X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.cpp;h=ffcee5676d11358160f43522e33baf4f897a791b;hp=f78ec40e4c5c8d6648d0d9400878420cd8cb2de8;hb=8e97d741cf713296c96b53f4ebb1615e8d443391;hpb=e6c66a8e58f1dda071e6fc4abed39afe49d348f8 diff --git a/src/view.cpp b/src/view.cpp index f78ec40..ffcee56 100644 --- a/src/view.cpp +++ b/src/view.cpp @@ -1,59 +1,341 @@ #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()); + + // 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(); + + // 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 +} + +/** + * 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; + 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; +} + +/** + * 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. + x *= m_bounds.w; + y *= m_bounds.h; + x += m_bounds.x; + y += m_bounds.y; + + Real top = y - m_bounds.y; + Real left = x - m_bounds.x; + + top *= scale_amount; + left *= scale_amount; + + m_bounds.x = x - left; + m_bounds.y = y - top; + 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; } -void View::Render() +/** + * 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 { - static bool debug_output_done = false; - if (!debug_output_done) + 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; +} + +/** + * 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) +{ + // 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(); + return; + } + 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_document.DebugDumpObjects(); - debug_output_done = true; + 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 +} - glClearColor(1.f,1.f,1.f,1.f); - glClear(GL_COLOR_BUFFER_BIT); +#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); - glMatrixMode(GL_PROJECTION); - glLoadIdentity(); - 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); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity(); + 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 || (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)), + 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, + 0.0f, 0.0f, 640.0f, 480.0f}; + m_bounds_ubo.Upload(sizeof(float)*8, glbounds); + } + m_bounds_dirty = false; + + + // 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); + } + } +} + +void View::UpdateObjBoundsVBO() +{ + m_objbounds_vbo.Invalidate(); + m_objbounds_vbo.SetType(GraphicsBuffer::BufferTypeVertex); + if (m_use_gpu_transform) + { + m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageStaticDraw); + } + else + { + m_objbounds_vbo.SetUsage(GraphicsBuffer::BufferUsageDynamicDraw); + } + m_objbounds_vbo.Resize(m_document.ObjectCount()*sizeof(GPUObjBounds)); + + BufferBuilder obj_bounds_builder(m_objbounds_vbo.Map(false, true, true), m_objbounds_vbo.GetSize()); - glColor4f(0.f,0.f,0.f,1.f); - glBegin(GL_QUADS); for (unsigned id = 0; id < m_document.ObjectCount(); ++id) { - if (m_document.m_objects.types[id] == RECT_FILLED) - continue; - Rect obj_bounds = 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)); + 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]); + } + 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); + } - glEnd(); + m_objbounds_vbo.UnMap(); + m_buffer_dirty = false; +} +/** + * 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); + + // 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) + { + m_object_renderers[i]->PrepareBuffers(m_document.ObjectCount()); + } + + // Add objects from Document to buffers for (unsigned id = 0; id < m_document.ObjectCount(); ++id) { - if (m_document.m_objects.types[id] == RECT_OUTLINE) - continue; - Rect obj_bounds = 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(); + 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; }