X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=e0efce949b3f0473bdd256be1015617bd083596c;hp=d9227b48800ea2d5650c4a74bccbd2a3fd6a45d1;hb=84fa5d1b2504a3fe14554d6f175dd387e5b672b4;hpb=45806117a53330b9f0c9c60310d79c56e960fd1f diff --git a/src/view.cpp b/src/view.cpp index d9227b4..e0efce9 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,10 +1,66 @@ #include "view.h" - -#include "SDL_opengl.h" +#include "bufferbuilder.h" +#include "screen.h" +#include "gl_core44.h" using namespace IPDF; using namespace std; +/** + * Constructs a view + * Allocates memory for ObjectRenderers + * @param document - The document to associate the View with + * @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), + 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) +{ + 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(); + m_object_renderers[GROUP] = new GroupRenderer(); + + // To add rendering for a new type of object; + // 1. Add enum to ObjectType in ipdf.h + // 2. Implement class inheriting from ObjectRenderer using that type in objectrenderer.h and objectrenderer.cpp + // 3. Add it here + // 4. Profit + + +#ifndef QUADTREE_DISABLED + m_quadtree_max_depth = 1; + m_current_quadtree_node = document.GetQuadTree().root_id; +#endif +} + +/** + * Destroy a view + * Frees memory used by ObjectRenderers + */ +View::~View() +{ + for (unsigned i = 0; i < m_object_renderers.size(); ++i) + { + delete m_object_renderers[i]; // delete's match new's in constructor + } + m_object_renderers.clear(); + delete [] m_cpu_rendering_pixels; +} + +/** + * Translate the view + * @param x, y - Amount to translate + */ void View::Translate(Real x, Real y) { x *= m_bounds.w; @@ -13,13 +69,16 @@ void View::Translate(Real x, Real y) 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) +/** + * Scale the View at a point + * @param x, y - Coordinates to scale at (eg: Mouse cursor position) + * @param scale_amount - Amount to scale by + */ +void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) { // x and y are coordinates in the window // Convert to local coords. @@ -28,158 +87,265 @@ void View::ScaleAroundPoint(Real x, Real y, Real scaleAmt) 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; + top *= scale_amount; + left *= scale_amount; 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()); + 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; } +/** + * Transform a point in the document to a point relative to the top left corner of the view + * This is the CPU coordinate transform code; used only if the CPU is doing coordinate transforms + * @param inp - Input Rect {x,y,w,h} in the document + * @returns output Rect {x,y,w,h} in the View + */ 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); - +/** + * Render the view + * Updates FrameBuffer if the document, object bounds, or view bounds have changed, then Blits it + * Otherwise just Blits the cached FrameBuffer + * @param width - Width of View to render + * @param height - Height of View to render + */ void View::Render(int width, int height) { - if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight()) + 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(); + if (width != prev_width || height != prev_height) { m_cached_display.Create(width, height); m_bounds_dirty = true; } + // View bounds have not changed; blit the FrameBuffer as it is if (!m_bounds_dirty) { m_cached_display.UnBind(); m_cached_display.Blit(); + glPopDebugGroup(); return; } - m_cached_display.Bind(); + m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind m_cached_display.Clear(); - - 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 + +#ifndef QUADTREE_DISABLED + if (m_bounds_dirty) { - glOrtho(0,1,1,0,-1,1); + if (m_bounds.x > 1.0 || m_bounds.x < 0.0 || m_bounds.y > 1.0 || m_bounds.y < 0.0 || m_bounds.w > 1.0 || m_bounds.h > 1.0) + { + //TODO: Generate a new parent node. + 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 (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; + } } + m_screen.DebugFontPrintF("Current View QuadTree Node: %d (objs: %d -> %d)\n", m_current_quadtree_node, m_document.GetQuadTree().nodes[m_current_quadtree_node].object_begin, + m_document.GetQuadTree().nodes[m_current_quadtree_node].object_end); +#endif - if (m_buffer_dirty) - ReRender(); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); - if (m_colour.a < 1.0f) + if (!m_use_gpu_rendering) { - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + // Dynamically resize CPU rendering target pixels if needed + if (m_cpu_rendering_pixels == NULL || width*height > prev_width*prev_height) + { + delete [] m_cpu_rendering_pixels; + m_cpu_rendering_pixels = new uint8_t[width*height*4]; + if (m_cpu_rendering_pixels == NULL) + Fatal("Could not allocate %d*%d*4 = %d bytes for cpu rendered pixels", width, height, width*height*4); + } + // Clear CPU rendering pixels + for (int i = 0; i < width*height*4; ++i) + m_cpu_rendering_pixels[i] = 255; } - 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) +#ifdef QUADTREE_DISABLED + RenderRange(width, height, 0, m_document.ObjectCount()); +#else + RenderQuadtreeNode(width, height, m_current_quadtree_node, m_quadtree_max_depth); +#endif + if (!m_use_gpu_rendering) { - glDisable(GL_BLEND); + 