Get it compiling on Cabellera (g++0x not c++11)
[ipdf/code.git] / src / objectrenderer.cpp
index 4dcfc1c..a5cd625 100644 (file)
@@ -32,9 +32,9 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type,
 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();
@@ -115,7 +115,7 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi
        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)
                {
@@ -140,7 +140,7 @@ void RectOutlineRenderer::RenderUsingCPU(const Objects & objects, const View & v
        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
@@ -167,7 +167,7 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View &
        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;
@@ -217,7 +217,7 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view,
        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);
 
@@ -274,12 +274,12 @@ 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);
        }
@@ -305,9 +305,9 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id)
                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);

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