X-Git-Url: https://git.ucc.asn.au/?p=ipdf%2Fcode.git;a=blobdiff_plain;f=src%2Fobjectrenderer.cpp;h=8b3b7e4658d4afc5be4297021b1fcb8cd74aac3d;hp=f5202cb591d04dfa754dac4f4efee9985718bf19;hb=7a83af96414ff156f56455ff7a5e7af01fc403b5;hpb=8e97d741cf713296c96b53f4ebb1615e8d443391 diff --git a/src/objectrenderer.cpp b/src/objectrenderer.cpp index f5202cb..8b3b7e4 100644 --- a/src/objectrenderer.cpp +++ b/src/objectrenderer.cpp @@ -31,10 +31,14 @@ ObjectRenderer::ObjectRenderer(const ObjectType & type, */ void ObjectRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) { + // If we don't have anything to render, return. + if (first_obj_id == last_obj_id) return; + // If there are no objects of this type, return. + if (m_indexes.empty()) return; unsigned first_index = 0; - while (m_indexes[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id) last_index ++; + while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++; m_shader_program.Use(); m_ibo.Bind(); @@ -117,9 +121,9 @@ void RectFilledRenderer::RenderUsingCPU(const Objects & objects, const View & vi if (m_indexes[i] < first_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 (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x) { - for (int64_t y = max(0L, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y) + for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y+bounds.h, target.h-1); ++y) { int index = (x+target.w*y)*4; target.pixels[index+0] = 0; @@ -175,21 +179,20 @@ void CircleFilledRenderer::RenderUsingCPU(const Objects & objects, const View & //Debug("Centre is %d, %d", centre_x, centre_y); //Debug("Bounds are %d,%d,%d,%d", bounds.x, bounds.y, bounds.w, bounds.h); //Debug("Windos is %d,%d", target.w, target.h); - for (int64_t x = max(0L, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x) + for (int64_t x = max((int64_t)0, bounds.x); x <= min(bounds.x+bounds.w, target.w-1); ++x) { - for (int64_t y = max(0L, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y) + for (int64_t y = max((int64_t)0, bounds.y); y <= min(bounds.y + bounds.h, target.h-1); ++y) { - double dx = 2.0*(double)(x - centre_x)/(double)(bounds.w); - double dy = 2.0*(double)(y - centre_y)/(double)(bounds.h); + Real dx(2); dx *= Real(x - centre_x)/Real(bounds.w); + Real dy(2); dy *= Real(y - centre_y)/Real(bounds.h); int64_t index = (x+target.w*y)*4; - if (dx*dx + dy*dy <= 1.0) + if (dx*dx + dy*dy <= Real(1)) { target.pixels[index+0] = 0; target.pixels[index+1] = 0; target.pixels[index+2] = 0; target.pixels[index+3] = 255; - } } } @@ -238,7 +241,7 @@ void BezierRenderer::RenderUsingCPU(const Objects & objects, const View & view, Real x[2]; Real y[2]; control.Evaluate(x[0], y[0], Real(0)); - int64_t blen = max(2L, min(100L, pix_bounds.w)); + int64_t blen = max((int64_t)2, min((int64_t)100, pix_bounds.w)); Real invblen(1); invblen /= blen; Debug("Using %li lines, inverse %f", blen, Double(invblen)); for (int64_t j = 1; j <= blen; ++j) @@ -274,12 +277,12 @@ void BezierRenderer::PrepareBezierGPUBuffer(const Objects& objects) m_bezier_coeffs.Resize(objects.beziers.size()*sizeof(GPUBezierCoeffs)); BufferBuilder 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), Float(bez->y1), + Float(bez->x2), Float(bez->y2) }; builder.Add(coeffs); } @@ -304,10 +307,15 @@ void BezierRenderer::RenderUsingGPU(unsigned first_obj_id, unsigned last_obj_id) if (!m_shader_program.Valid()) Warn("Shader is invalid (objects are of type %d)", m_type); + // If we don't have anything to render, return. + if (first_obj_id == last_obj_id) return; + // If there are no objects of this type, return. + if (m_indexes.empty()) return; + unsigned first_index = 0; - while (m_indexes[first_index] < first_obj_id) first_index ++; + while (m_indexes.size() > first_index && m_indexes[first_index] < first_obj_id) first_index ++; unsigned last_index = first_index; - while (m_indexes[last_index] < last_obj_id) last_index ++; + while (m_indexes.size() > last_index && m_indexes[last_index] < last_obj_id) last_index ++; m_shader_program.Use(); glUniform1i(m_shader_program.GetUniformLocation("bezier_buffer_texture"), 0);