X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=b489e08ee74016f81b150bf733df13d4d59ab6c0;hp=4a7bb085b9b0b15193224fdc79a68dbb360a0556;hb=a8297c3461718f2d9afc7a2f8ca620d320ac5f97;hpb=e56f97a8a7ec25c86aeb6f596ee07853afaf3932 diff --git a/src/view.cpp b/src/view.cpp index 4a7bb08..b489e08 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,8 +1,20 @@ #include "view.h" #include "bufferbuilder.h" #include "screen.h" +#include "profiler.h" #include "gl_core44.h" +#ifndef CONTROLPANEL_DISABLED + #include "controlpanel.h" +#endif //CONTROLPANEL_DISABLED + + +#ifdef TRANSFORM_BEZIERS_TO_PATH + #ifndef TRANSFORM_OBJECTS_NOT_VIEW + //#error Cannot TRANSFORM_BEZIERS_TO_PATH _without_ TRANSFORM_OBJECTS_NOT_VIEW + #endif +#endif + using namespace IPDF; using namespace std; @@ -13,19 +25,35 @@ using namespace std; * @param bounds - Initial bounds of the View * @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 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), +View::View(Document & document, Screen & screen, const VRect & bounds, const Colour & colour) + : 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_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_query_gpu_bounds_on_next_frame(NULL) { 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(); + if (screen.Valid()) + { + 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[PATH] = new PathRenderer(); + } + else + { + for (int i = RECT_FILLED; i <= PATH; ++i) + m_object_renderers[i] = new FakeRenderer(); + } // To add rendering for a new type of object; // 1. Add enum to ObjectType in ipdf.h @@ -60,11 +88,42 @@ View::~View() */ 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()); + PROFILE_SCOPE("View::Translate"); + if (!m_use_gpu_transform) + m_buffer_dirty = true; + m_bounds_dirty = true; + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + ObjectType type = NUMBER_OF_OBJECT_TYPES; + #ifdef TRANSFORM_BEZIERS_TO_PATH + type = PATH; + #endif + m_document.TranslateObjects(-x, -y, type); + #endif + 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()); + + +} + +/** + * Set View bounds + * @param bounds - New bounds + */ +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; + m_bounds.h = bounds.h; if (!m_use_gpu_transform) m_buffer_dirty = true; m_bounds_dirty = true; @@ -77,27 +136,40 @@ void View::Translate(Real x, Real y) */ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) { + PROFILE_SCOPE("View::ScaleAroundPoint"); + // (x0, y0, w, h) -> (x*w - (x*w - x0)*s, y*h - (y*h - y0)*s, w*s, h*s) // 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; + if (!m_use_gpu_transform) + m_buffer_dirty = true; + m_bounds_dirty = true; - Real top = y - m_bounds.y; - Real left = x - m_bounds.x; + + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + ObjectType type = NUMBER_OF_OBJECT_TYPES; + #ifdef TRANSFORM_BEZIERS_TO_PATH + type = PATH; + #endif + m_document.ScaleObjectsAboutPoint(x, y, scale_amount, type); + #endif + VReal vx = m_bounds.w * VReal(x); + VReal vy = m_bounds.h * VReal(y); + vx += m_bounds.x; + vy += m_bounds.y; + + 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; //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; + + } /** @@ -108,12 +180,10 @@ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) */ 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; + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + return inp; + #endif + return TransformRectCoordinates(m_bounds.Convert(), inp); } /** @@ -125,6 +195,9 @@ Rect View::TransformToViewCoords(const Rect& inp) const */ void View::Render(int width, int height) { + PROFILE_SCOPE("View::Render()"); + if (!m_screen.Valid()) return; + 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(); @@ -135,15 +208,157 @@ void View::Render(int width, int height) } // View bounds have not changed; blit the FrameBuffer as it is - if (!m_bounds_dirty) + if (!m_bounds_dirty && m_lazy_rendering) { 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 + // 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) + { + g_profiler.BeginZone("View::Render -- Quadtree view bounds management"); + // 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) + { + // 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); + m_current_quadtree_node = m_document.GetQuadTree().nodes[m_current_quadtree_node].parent; + } + } + + // 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 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); + } + 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) + { + // 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; + } + + // 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; + } + g_profiler.EndZone(); + } + + m_screen.DebugFontPrintF("Current View QuadTree"); + QuadTreeIndex overlay = m_current_quadtree_node; + while (overlay != -1) + { + m_screen.DebugFontPrintF(" Node: %d (objs: %d -> %d)", overlay, m_document.GetQuadTree().nodes[overlay].object_begin, + m_document.GetQuadTree().nodes[overlay].object_end); + 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; + while (tmp != -1) + { + view_top_bounds = TransformFromQuadChild(view_top_bounds, m_document.GetQuadTree().nodes[tmp].child_type); + tmp = m_document.GetQuadTree().nodes[tmp].parent; + } + m_screen.DebugFontPrintF("Equivalent View Bounds: %s\n", view_top_bounds.Str().c_str()); +#endif if (!m_use_gpu_rendering) { @@ -168,11 +383,19 @@ 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 + // The powers that be suggest that this may be causing of the segfaults. + //ControlPanel::Update(); +#endif //CONTROLPANEL_DISABLED + //Debug("Completed Render"); + } #ifndef QUADTREE_DISABLED @@ -181,9 +404,40 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem 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); - RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end); + //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) + { + RenderRange(width, height, m_document.GetQuadTree().nodes[overlay].object_begin, m_document.GetQuadTree().nodes[overlay].object_end); + overlay = m_document.GetQuadTree().nodes[overlay].next_overlay; + } + + 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(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); + } + m_bounds = old_bounds; + m_bounds_dirty = true; +#if 0 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); @@ -198,28 +452,39 @@ void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int rem RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1); m_bounds = old_bounds; m_bounds_dirty = true; +#endif } #endif void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) { - + PROFILE_SCOPE("View::RenderRange"); + 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(first_obj, last_obj); + if (m_buffer_dirty || m_bounds_dirty || !m_lazy_rendering) // object bounds have changed + { + if (m_use_gpu_rendering) + UpdateObjBoundsVBO(first_obj, last_obj); + } if (m_use_gpu_transform) { + #ifdef TRANSFORM_OBJECTS_NOT_VIEW + //Debug("Transform objects, not view"); + GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, float(width), float(height)}; + #else 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)}; + #endif 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; @@ -257,24 +522,36 @@ 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) { + PROFILE_SCOPE("View::UpdateObjBoundsVBO"); + 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", 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"); + + #ifndef TRANSFORM_OBJECTS_NOT_VIEW if (m_use_gpu_transform) { m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); } else + #endif //TRANSFORM_OBJECTS_NOT_VIEW { - 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.MapRange(first_obj*sizeof(GPUObjBounds), (last_obj-first_obj)*sizeof(GPUObjBounds), false, true, true), m_objbounds_vbo.GetSize()); + #ifndef TRANSFORM_BEZIERS_TO_PATH for (unsigned id = first_obj; id < last_obj; ++id) { Rect obj_bounds; @@ -287,13 +564,72 @@ 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 + for (unsigned i = 0; i < m_document.m_objects.paths.size(); ++i) + { + 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; + obj_bounds.y += pbounds.y; + obj_bounds.w *= pbounds.w; + obj_bounds.h *= pbounds.h; + + if (!m_use_gpu_transform) + obj_bounds = TransformToViewCoords(obj_bounds); + GPUObjBounds gpu_bounds = { + 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 = { + 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(); } @@ -304,11 +640,16 @@ void View::UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj) */ void View::PrepareRender() { + PROFILE_SCOPE("View::PrepareRender()"); Debug("Recreate buffers with %u objects", m_document.ObjectCount()); // Prepare bounds vbo - m_bounds_ubo.Invalidate(); - m_bounds_ubo.SetType(GraphicsBuffer::BufferTypeUniform); - m_bounds_ubo.SetUsage(GraphicsBuffer::BufferUsageStreamDraw); + if (UsingGPURendering()) + { + 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 @@ -328,14 +669,47 @@ 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 for (unsigned i = 0; i < m_object_renderers.size(); ++i) { m_object_renderers[i]->FinaliseBuffers(); } - dynamic_cast(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects); + if (UsingGPURendering()) + { + dynamic_cast(m_object_renderers[BEZIER])->PrepareBezierGPUBuffer(m_document.m_objects); + } m_render_dirty = false; } + +void View::SaveCPUBMP(const char * filename) +{ + bool prev = UsingGPURendering(); + SetGPURendering(false); + Render(800, 600); + ObjectRenderer::SaveBMP({m_cpu_rendering_pixels, 800, 600}, filename); + SetGPURendering(prev); +} + +void View::SaveGPUBMP(const char * filename) +{ + bool prev = UsingGPURendering(); + SetGPURendering(true); + Render(800,600); + 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(); +}