Mostly features added to DebugScript
[ipdf/code.git] / src / objectrenderer.cpp
index 21c9648..3f1bc41 100644 (file)
@@ -243,7 +243,7 @@ void BezierRenderer::RenderBezierOnCPU(const Bezier & relative, const Rect & bou
                ObjectRenderer::RenderLineOnCPU(pix_bounds.x+pix_bounds.w, pix_bounds.y, pix_bounds.x+pix_bounds.w, pix_bounds.y+pix_bounds.h, target, Colour(0,255,0,0));
        }
        
-       int64_t blen =  min(50L,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), 
+       int64_t blen =  min((int64_t)50,pix_bounds.w);//min(max(2U, (unsigned)Int64(Real(target.w)/view.GetBounds().w)), 
                        //min((unsigned)(pix_bounds.w+pix_bounds.h)/4 + 1, 100U));
                
                // DeCasteljau Divide the Bezier
@@ -390,6 +390,12 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
        glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);
        glUniform1i(m_shader_program.GetUniformLocation("bezier_id_buffer_texture"), 1);
        m_ibo.Bind();
+       
+       // To antialias the line... causes SIGFPE because why would anything make sense
+       //glEnable(GL_BLEND);
+       //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       //glEnable(GL_LINE_SMOOTH);
+       //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
        glDrawElements(GL_LINES, (last_index-first_index)*2, GL_UNSIGNED_INT, (GLvoid*)(2*first_index*sizeof(uint32_t)));
 }
 
@@ -429,7 +435,7 @@ void PathRenderer::RenderUsingCPU(Objects & objects, const View & view, const CP
                        continue;
                for (unsigned b = path.m_start; b <= path.m_end; ++b)
                {
-                       Rect & bbounds = objects.bounds[b];
+                       Rect bbounds = view.TransformToViewCoords(objects.bounds[b]);
                        Bezier & bez = objects.beziers[objects.data_indices[b]];
                        BezierRenderer::RenderBezierOnCPU(bez,bbounds,view,target,path.m_stroke);
                }

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