X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=0770e46424d7b97fd8f1f816cbce19ee42c9a297;hb=9e1a33043e1242c4605f2a3a48bd948fc760d948;hp=4dcfc1c22b49f63c968dace933a57c4d3710928f;hpb=87b1d05df45663252c86a03cb2c713c6dc3e9a98;p=ipdf%2Fcode.git diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 4dcfc1c..0770e46 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -32,9 +32,9 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) { unsigned first_index = 0; - while (m_indexes[first_index] < first_obj_id*2) first_index += 2; + while (m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id*2) last_index += 2; + while (m_indexes[last_index] < last_obj_id) last_index ++; m_shader_program.Use(); m_ibo.Bind(); @@ -115,7 +115,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi 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) { @@ -140,7 +140,7 @@ void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v 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 @@ -167,7 +167,7 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & 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; @@ -179,17 +179,16 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & { for (int64_t y = max(0L, 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; - } } } @@ -217,7 +216,7 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, 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); @@ -274,12 +273,12 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs)); BufferBuilder 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 - bez->x0), Float(bez->y1 - bez->y0), + Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0) }; builder.Add(coeffs); } @@ -305,9 +304,9 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) Warn("Shader is invalid (objects are of type %d)", m_type); unsigned first_index = 0; - while (m_indexes[first_index] < first_obj_id*2) first_index += 2; + while (m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id*2) last_index += 2; + while (m_indexes[last_index] < last_obj_id) last_index ++; m_shader_program.Use(); glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);