X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=ec8bbbef4803e2c9e9c14b3babc1dec5189ab66b;hp=4dbe5df91a5a99032d42f02c6dc6a5c6f8b4b61f;hb=8793e48b5e8f28f59d9db8325ce05ec7c0431d40;hpb=47c305b00cc92169d826b0ca5268c92b1d019e28 diff --git a/src/view.cpp b/src/view.cpp index 4dbe5df..ec8bbbe 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -32,6 +32,12 @@ View::View(Document & document, Screen & screen, const Rect & bounds, const Colo // 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 = 2; + m_current_quadtree_node = document.GetQuadTree().root_id; +#endif } /** @@ -135,9 +141,67 @@ void View::Render(int width, int height) m_cached_display.Blit(); return; } + m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind + m_cached_display.Clear(); - // Bind FrameBuffer for rendering, and clear it + if (!m_use_gpu_rendering) + { + // 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; + } +#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) + { + 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(); // resets render target to the screen + m_cached_display.Blit(); // blit FrameBuffer to screen +} + +#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); + 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::RenderRange(int width, int height, unsigned first_obj, unsigned last_obj) +{ if (m_render_dirty) // document has changed PrepareRender(); @@ -159,12 +223,6 @@ void View::Render(int width, int height) } m_bounds_dirty = false; - m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind - m_cached_display.Clear(); - - // When we QuadTree, this will be magic. - int first_obj = 0; - int last_obj = m_document.ObjectCount(); // Render using GPU if (m_use_gpu_rendering) @@ -192,28 +250,12 @@ void View::Render(int width, int height) } else // Rasterise on CPU then blit texture to GPU { - // 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; 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}); + m_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj); } - 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(); // resets render target to the screen - m_cached_display.Blit(); // blit FrameBuffer to screen } void View::UpdateObjBoundsVBO()