X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fview.h;h=5ea06a0da060700ecca321ac5956e04eba4463c6;hp=ff91f46517eec61f686e55b6fe76377c54553b01;hb=58a6719da2337b3e6e20b581885f170bbe5fc480;hpb=d3e941df79b54b698a5b8a1d4763346c4d6eb3d7 diff --git a/src/view.h b/src/view.h index ff91f46..5ea06a0 100644 --- a/src/view.h +++ b/src/view.h @@ -6,8 +6,15 @@ #include "framebuffer.h" #include "objectrenderer.h" -#define USE_GPU_TRANSFORM true +#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 { @@ -27,31 +34,58 @@ namespace IPDF void Translate(Real x, Real y); void ScaleAroundPoint(Real x, Real y, Real scale_amount); + void SetBounds(const Rect & new_bounds); Rect TransformToViewCoords(const Rect& inp) const; const Rect& GetBounds() const { return m_bounds; } + const bool UsingGPUTransform() const { return m_use_gpu_transform; } // whether view transform calculated on CPU or GPU 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 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;} 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 { float x0, y0; float x1, y1; - }; + } __attribute__((packed)); void PrepareRender(); // call when m_render_dirty is true - void UpdateObjBoundsVBO(); // call when m_buffer_dirty is true + void UpdateObjBoundsVBO(unsigned first_obj, unsigned last_obj); // call when m_buffer_dirty is true + + void RenderRange(int width, int height, unsigned first_obj, unsigned last_obj); bool m_use_gpu_transform; bool m_use_gpu_rendering; @@ -73,6 +107,26 @@ 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 + + + // 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. + int m_quadtree_max_depth; // The maximum quadtree depth. + void RenderQuadtreeNode(int width, int height, QuadTreeIndex node, int remaining_depth); + +#endif }; }