X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=d9227b48800ea2d5650c4a74bccbd2a3fd6a45d1;hp=0354ee9e1ca44b9c3da02b3e06bb79c71f881443;hb=6917074cea22cd2de4a92b5c189c7ff50ede59b5;hpb=6ad7439e8ebf969fcd2d3a710a4b16e2b1ee131f diff --git a/src/view.cpp b/src/view.cpp index 0354ee9..d9227b4 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -11,17 +11,24 @@ void View::Translate(Real x, Real y) 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)); + //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; @@ -33,6 +40,10 @@ void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt) 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 @@ -71,18 +82,25 @@ void View::DrawGrid() } } -void View::Render() +void glPrimitiveRestartIndex(GLuint index); + +void View::Render(int width, int height) { - static bool debug_output_done = false; - if (!debug_output_done) + if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight()) { - m_document.DebugDumpObjects(); - debug_output_done = true; + m_cached_display.Create(width, height); + m_bounds_dirty = true; } - - //DrawGrid(); // Draw the gridlines - + if (!m_bounds_dirty) + { + m_cached_display.UnBind(); + m_cached_display.Blit(); + return; + } + m_cached_display.Bind(); + m_cached_display.Clear(); + glMatrixMode(GL_PROJECTION); glLoadIdentity(); if (m_use_gpu_transform) @@ -93,16 +111,71 @@ void View::Render() { glOrtho(0,1,1,0,-1,1); } + + if (m_buffer_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); - glBegin(GL_QUADS); + 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); + } + 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; + + 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) { if (m_document.m_objects.types[id] != RECT_FILLED) @@ -116,13 +189,25 @@ void View::Render() { obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]); } - glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y)); - glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y)); - glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h)); - glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h)); - } - glEnd(); + *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) { @@ -137,17 +222,27 @@ void View::Render() { obj_bounds = TransformToViewCoords(m_document.m_objects.bounds[id]); } - glBegin(GL_LINE_LOOP); - glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y)); - glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y)); - glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h)); - glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h)); - glEnd(); + *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(); - if (m_colour.a < 1.0f) - { - glDisable(GL_BLEND); - } + m_bounds_dirty = false; }