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Make bezier control point coordinates relative
[ipdf/code.git]
/
src
/
objectrenderer.cpp
diff --git
a/src/objectrenderer.cpp
b/src/objectrenderer.cpp
index
cb96c30
..
7a0f8cd
100644
(file)
--- a/
src/objectrenderer.cpp
+++ b/
src/objectrenderer.cpp
@@
-221,17
+221,16
@@
void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
{
if (m_indexes[i] < first_obj_id) continue;
if (m_indexes[i] >= last_obj_id) continue;
- Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
- PixelBounds pix_bounds(bounds);
-
+ const Rect & bounds = objects.bounds[m_indexes[i]];
+ PixelBounds pix_bounds(CPURenderBounds(bounds,view,target));
- Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]]
, bounds
);
+ Bezier control(objects.beziers[objects.data_indices[m_indexes[i]]]
.ToAbsolute(bounds),CPURenderBounds(Rect(0,0,1,1), view, target)
);
//Debug("%s -> %s via %s", objects.beziers[objects.data_indices[m_indexes[i]]].Str().c_str(), control.Str().c_str(), bounds.Str().c_str());
- // Draw a rectangle around the bezier for debugging the
coord transform
s
-
//ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target
);
-
//ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target
);
-
//ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target
);
-
//ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target
);
+ // Draw a rectangle around the bezier for debugging the
bounds rectangle calculation
s
+
ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, Colour(1,0,0,1)
);
+
ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,1,0,1)
);
+
ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, Colour(1,0,0,1)
);
+
ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,1,0,1)
);
// Draw lines between the control points for debugging
//ObjectRenderer::RenderLineOnCPU((int64_t)control.x0, (int64_t)control.y0, (int64_t)control.x1, (int64_t)control.y1,target);
@@
-280,13
+279,17
@@
void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs));
BufferBuilder<GPUBezierCoeffs> builder(m_bezier_coeffs.Map(false, true, true), m_bezier_coeffs.GetSize());
- for (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez)
+
+ for (unsigned i = 0; i < objects.types.size(); ++i)
{
+ if (objects.types[i] != BEZIER) continue;
+ const Bezier & bez = objects.beziers[objects.data_indices[i]];//objects.beziers[objects.data_indices[i]].CopyInverse(objects.bounds[i]);
+
GPUBezierCoeffs coeffs = {
- Float(bez
->x0), Float(bez->
y0),
- Float(bez
->x1), Float(bez->
y1),
- Float(bez
->x2), Float(bez->
y2),
- Float(bez
->x3), Float(bez->
y3)
+ Float(bez
.x0), Float(bez.
y0),
+ Float(bez
.x1), Float(bez.
y1),
+ Float(bez
.x2), Float(bez.
y2),
+ Float(bez
.x3), Float(bez.
y3)
};
builder.Add(coeffs);
}
@@
-328,6
+331,30
@@
void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(first_index*sizeof(uint32_t)));
}
+/**
+ * Render Group (shading)
+ */
+void GroupRenderer::RenderUsingCPU(const Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id)
+{
+ for (unsigned i = 0; i < m_indexes.size(); ++i)
+ {
+ if (m_indexes[i] < first_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
+
+ Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
+ PixelBounds pix_bounds(bounds);
+
+
+ Colour c(0.5,0.5,1,1);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y, target, c);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y+pix_bounds.h, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x, pix_bounds.y, pix_bounds.x, pix_bounds.y+pix_bounds.h, target, c);
+ ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, c);
+
+
+ }
+}
+
/**
* For debug, save pixels to bitmap
*/
UCC
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