X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=ffcee5676d11358160f43522e33baf4f897a791b;hp=38b2c17a63edfd5fa51f016e5a2ff56d06127b4a;hb=8e97d741cf713296c96b53f4ebb1615e8d443391;hpb=f8ef964f021d1d6da6ea46bbb1fe8f0250a5be8c diff --git a/src/view.cpp b/src/view.cpp index 38b2c17..ffcee56 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,6 +1,6 @@ #include "view.h" #include "bufferbuilder.h" - +#include "screen.h" #include "gl_core44.h" using namespace IPDF; @@ -13,24 +13,31 @@ using namespace std; * @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, const Rect & bounds, const Colour & colour) +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_cached_display(), m_bounds(bounds), m_colour(colour), m_bounds_ubo(), - m_objbounds_vbo(), m_object_renderers(NUMBER_OF_OBJECT_TYPES) + 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()); // Create ObjectRenderers - new's match delete's in View::~View - // Ok, look, this may seem disgusting, but go look at View::PrepareRender before you murder me + //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(); // 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 = 2; + m_current_quadtree_node = document.GetQuadTree().root_id; +#endif } /** @@ -41,9 +48,10 @@ View::~View() { for (unsigned i = 0; i < m_object_renderers.size(); ++i) { - //delete m_object_renderers[i]; + delete m_object_renderers[i]; // delete's match new's in constructor } m_object_renderers.clear(); + delete [] m_cpu_rendering_pixels; } /** @@ -86,7 +94,7 @@ void View::ScaleAroundPoint(Real x, Real y, Real scale_amount) m_bounds.y = y - top; m_bounds.w *= scale_amount; m_bounds.h *= scale_amount; - Debug("View Bounds => %s", m_bounds.Str().c_str()); + //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; @@ -118,7 +126,9 @@ Rect View::TransformToViewCoords(const Rect& inp) const void View::Render(int width, int height) { // View dimensions have changed (ie: Window was resized) - if (width != m_cached_display.GetWidth() || height != m_cached_display.GetHeight()) + 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; @@ -131,27 +141,85 @@ void View::Render(int width, int height) m_cached_display.Blit(); return; } - - // Bind FrameBuffer for rendering, and clear it m_cached_display.Bind(); //NOTE: This is redundant; Clear already calls Bind m_cached_display.Clear(); + 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(); - if (m_buffer_dirty) // object bounds have changed + if (m_buffer_dirty || (m_bounds_dirty && !m_use_gpu_transform)) // object bounds have changed UpdateObjBoundsVBO(); if (m_use_gpu_transform) { - 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))}; - m_bounds_ubo.Upload(sizeof(float)*4, glbounds); + 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, 640.0, 480.0}; + m_bounds_ubo.Upload(sizeof(float)*8, glbounds); } else { - GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f}; - m_bounds_ubo.Upload(sizeof(float)*4, glbounds); + GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f, + 0.0f, 0.0f, 640.0f, 480.0f}; + m_bounds_ubo.Upload(sizeof(float)*8, glbounds); } m_bounds_dirty = false; @@ -171,7 +239,7 @@ void View::Render(int width, int height) for (unsigned i = 0; i < m_object_renderers.size(); ++i) { - m_object_renderers[i]->RenderUsingGPU(); + m_object_renderers[i]->RenderUsingGPU(first_obj, last_obj); } glDisableVertexAttribArray(0); @@ -182,18 +250,16 @@ void View::Render(int width, int height) } 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_object_renderers[i]->RenderUsingCPU(m_document.m_objects, *this, {m_cpu_rendering_pixels, width, height}, first_obj, last_obj); } } - m_cached_display.UnBind(); // resets render target to the screen - m_cached_display.Blit(); // blit FrameBuffer to screen } void View::UpdateObjBoundsVBO() { - Debug("Called"); m_objbounds_vbo.Invalidate(); m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); if (m_use_gpu_transform) @@ -238,7 +304,9 @@ void View::UpdateObjBoundsVBO() */ 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); @@ -259,12 +327,15 @@ void View::PrepareRender() 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; }