mirror of
https://github.com/overte-org/overte.git
synced 2025-08-17 08:33:25 +02:00
Fix Circle3DOverlay not rendering solid circle to exact degrees
This commit is contained in:
parent
d768809fbc
commit
788c883c02
1 changed files with 29 additions and 19 deletions
|
@ -75,6 +75,7 @@ void Circle3DOverlay::render(RenderArgs* args) {
|
|||
const float FULL_CIRCLE = 360.0f;
|
||||
const float SLICES = 180.0f; // The amount of segment to create the circle
|
||||
const float SLICE_ANGLE = FULL_CIRCLE / SLICES;
|
||||
const float SLICE_ANGLE_RADIANS = glm::radians(FULL_CIRCLE / SLICES);
|
||||
const float MAX_COLOR = 255.0f;
|
||||
|
||||
auto geometryCache = DependencyManager::get<GeometryCache>();
|
||||
|
@ -111,28 +112,38 @@ void Circle3DOverlay::render(RenderArgs* args) {
|
|||
vec4 innerEndColor = vec4(toGlm(_innerEndColor), _innerEndAlpha) * pulseModifier;
|
||||
vec4 outerEndColor = vec4(toGlm(_outerEndColor), _outerEndAlpha) * pulseModifier;
|
||||
|
||||
const auto startAtRadians = glm::radians(_startAt);
|
||||
const auto endAtRadians = glm::radians(_endAt);
|
||||
|
||||
const auto totalRange = _endAt - _startAt;
|
||||
if (_innerRadius <= 0) {
|
||||
_solidPrimitive = gpu::TRIANGLE_FAN;
|
||||
points << vec2();
|
||||
colors << innerStartColor;
|
||||
for (float angle = _startAt; angle <= _endAt; angle += SLICE_ANGLE) {
|
||||
float range = (angle - _startAt) / (_endAt - _startAt);
|
||||
float angleRadians = glm::radians(angle);
|
||||
for (float angleRadians = startAtRadians; angleRadians < endAtRadians; angleRadians += SLICE_ANGLE_RADIANS) {
|
||||
float range = (angleRadians - startAtRadians) / totalRange;
|
||||
points << glm::vec2(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
|
||||
colors << glm::mix(outerStartColor, outerEndColor, range);
|
||||
}
|
||||
points << glm::vec2(cosf(endAtRadians) * _outerRadius, sinf(endAtRadians) * _outerRadius);
|
||||
colors << outerEndColor;
|
||||
|
||||
} else {
|
||||
_solidPrimitive = gpu::TRIANGLE_STRIP;
|
||||
for (float angle = _startAt; angle <= _endAt; angle += SLICE_ANGLE) {
|
||||
float range = (angle - _startAt) / (_endAt - _startAt);
|
||||
for (float angleRadians = startAtRadians; angleRadians < endAtRadians; angleRadians += SLICE_ANGLE_RADIANS) {
|
||||
float range = (angleRadians - startAtRadians) / totalRange;
|
||||
|
||||
float angleRadians = glm::radians(angle);
|
||||
points << glm::vec2(cosf(angleRadians) * _innerRadius, sinf(angleRadians) * _innerRadius);
|
||||
colors << glm::mix(innerStartColor, innerEndColor, range);
|
||||
|
||||
points << glm::vec2(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
|
||||
colors << glm::mix(outerStartColor, outerEndColor, range);
|
||||
}
|
||||
points << glm::vec2(cosf(endAtRadians) * _innerRadius, sinf(endAtRadians) * _innerRadius);
|
||||
colors << innerEndColor;
|
||||
|
||||
points << glm::vec2(cosf(endAtRadians) * _outerRadius, sinf(endAtRadians) * _outerRadius);
|
||||
colors << outerEndColor;
|
||||
}
|
||||
geometryCache->updateVertices(_quadVerticesID, points, colors);
|
||||
}
|
||||
|
@ -147,29 +158,28 @@ void Circle3DOverlay::render(RenderArgs* args) {
|
|||
if (geometryChanged) {
|
||||
QVector<glm::vec2> points;
|
||||
|
||||
float angle = _startAt;
|
||||
float angleInRadians = glm::radians(angle);
|
||||
glm::vec2 firstPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
|
||||
const auto startAtRadians = glm::radians(_startAt);
|
||||
const auto endAtRadians = glm::radians(_endAt);
|
||||
|
||||
float angleRadians = startAtRadians;
|
||||
glm::vec2 firstPoint(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
|
||||
points << firstPoint;
|
||||
|
||||
while (angle < _endAt) {
|
||||
angle += SLICE_ANGLE;
|
||||
angleInRadians = glm::radians(angle);
|
||||
glm::vec2 thisPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
|
||||
while (angleRadians < endAtRadians) {
|
||||
angleRadians += SLICE_ANGLE_RADIANS;
|
||||
glm::vec2 thisPoint(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
|
||||
points << thisPoint;
|
||||
|
||||
if (getIsDashedLine()) {
|
||||
angle += SLICE_ANGLE / 2.0f; // short gap
|
||||
angleInRadians = glm::radians(angle);
|
||||
glm::vec2 dashStartPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
|
||||
angleRadians += SLICE_ANGLE_RADIANS / 2.0f; // short gap
|
||||
glm::vec2 dashStartPoint(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
|
||||
points << dashStartPoint;
|
||||
}
|
||||
}
|
||||
|
||||
// get the last slice portion....
|
||||
angle = _endAt;
|
||||
angleInRadians = glm::radians(angle);
|
||||
glm::vec2 lastPoint(cosf(angleInRadians) * _outerRadius, sinf(angleInRadians) * _outerRadius);
|
||||
angleRadians = endAtRadians;
|
||||
glm::vec2 lastPoint(cosf(angleRadians) * _outerRadius, sinf(angleRadians) * _outerRadius);
|
||||
points << lastPoint;
|
||||
geometryCache->updateVertices(_lineVerticesID, points, vec4(toGlm(getColor()), getAlpha()));
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue