 0) + { + m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h); + m_current_quadtree_node = m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, &m_document); + } } + // Recurse into a node if we are completely within it. (If we're okay with having an invalid frame or two, we can remove this.) if (ContainedInQuadChild(m_bounds, QTC_TOP_LEFT)) { if (m_document.GetQuadTree().nodes[m_current_quadtree_node].top_left == QUADTREE_EMPTY) @@ -290,6 +317,20 @@ void View::Render(int width, int height) m_bounds = TransformToQuadChild(m_bounds, QTC_BOTTOM_RIGHT); m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].bottom_right; } + + // Otherwise, we'll arbitrarily select the bottom-right. + // TODO: Perhaps select based on greatest area? + if (m_bounds.w < 0.5 || m_bounds.h < 0.5) + { + 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"); @@ -301,6 +342,12 @@ void View::Render(int width, int height) overlay = m_document.GetQuadTree().nodes[overlay].next_overlay; } m_screen.DebugFontPrintF("\n"); + m_screen.DebugFontPrintF("Left: %d, Right: %d, Up: %d, Down: %d\n", + m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, -1, 0, 0), + m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 1, 0, 0), + m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, -1, 0), + m_document.GetQuadTree().GetNeighbour(m_current_quadtree_node, 0, 1, 0)); + Rect view_top_bounds = m_bounds; QuadTreeIndex tmp = m_current_quadtree_node; @@ -343,7 +390,8 @@ void View::Render(int width, int height) glPopDebugGroup(); #ifndef CONTROLPANEL_DISABLED - ControlPanel::Update(); + // The powers that be suggest that this may be causing of the segfaults. + //ControlPanel::Update(); #endif //CONTROLPANEL_DISABLED //Debug("Completed Render"); @@ -357,6 +405,7 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem 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; + m_render_dirty = m_buffer_dirty = true; QuadTreeIndex overlay = node; while(overlay != -1) { @@ -364,62 +413,27 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem overlay = m_document.GetQuadTree().nodes[overlay].next_overlay; } - if (m_bounds.Intersects(Rect(-1,-1,1,1))) + if (m_bounds.Intersects(Rect(1,1,1,1))) { m_bounds = Rect(m_bounds.x - 1, m_bounds.y - 1, m_bounds.w, m_bounds.h); m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, -1, &m_document), remaining_depth - 1); + RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1); } m_bounds = old_bounds; - if (m_bounds.Intersects(Rect(-1,0,1,1))) + if (m_bounds.Intersects(Rect(1,0,1,1))) { m_bounds = Rect(m_bounds.x - 1, m_bounds.y, m_bounds.w, m_bounds.h); m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 0, &m_document), remaining_depth - 1); - } - m_bounds = old_bounds; - if (m_bounds.Intersects(Rect(-1,1,1,1))) - { - m_bounds = Rect(m_bounds.x - 1, m_bounds.y + 1, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, -1, 1, &m_document), remaining_depth - 1); - } - m_bounds = old_bounds; - if (m_bounds.Intersects(Rect(0,-1,1,1))) - { - m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, -1, &m_document), remaining_depth - 1); + RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1); } m_bounds = old_bounds; if (m_bounds.Intersects(Rect(0,1,1,1))) { - m_bounds = Rect(m_bounds.x, m_bounds.y + 1, m_bounds.w, m_bounds.h); + m_bounds = Rect(m_bounds.x, m_bounds.y - 1, m_bounds.w, m_bounds.h); m_bounds_dirty = true; RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 0, 1, &m_document), remaining_depth - 1); } m_bounds = old_bounds; - if (m_bounds.Intersects(Rect(1,-1,1,1))) - { - m_bounds = Rect(m_bounds.x + 1, m_bounds.y - 1, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, -1, &m_document), remaining_depth - 1); - } - m_bounds = old_bounds; - if (m_bounds.Intersects(Rect(1,0,1,1))) - { - m_bounds = Rect(m_bounds.x + 