X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=c9aac368ab1a047aadacd9a6dc322d4be26f8eea;hp=bd9b2fad0a8d1ff10ac75d5e12e2b890830c86b1;hb=b8c16a21a8f59ff8cde6bb546cc44a6fc422c2b7;hpb=901ea3355265e7f413674a62f7c29806ae35a565 diff --git a/src/view.cpp b/src/view.cpp index bd9b2fa..c9aac36 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,38 +1,301 @@ #include "view.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" -void View::Render() +#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" + +void View::Translate(Real x, Real y) { - static bool debug_output_done = false; - if (!debug_output_done) + 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_document.DebugDumpObjects(); - debug_output_done = true; + 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; +} - glClearColor(1.f,1.f,1.f,1.f); - glClear(GL_COLOR_BUFFER_BIT); +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(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f); + glOrtho(0.0, 1.0, 1.0, 0.0, -1.f, 1.f); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); - glColor4f(0.f,0.f,0.f,1.f); - glBegin(GL_QUADS); + 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_buffer_dirty) + ReRender(); + + if (m_bounds_dirty) + { + if (m_use_gpu_transform) + { + GLfloat glbounds[] = {Float(m_bounds.x), Float(m_bounds.y), Float(m_bounds.w), 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_vertex_buffer.Bind(); + m_index_buffer.Bind(); + m_bounds_ubo.Bind(); + m_rect_shader.Use(); + glEnable(GL_PRIMITIVE_RESTART); + glPrimitiveRestartIndex(0xFFFFFFFF); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); + 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)); + glDisableVertexAttribArray(0); + glDisable(GL_PRIMITIVE_RESTART); + if (m_colour.a < 1.0f) + { + glDisable(GL_BLEND); + } + m_cached_display.UnBind(); + m_cached_display.Blit(); + +} + +void View::ReRender() +{ + static bool debug_output_done = false; + if (!debug_output_done) + { + //m_document.DebugDumpObjects(); + debug_output_done = true; + + // TODO: Error check here. + m_rect_shader.AttachVertexProgram(RECT_VERT); + m_rect_shader.AttachFragmentProgram(RECT_FRAG); + m_rect_shader.Link(); + m_rect_shader.Use(); + glUniform4f(m_rect_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_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) { - Rect obj_bounds = m_document.m_objects.bounds[id]; - glVertex2f(obj_bounds.x, obj_bounds.y); - glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y); - glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h); - glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h); + 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++; + } - glEnd(); + + 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_buffer_dirty = false; }