X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=c5a18413c908334343a73a291f6dd4db842b341a;hp=fcb841b61eb84b24d5a7d7cf383c5d94ef580349;hb=5e19040b00e135ead52e535165e079ee72059727;hpb=b006386ab52e8a2c47c20bc21591d01c314d4d8e diff --git a/src/view.cpp b/src/view.cpp index fcb841b..c5a1841 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,14 +1,229 @@ #include "view.h" +#include "SDL_opengl.h" + using namespace IPDF; using namespace std; +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_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_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() +{ + // 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(); + + } +} + +void glPrimitiveRestartIndex(GLuint index); + void View::Render() { - Debug("Bounds are %s", m_bounds.Str().c_str()); - Debug("Objects are:"); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity(); + if (m_use_gpu_transform) + { + 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); + } + else + { + glOrtho(0,1,1,0,-1,1); + } + + if (m_bounds_dirty) + ReRender(); + + glMatrixMode(GL_MODELVIEW); + glLoadIdentity(); + 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); + m_vertex_buffer.Bind(); + m_index_buffer.Bind(); + glEnable(GL_PRIMITIVE_RESTART); + glPrimitiveRestartIndex(0xFFFFFFFF); + glVertexPointer(2, GL_FLOAT, 0, 0); + glEnableClientState(GL_VERTEX_ARRAY); + glDrawElements(GL_TRIANGLE_STRIP, m_rendered_filled * 5, GL_UNSIGNED_INT, 0); + glDrawElements(GL_LINE_LOOP, m_rendered_outline*5, GL_UNSIGNED_INT,(void*)(sizeof(uint32_t)*m_rendered_filled*5)); + glDisable(GL_PRIMITIVE_RESTART); + if (m_colour.a < 1.0f) + { + glDisable(GL_BLEND); + } + + +} + +void View::ReRender() +{ + static bool debug_output_done = false; + if (!debug_output_done) + { + //m_document.DebugDumpObjects(); + debug_output_done = true; + + m_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex); + m_index_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); + m_index_buffer.SetType(GraphicsBuffer::BufferTypeIndex); + + m_vertex_buffer.Upload(m_document.ObjectCount() * 8 * sizeof(float), NULL); + m_index_buffer.Upload(m_document.ObjectCount() * 5 * sizeof(uint32_t), NULL); + } + m_rendered_filled = m_rendered_outline = 0; + + if (m_use_gpu_transform) + { + m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); + } + else + { + m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + } + + + //DrawGrid(); // Draw the gridlines + + + + float *vertexData = (float*)m_vertex_buffer.Map(false, true, true); + uint32_t *indexData = (uint32_t*)m_index_buffer.Map(false, true, true); + + uint32_t currentIndex = 0; for (unsigned id = 0; id < m_document.ObjectCount(); ++id) { - Debug("%u\t%s", id, m_document.m_objects.bounds[id].Str().c_str()); + if (m_document.m_objects.types[id] != RECT_FILLED) + continue; + 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]); + } + *vertexData = Float(obj_bounds.x); vertexData++; + *vertexData = Float(obj_bounds.y); vertexData++; + *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++; + *vertexData = Float(obj_bounds.y); vertexData++; + *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++; + *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++; + *vertexData = Float(obj_bounds.x); vertexData++; + *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++; + + *indexData = currentIndex; indexData++; + *indexData = currentIndex+1; indexData++; + *indexData = currentIndex+3; indexData++; + *indexData = currentIndex+2; indexData++; + *indexData = 0xFFFFFFFF; // Primitive restart. + indexData++; + currentIndex += 4; + m_rendered_filled++; + } + + for (unsigned id = 0; id < m_document.ObjectCount(); ++id) + { + if (m_document.m_objects.types[id] != RECT_OUTLINE) + continue; + 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]); + } + *vertexData = Float(obj_bounds.x); vertexData++; + *vertexData = Float(obj_bounds.y); vertexData++; + *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++; + *vertexData = Float(obj_bounds.y); vertexData++; + *vertexData = Float(obj_bounds.x) + Float(obj_bounds.w); vertexData++; + *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++; + *vertexData = Float(obj_bounds.x); vertexData++; + *vertexData = Float(obj_bounds.y) + Float(obj_bounds.h); vertexData++; + + *indexData = currentIndex; indexData++; + *indexData = currentIndex+1; indexData++; + *indexData = currentIndex+2; indexData++; + *indexData = currentIndex+3; indexData++; + *indexData = 0xFFFFFFFF; // Primitive restart. + indexData++; + currentIndex += 4; + m_rendered_outline++; + } + m_vertex_buffer.UnMap(); + m_index_buffer.UnMap(); + + m_bounds_dirty = false; + }