1, m_bounds.y, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 0, &m_document), remaining_depth - 1); - } - m_bounds = old_bounds; - if (m_bounds.Intersects(Rect(1,1,1,1))) - { - m_bounds = Rect(m_bounds.x + 1, m_bounds.y + 1, m_bounds.w, m_bounds.h); - m_bounds_dirty = true; - RenderQuadtreeNode(width, height, m_document.GetQuadTree().GetNeighbour(node, 1, 1, &m_document), remaining_depth - 1); - } - m_bounds = old_bounds; m_bounds_dirty = true; #if 0 @@ -511,6 +525,11 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) { + if (m_query_gpu_bounds_on_next_frame != NULL) + { + fprintf(m_query_gpu_bounds_on_next_frame,"# View: %s\t%s\t%s\t%s\n", Str(m_bounds.x).c_str(), Str(m_bounds.y).c_str(), Str(m_bounds.w).c_str(), Str(m_bounds.h).c_str()); + } + //m_objbounds_vbo.Invalidate(); m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); m_objbounds_vbo.SetName("Object Bounds VBO"); @@ -542,12 +561,17 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) 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) + Float(obj_bounds.x), + Float(obj_bounds.y), + Float(obj_bounds.x + obj_bounds.w), + Float(obj_bounds.y + obj_bounds.h) }; + if (m_query_gpu_bounds_on_next_frame != NULL) + { + fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, Float(obj_bounds.x), Float(obj_bounds.y), Float(obj_bounds.w), Float(obj_bounds.h)); + } + obj_bounds_builder.Add(gpu_bounds); } #else @@ -555,13 +579,16 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) { Path & path = m_document.m_objects.paths[i]; Rect & pbounds = path.GetBounds(m_document.m_objects); // Not very efficient... + //TODO: Add clipping here + //if (!pbounds.Intersects(Rect(0,0,1,1)) || pbounds.w < Real(1)/Real(800)) + // continue; + for (unsigned id = path.m_start; id <= path.m_end; ++id) { if (id < first_obj || id >= last_obj) continue; Rect obj_bounds = m_document.m_objects.bounds[id]; - obj_bounds.x *= pbounds.w; obj_bounds.x += pbounds.x; obj_bounds.y *= pbounds.h; @@ -572,23 +599,34 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) if (!m_use_gpu_transform) obj_bounds = TransformToViewCoords(obj_bounds); GPUObjBounds gpu_bounds = { - Float(obj_bounds.x), - Float(obj_bounds.y), - Float(obj_bounds.x + obj_bounds.w), - Float(obj_bounds.y + obj_bounds.h) + ClampFloat(obj_bounds.x), + ClampFloat(obj_bounds.y), + ClampFloat(obj_bounds.x + obj_bounds.w), + ClampFloat(obj_bounds.y + obj_bounds.h) }; obj_bounds_builder.Add(gpu_bounds); //Debug("Path %d %s -> %s via %s", id, m_document.m_objects.bounds[id].Str().c_str(), obj_bounds.Str().c_str(), pbounds.Str().c_str()); + + if (m_query_gpu_bounds_on_next_frame != NULL) + { + fprintf(m_query_gpu_bounds_on_next_frame,"%d\t%f\t%f\t%f\t%f\n", id, ClampFloat(obj_bounds.x), ClampFloat(obj_bounds.y), ClampFloat(obj_bounds.w), ClampFloat(obj_bounds.h)); + } } GPUObjBounds p_gpu_bounds = { - Float(pbounds.x), - Float(pbounds.y), - Float(pbounds.x + pbounds.w), - Float(pbounds.y + pbounds.h) + ClampFloat(pbounds.x), + ClampFloat(pbounds.y), + ClampFloat(pbounds.x + pbounds.w), + ClampFloat(pbounds.y + pbounds.h) }; obj_bounds_builder.Add(p_gpu_bounds); } #endif + if (m_query_gpu_bounds_on_next_frame != NULL) + { + if (m_query_gpu_bounds_on_next_frame != stdout && m_query_gpu_bounds_on_next_frame != stderr) + fclose(m_query_gpu_bounds_on_next_frame); + m_query_gpu_bounds_on_next_frame = NULL; + } m_objbounds_vbo.UnMap(); } /** @@ -659,3 +697,14 @@ void View::SaveGPUBMP(const char * filename) m_screen.ScreenShot(filename); SetGPURendering(prev); } + +void View::QueryGPUBounds(const char * filename, const char * mode) +{ + m_query_gpu_bounds_on_next_frame = fopen(filename, mode); + Debug("File: %s", filename); + if (m_query_gpu_bounds_on_next_frame == NULL) + Error("Couldn't open file \"%s\" : %s", filename, strerror(errno)); + ForceBoundsDirty(); + ForceBufferDirty(); + ForceRenderDirty(); +}