--- /dev/null
+#ifndef _REAL_H
+#define _REAL_H
+
+#include "common.h"
+
+namespace IPDF
+{
+
+//#define REAL_FLOAT
+#define REAL_DOUBLE
+//#define REAL_HALF
+
+#ifdef REAL_SINGLE
+ typedef float Real;
+ inline float Float(Real r) {return r;}
+#elif defined REAL_DOUBLE
+ typedef double Real;
+ inline double Float(Real r) {return r;}
+#elif defined REAL_HALF
+ struct Real
+ {
+ Real() = default;
+ Real(float r) : value(r)
+ {
+ int & a = *((int*)(&value)); // um...
+ // mask out extra bits in exponent
+ //1000 1111 1000 0000 0000 0011 1111 1111
+ // Endianness matters
+ a &= 0xFF3008F8;//0x8F8003FF;
+
+ }
+
+ Real operator+(float f) {return Real(value+f);}
+ Real operator-(float f) {return Real(value+f);}
+ Real operator/(float f) {return Real(value/f);}
+ Real operator*(float f) {return Real(value*f);}
+ Real operator+(const Real & r) {return this->operator+(r.value);}
+ Real operator-(const Real & r) {return this->operator-(r.value);}
+ Real operator*(const Real & r) {return this->operator*(r.value);}
+ Real operator/(const Real & r) {return this->operator/(r.value);}
+ float value;
+ };
+ inline float Float(Real r) {return r.value;}
+
+ inline std::ostream & operator<<(std::ostream & os, Real & r) {return os << r.value;} // yuk
+
+#endif //REAL_HALF
+
+}
+
+#endif //_REAL_H
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
- glOrtho(m_bounds.x, m_bounds.x+m_bounds.w, m_bounds.y + m_bounds.h, m_bounds.y, -1.f, 1.f);
+ glOrtho(Float(m_bounds.x), Float(m_bounds.x)+Float(m_bounds.w), Float(m_bounds.y) + Float(m_bounds.h), Float(m_bounds.y), -1.f, 1.f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (m_document.m_objects.types[id] == RECT_FILLED)
continue;
Rect obj_bounds = m_document.m_objects.bounds[id];
- glVertex2f(obj_bounds.x, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
- glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
}
glEnd();
continue;
Rect obj_bounds = m_document.m_objects.bounds[id];
glBegin(GL_LINE_LOOP);
- glVertex2f(obj_bounds.x, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y);
- glVertex2f(obj_bounds.x + obj_bounds.w, obj_bounds.y + obj_bounds.h);
- glVertex2f(obj_bounds.x, obj_bounds.y + obj_bounds.h);
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y));
+ glVertex2f(Float(obj_bounds.x) + Float(obj_bounds.w), Float(obj_bounds.y) + Float(obj_bounds.h));
+ glVertex2f(Float(obj_bounds.x), Float(obj_bounds.y) + Float(obj_bounds.h));
glEnd();
}