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Some really horrible utility Quadtree functions.
[ipdf/code.git]
/
src
/
objectrenderer.cpp
diff --git
a/src/objectrenderer.cpp
b/src/objectrenderer.cpp
index
f2f0fdd
..
8f4c55f
100644
(file)
--- a/
src/objectrenderer.cpp
+++ b/
src/objectrenderer.cpp
@@
-219,8
+219,8
@@
ObjectRenderer::PixelPoint ObjectRenderer::CPUPointLocation(const Vec2 & point,
{
// hack...
Rect result = view.TransformToViewCoords(Rect(point.x, point.y,1,1));
- int64_t x =
result.x*target.w
;
- int64_t y =
result.y*target.h
;
+ int64_t x =
Int64(result.x*target.w)
;
+ int64_t y =
Int64(result.y*target.h)
;
return PixelPoint(x,y);
}
@@
-239,7
+239,7
@@
void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View
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(0,255,0,0));
}
- unsigned blen = min(max(2U, (unsigned)
(target.w
/view.GetBounds().w)),
+ unsigned blen = min(max(2U, (unsigned)
Int64(Real(target.w)
/view.GetBounds().w)),
min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
// DeCasteljau Divide the Bezier
@@
-260,7
+260,7
@@
void BezierRenderer::RenderBezierOnCPU(unsigned i, Objects & objects, const View
while (divisions.size() > 0)
{
Bezier & current = divisions.front();
- RenderLineOnCPU(
current.x0, current.y0, current.x3, current.y3
, target, c);
+ RenderLineOnCPU(
Int64(current.x0), Int64(current.y0), Int64(current.x3), Int64(current.y3)
, target, c);
divisions.pop();
}
}
@@
-384,7
+384,7
@@
void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP
Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
PixelBounds pix_bounds(bounds);
-
const
Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
+ Path & path = objects.paths[objects.data_indices[m_indexes[i]]];
if (view.ShowingFillPoints())
{
@@
-407,10
+407,11
@@
void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP
if (pix_bounds.w*pix_bounds.h > 100)
{
+ vector<Vec2> & fill_points = path.FillPoints(objects, view);
Debug("High resolution; use fill points %u,%u", pix_bounds.w, pix_bounds.h);
- for (unsigned f = 0; f <
path.m_
fill_points.size(); ++f)
+ for (unsigned f = 0; f < fill_points.size(); ++f)
{
- PixelPoint fill_point(CPUPointLocation(
path.m_
fill_points[f], view, target));
+ PixelPoint fill_point(CPUPointLocation(fill_points[f], view, target));
FloodFillOnCPU(fill_point.first, fill_point.second, pix_bounds, target, path.m_fill, path.m_stroke);
}
UCC
git Repository :: git.ucc.asn.au