X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.h;h=5ea06a0da060700ecca321ac5956e04eba4463c6;hp=56e80a3ce9beab5fc9e769ca335d9616c45f879a;hb=58a6719da2337b3e6e20b581885f170bbe5fc480;hpb=67fbce330b046b1f0d63222f04d83410dc1b2faa diff --git a/src/view.h b/src/view.h index 56e80a3..5ea06a0 100644 --- a/src/view.h +++ b/src/view.h @@ -6,10 +6,16 @@ #include "framebuffer.h" #include "objectrenderer.h" -#define USE_GPU_TRANSFORM false -#define USE_GPU_RENDERING false +#define USE_GPU_TRANSFORM true +#define USE_GPU_RENDERING true #define USE_SHADING !(USE_GPU_RENDERING) && true +#ifdef QUADTREE_DISABLED + +#define TRANSFORM_OBJECTS_NOT_VIEW + +#endif + namespace IPDF { class Screen; @@ -39,11 +45,18 @@ namespace IPDF const bool UsingGPURendering() const { return m_use_gpu_rendering; } // whether GPU shaders are used or CPU rendering void ToggleGPUTransform() { m_use_gpu_transform = (!m_use_gpu_transform); m_bounds_dirty = true; m_buffer_dirty = true; } void ToggleGPURendering() { m_use_gpu_rendering = (!m_use_gpu_rendering); m_bounds_dirty = true; m_buffer_dirty = true; } + void SetGPUTransform(bool state) {m_use_gpu_transform = state; m_bounds_dirty = true; m_buffer_dirty = true;} void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;} - bool ShowingObjectBounds() const {return m_show_object_bounds;} // render bounds rectangles - void ShowObjectBounds(bool state) {m_show_object_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;} + bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles + void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;} + bool ShowingBezierType() const {return m_show_bezier_type;} + void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;} + bool ShowingFillPoints() const {return m_show_fill_points;} + void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;} + bool ShowingFillBounds() const {return m_show_fill_bounds;} + void ShowFillBounds(bool state) {m_show_fill_bounds = true;} bool PerformingShading() const {return m_perform_shading;} void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;} @@ -51,6 +64,16 @@ namespace IPDF void ForceBoundsDirty() {m_bounds_dirty = true;} void ForceBufferDirty() {m_buffer_dirty = true;} void ForceRenderDirty() {m_render_dirty = true;} + + void SetLazyRendering(bool state = true) {m_lazy_rendering = state;} + bool UsingLazyRendering() const {return m_lazy_rendering;} + + void SaveBMP(const char * filename) {if (UsingGPURendering()) SaveGPUBMP(filename); else SaveCPUBMP(filename);} + + void SaveCPUBMP(const char * filename); + void SaveGPUBMP(const char * filename); + + Document & Doc() {return m_document;} private: struct GPUObjBounds @@ -84,10 +107,19 @@ namespace IPDF // Trust me it will be easier to generalise things this way. Even though there are pointers. std::vector m_object_renderers; uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering + - // Debug rendering - bool m_show_object_bounds; + // shading bool m_perform_shading; + + // Debug rendering + bool m_show_bezier_bounds; + bool m_show_bezier_type; + bool m_show_fill_points; + bool m_show_fill_bounds; + + bool m_lazy_rendering;// don't redraw frames unless we need to + #ifndef QUADTREE_DISABLED QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.