*/
void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
+ // If we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
unsigned first_index = 0;
- while (m_indexes[first_index] < first_obj_id) first_index ++;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id) last_index ++;
+ while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
m_ibo.Bind();
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;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
- for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
+ for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
- for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
+ for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y)
{
int index = (x+target.w*y)*4;
target.pixels[index+0] = 0;
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;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
// Using bresenham's lines now mainly because I want to see if they work
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;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
int64_t centre_x = bounds.x + bounds.w / 2;
int64_t centre_y = bounds.y + bounds.h / 2;
//Debug("Centre is %d, %d", centre_x, centre_y);
//Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h);
//Debug("Windos is %d,%d", target.w, target.h);
- for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
+ for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
- for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
+ for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y)
{
- double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w);
- double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h);
+ Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w);
+ Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h);
int64_t index = (x+target.w*y)*4;
- if (dx*dx + dy*dy <= 1.0)
+ if (dx*dx + dy*dy <= Real(1))
{
target.pixels[index+0] = 0;
target.pixels[index+1] = 0;
target.pixels[index+2] = 0;
target.pixels[index+3] = 255;
-
}
}
}
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;
+ if (m_indexes[i] >= last_obj_id) continue;
Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
PixelBounds pix_bounds(bounds);
Real x[2]; Real y[2];
control.Evaluate(x[0], y[0], Real(0));
- int64_t blen = max(2L, min(100L, pix_bounds.w));
+ //Debug("target is (%lu, %lu)", target.w, target.h);
+ int64_t blen = 100;
+ //blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
+
Real invblen(1); invblen /= blen;
- Debug("Using %li lines, inverse %f", blen, Double(invblen));
+ //Debug("Using %li lines, inverse %f", blen, Double(invblen));
for (int64_t j = 1; j <= blen; ++j)
{
control.Evaluate(x[j % 2],y[j % 2], invblen*j);
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)
+ for (auto bez = objects.beziers.begin(); bez != objects.beziers.end(); ++bez)
{
GPUBezierCoeffs coeffs = {
- Float(bez.x0), Float(bez.y0),
- Float(bez.x1 - bez.x0), Float(bez.y1 - bez.y0),
- Float(bez.x2 - bez.x0), Float(bez.y2 - bez.y0)
+ 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);
}
if (!m_shader_program.Valid())
Warn("Shader is invalid (objects are of type %d)", m_type);
+ // If we don't have anything to render, return.
+ if (first_obj_id == last_obj_id) return;
+ // If there are no objects of this type, return.
+ if (m_indexes.empty()) return;
+
unsigned first_index = 0;
- while (m_indexes[first_index] < first_obj_id) first_index ++;
+ while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id) last_index ++;
+ while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
if (neg_m) --y; else ++y;
p += two_dxdy;
}
- } while (++x < x_end);
+ } while (++x <= x_end);
}
}