The view size is not 640x480 and hasn't been for a long time
authorSam Moore <matches@ucc.asn.au>
Wed, 6 Aug 2014 10:11:40 +0000 (18:11 +0800)
committerSam Moore <matches@ucc.asn.au>
Wed, 6 Aug 2014 10:11:40 +0000 (18:11 +0800)
So taking that plus some other stuff into account, the CPU renderer
for Beziers now uses the same number of lines as the GPU renderer!

Except when the bezier is a straight line. Then it just uses 1.

They still look slightly different. There is probably something wrong
with my Bresenham implementation.

src/objectrenderer.cpp
src/view.cpp

index 8b3b7e4..d23cd98 100644 (file)
@@ -241,7 +241,13 @@ 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((int64_t)2, min((int64_t)100, pix_bounds.w));
+               Debug("target is (%lu, %lu)", target.w, target.h);
+               int64_t blen = 1;
+               if ((control.x1 != control.x2 || control.y1 != control.y2)
+                       && (control.x1 != control.x0 || control.y1 != control.y0))
+               {
+                       blen = min(max((int64_t)2, (int64_t)(target.w/view.GetBounds().w)), (int64_t)100);
+               }
                Real invblen(1); invblen /= blen;
                Debug("Using %li lines, inverse %f", blen, Double(invblen));
                for (int64_t j = 1; j <= blen; ++j)
index 54e4155..496b3b0 100644 (file)
@@ -215,13 +215,13 @@ void View::RenderRange(int width, int height, unsigned first_obj, unsigned last_
        if (m_use_gpu_transform)
        {
                GLfloat glbounds[] = {static_cast<GLfloat>(Float(m_bounds.x)), static_cast<GLfloat>(Float(m_bounds.y)), static_cast<GLfloat>(Float(m_bounds.w)), static_cast<GLfloat>(Float(m_bounds.h)),
-                                       0.0, 0.0, 640.0, 480.0};
+                                       0.0, 0.0, static_cast<GLfloat>(width), static_cast<GLfloat>(height)};
                m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
        }
        else
        {
                GLfloat glbounds[] = {0.0f, 0.0f, 1.0f, 1.0f,
-                                       0.0f, 0.0f, 640.0f, 480.0f};
+                                       0.0f, 0.0f, float(width), float(height)};
                m_bounds_ubo.Upload(sizeof(float)*8, glbounds);
        }
        m_bounds_dirty = false;

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