obj_bounds.h += (1 - (obj_bounds.y + obj_bounds.h));
}
Rect child_node_bounds = TransformFromQuadChild(obj_bounds, type);
- Rect clip_bezier_bounds;
- clip_bezier_bounds.x = (child_node_bounds.x - m_objects.bounds[object_id].x) / m_objects.bounds[object_id].w;
- clip_bezier_bounds.y = (child_node_bounds.y - m_objects.bounds[object_id].y) / m_objects.bounds[object_id].h;
- clip_bezier_bounds.w = child_node_bounds.w / m_objects.bounds[object_id].w;
- clip_bezier_bounds.h = child_node_bounds.h / m_objects.bounds[object_id].h;
+ Rect clip_bezier_bounds = TransformRectCoordinates(m_objects.bounds[object_id], child_node_bounds);
std::vector<Bezier> new_curves = Bezier(m_objects.beziers[m_objects.data_indices[object_id]], child_node_bounds).ClipToRectangle(clip_bezier_bounds);
for (size_t i = 0; i < new_curves.size(); ++i)
{
Rect new_bounds = TransformToQuadChild(m_objects.bounds[object_id], type);
- new_bounds = TransformToQuadChild(new_curves[i].SolveBounds(), type);
- Bezier new_curve_data = new_curves[i].ToRelative(new_bounds);
- unsigned index = AddBezierData(new_curve_data);
+ //new_bounds = TransformToQuadChild(new_curves[i].SolveBounds(), type);
+ //Bezier new_curve_data = new_curves[i].ToRelative(new_bounds);
+ unsigned index = AddBezierData(new_curves[i]);
m_objects.bounds.push_back(new_bounds);
m_objects.types.push_back(BEZIER);
m_objects.data_indices.push_back(index);
return r;
}
+ struct Vec2
+ {
+ Real x;
+ Real y;
+ Vec2() : x(0), y(0) {}
+ Vec2(Real _x, Real _y) : x(_x), y(_y) {}
+ bool operator==(const Vec2& other) const { return (x == other.x) && (y == other.y); }
+ bool operator!=(const Vec2& other) const { return !(*this == other); }
+
+ Vec2& operator=(const Vec2& other) { x = other.x; y = other.y; return *this; }
+ Vec2& operator+=(const Vec2& other) { x += other.x; y += other.y; return *this; }
+ Vec2& operator-=(const Vec2& other) { x -= other.x; y -= other.y; return *this; }
+ Vec2& operator*=(const Real& lambda) { x *= lambda; y *= lambda; return *this; }
+ Vec2& operator/=(const Real& lambda) { x /= lambda; y /= lambda; return *this; }
+
+ Vec2 operator+(const Vec2& other) const { return Vec2(x + other.x, y + other.y); }
+ Vec2 operator-(const Vec2& other) const { return Vec2(x - other.x, y - other.y); }
+ Vec2 operator*(const Real& lambda) const { return Vec2(x * lambda, y * lambda); }
+ Vec2 operator/(const Real& lambda) const { return Vec2(x / lambda, y / lambda); }
+
+ const Real SquareLength() const { return (x*x + y*y); }
+
+ };
+
}
return true;
}
};
+
+ inline Rect TransformRectCoordinates(const Rect& view, const Rect& r)
+ {
+ Rect out;
+ out.x = (r.x - view.x) / view.w;
+ out.y = (r.y - view.y) / view.h;
+ out.w = r.w / view.w;
+ out.h = r.h / view.h;
+ return out;
+ }
+
+ inline Vec2 TransformPointCoordinates(const Rect& view, const Vec2& v)
+ {
+ Vec2 out;
+ out.x = (v.x - view.x) / view.w;
+ out.y = (v.y - view.y) / view.h;
+ return out;
+ }
+
+
}
#endif //_RECT_H
#include "framebuffer.h"
#include "objectrenderer.h"
-#define USE_GPU_TRANSFORM false
-#define USE_GPU_RENDERING false
+#define USE_GPU_TRANSFORM true
+#define USE_GPU_RENDERING true
#define USE_SHADING !(USE_GPU_RENDERING) && true
namespace IPDF