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"); } - m_cached_display.UnBind(); - m_cached_display.Blit(); + m_cached_display.UnBind(); // resets render target to the screen + m_cached_display.Blit(); // blit FrameBuffer to screen + m_buffer_dirty = false; + glPopDebugGroup(); +} + +#ifndef QUADTREE_DISABLED +void View::RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth) +{ + 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); + m_bounds_dirty = true; + RenderRange(width, height, m_document.GetQuadTree().nodes[node].object_begin, m_document.GetQuadTree().nodes[node].object_end); + 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); + m_bounds = TransformToQuadChild(old_bounds, QTC_TOP_RIGHT); + m_bounds_dirty = true; + RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].top_right, remaining_depth-1); + m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_LEFT); + m_bounds_dirty = true; + RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_left, remaining_depth-1); + m_bounds = TransformToQuadChild(old_bounds, QTC_BOTTOM_RIGHT); + m_bounds_dirty = true; + RenderQuadtreeNode(width, height, m_document.GetQuadTree().nodes[node].bottom_right, remaining_depth-1); + m_bounds = old_bounds; + m_bounds_dirty = true; } +#endif -void View::ReRender() +void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) { - static bool debug_output_done = false; - if (!debug_output_done) - { - //m_document.DebugDumpObjects(); - debug_output_done = true; + glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 43, -1, "View::RenderRange()"); + if (m_render_dirty) // document has changed + PrepareRender(); - m_vertex_buffer.SetType(GraphicsBuffer::BufferTypeVertex); - m_index_buffer.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); - m_index_buffer.SetType(GraphicsBuffer::BufferTypeIndex); + if (m_buffer_dirty || m_bounds_dirty) // object bounds have changed + UpdateObjBoundsVBO(first_obj, last_obj); - 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); + 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, static_cast(width), static_cast(height)}; + m_bounds_ubo.Upload(sizeof(float)*8, glbounds); } else { - m_vertex_buffer.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, float(width), float(height)}; + m_bounds_ubo.Upload(sizeof(float)*8, glbounds); } + m_bounds_dirty = false; - //DrawGrid(); // Draw the gridlines + // Render using GPU + if (m_use_gpu_rendering) + { + if (m_colour.a < 1.0f) + { + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + } + m_objbounds_vbo.Bind(); + m_bounds_ubo.Bind(); + glEnableVertexAttribArray(0); + glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 0, 0); + + for (unsigned i = 0; i < m_object_renderers.size(); ++i) + { + m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj); + } + + glDisableVertexAttribArray(0); + if (m_colour.a < 1.0f) + { + glDisable(GL_BLEND); + } + } + else // Rasterise on CPU then blit texture to GPU + { + for (unsigned i = 0; i < m_object_renderers.size(); ++i) + { + 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) +{ + //m_objbounds_vbo.Invalidate(); + m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); + m_objbounds_vbo.SetName("Object Bounds VBO"); + if (m_use_gpu_transform) + { + m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); + } + else + { + m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicCopy); + } + m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds)); - float *vertexData = (float*)m_vertex_buffer.Map(false, true, true); - uint32_t *indexData = (uint32_t*)m_index_buffer.Map(false, true, true); + 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()); - uint32_t currentIndex = 0; - for (unsigned id = 0; id < m_document.ObjectCount(); ++id) + for (unsigned id = first_obj; id < last_obj; ++id) { - if (m_document.m_objects.types[id] != RECT_FILLED) - continue; Rect obj_bounds; if (m_use_gpu_transform) { @@ -189,60 +355,57 @@ void View::ReRender() { 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++; + 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) + }; + obj_bounds_builder.Add(gpu_bounds); } + m_objbounds_vbo.UnMap(); +} +/** + * Prepare the document for rendering + * Will be called on View::Render if m_render_dirty is set + * (Called at least once, on the first Render) + */ +void 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); + m_bounds_ubo.SetName("m_bounds_ubo: Screen bounds."); - for (unsigned id = 0; id < m_document.ObjectCount(); ++id) + // Instead of having each ObjectRenderer go through the whole document + // we initialise them, go through the document once adding to the appropriate Renderers + // and then finalise them + // This will totally be efficient if we have like, a lot of distinct ObjectTypes. Which could totally happen. You never know. + + // Prepare the buffers + for (unsigned i = 0; i < m_object_renderers.size(); ++i) { - 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_object_renderers[i]->PrepareBuffers(m_document.ObjectCount()); + } - m_bounds_dirty = false; + // Add objects from Document to buffers + for (unsigned id = 0; id < m_document.ObjectCount(); ++id) + { + ObjectType type = m_document.m_objects.types[id]; + 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); + } + // 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); + m_render_dirty = false; }