X-Git-Url: https://git.ucc.asn.au/?a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=d23cd986e89137372f118d3dbc1e441e423e8eae;hb=e63e9c9efda937cb9e2bb60e52cfd07c69c68d27;hp=9bbcfd66822deeb6d086ecd4b3579c28789dec0e;hpb=55790e6cc129dcac3b3d001c7f5c74c288642123;p=ipdf%2Fcode.git diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index 9bbcfd6..d23cd98 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -31,10 +31,14 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, */ 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(); @@ -237,7 +241,13 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, Real x[2]; Real y[2]; control.Evaluate(x[0], y[0], Real(0)); - int64_t blen = max((int64_t)2, min((int64_t)100, pix_bounds.w)); + Debug("target is (%lu, %lu)", target.w, target.h); + int64_t blen = 1; + if ((control.x1 != control.x2 || control.y1 != control.y2) + && (control.x1 != control.x0 || control.y1 != control.y0)) + { + 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)); for (int64_t j = 1; j <= blen; ++j) @@ -277,8 +287,8 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) { 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->x1), Float(bez->y1), + Float(bez->x2), Float(bez->y2) }; builder.Add(coeffs); } @@ -303,10 +313,15 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) 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);