#include "shaderprogram.h"
#include "bufferbuilder.h"
+#define BEZIER_CPU_DECASTELJAU
namespace IPDF
{
virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
void PrepareBezierGPUBuffer(Objects & objects);
- static void RenderBezierOnCPU(unsigned index, Objects & objects, const View & view, const CPURenderTarget & target, const Colour & c=Colour(0,0,0,255));
+ static void RenderBezierOnCPU(const Bezier & relative, const Rect & bounds, const View & view, const CPURenderTarget & target, const Colour & c=Colour(0,0,0,255));
private:
GraphicsBuffer m_bezier_coeffs;
class PathRenderer : public ObjectRenderer
{
public:
- PathRenderer() : ObjectRenderer(PATH, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/rect_outline_geom.glsl") {}
+ PathRenderer() : ObjectRenderer(PATH, "shaders/rect_vert.glsl", "shaders/rect_frag.glsl", "shaders/bezier_texbug_geom.glsl") {}
virtual ~PathRenderer() {}
virtual void RenderUsingCPU(Objects & objects, const View & view, const CPURenderTarget & target, unsigned first_obj_id, unsigned last_obj_id);
// do nothing on GPU
virtual void RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) {}
+
};
class FakeRenderer : public ObjectRenderer