Add VFPU::Float (but it is broken)
[ipdf/code.git] / src / objectrenderer.cpp
index f5202cb..0770e46 100644 (file)
@@ -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;
-
                                }
                        }
                }
@@ -274,12 +273,12 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects)
        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 - bez->x0), Float(bez->y1 - bez->y0),
+                       Float(bez->x2 - bez->x0), Float(bez->y2 - bez->y0)
                        };
                builder.Add(coeffs);
        }

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