Compositing on CPU sort of kind of works if we ignore Alpha*
[ipdf/code.git] / src / view.h
index abfbefe..d99db6e 100644 (file)
@@ -42,8 +42,14 @@ namespace IPDF
                        
                        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;}
@@ -84,10 +90,17 @@ namespace IPDF
                        // Trust me it will be easier to generalise things this way. Even though there are pointers.
                        std::vector<ObjectRenderer*> 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;
+
 
 #ifndef QUADTREE_DISABLED
                        QuadTreeIndex m_current_quadtree_node;  // The highest node we will traverse.

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