#include "framebuffer.h"
#include "objectrenderer.h"
-#define USE_GPU_TRANSFORM false
-#define USE_GPU_RENDERING false
+#define USE_GPU_TRANSFORM true
+#define USE_GPU_RENDERING true
#define USE_SHADING !(USE_GPU_RENDERING) && true
namespace IPDF
void SetGPURendering(bool state) {m_use_gpu_rendering = state; m_bounds_dirty = true; m_buffer_dirty = true;}
- bool ShowingObjectBounds() const {return m_show_object_bounds;} // render bounds rectangles
- void ShowObjectBounds(bool state) {m_show_object_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingBezierBounds() const {return m_show_bezier_bounds;} // render bounds rectangles
+ void ShowBezierBounds(bool state) {m_show_bezier_bounds = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingBezierType() const {return m_show_bezier_type;}
+ void ShowBezierType(bool state) {m_show_bezier_type = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingFillPoints() const {return m_show_fill_points;}
+ void ShowFillPoints(bool state) {m_show_fill_points = state; m_bounds_dirty = true; m_buffer_dirty = true;}
+ bool ShowingFillBounds() const {return m_show_fill_bounds;}
+ void ShowFillBounds(bool state) {m_show_fill_bounds = true;}
bool PerformingShading() const {return m_perform_shading;}
void PerformShading(bool state) {m_perform_shading = state; m_bounds_dirty = true; m_buffer_dirty = true;}
// Trust me it will be easier to generalise things this way. Even though there are pointers.
std::vector<ObjectRenderer*> m_object_renderers;
uint8_t * m_cpu_rendering_pixels; // pixels to be used for CPU rendering
+
- // Debug rendering
- bool m_show_object_bounds;
+ // shading
bool m_perform_shading;
+
+ // Debug rendering
+ bool m_show_bezier_bounds;
+ bool m_show_bezier_type;
+ bool m_show_fill_points;
+ bool m_show_fill_bounds;
+
#ifndef QUADTREE_DISABLED
QuadTreeIndex m_current_quadtree_node; // The highest node we will traverse.