void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
{
unsigned first_index = 0;
- while (m_indexes[first_index] < first_obj_id*2) first_index += 2;
+ while (m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id*2) last_index += 2;
+ while (m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
m_ibo.Bind();
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
- if (m_indexes[i] > last_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x)
{
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
- if (m_indexes[i] > last_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
// Using bresenham's lines now mainly because I want to see if they work
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
- if (m_indexes[i] > last_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
PixelBounds bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
int64_t centre_x = bounds.x + bounds.w / 2;
int64_t centre_y = bounds.y + bounds.h / 2;
for (unsigned i = 0; i < m_indexes.size(); ++i)
{
if (m_indexes[i] < first_obj_id) continue;
- if (m_indexes[i] > last_obj_id) continue;
+ if (m_indexes[i] >= last_obj_id) continue;
Rect bounds(CPURenderBounds(objects.bounds[m_indexes[i]], view, target));
PixelBounds pix_bounds(bounds);
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);
}
Warn("Shader is invalid (objects are of type %d)", m_type);
unsigned first_index = 0;
- while (m_indexes[first_index] < first_obj_id*2) first_index += 2;
+ while (m_indexes[first_index] < first_obj_id) first_index ++;
unsigned last_index = first_index;
- while (m_indexes[last_index] < last_obj_id*2) last_index += 2;
+ while (m_indexes[last_index] < last_obj_id) last_index ++;
m_shader_program.Use();
glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);