Magic number and build errors

This commit is contained in:
Brad Davis 2015-06-11 15:40:16 -07:00
parent d3cdbc389a
commit 92f22bc6d5

View file

@ -260,6 +260,8 @@ gpu::PipelinePointer ApplicationOverlay::getDrawPipeline() {
return _standardDrawPipeline;
}
#define CURSOR_PIXEL_SIZE 32.0f
// Draws the FBO texture for the screen
void ApplicationOverlay::displayOverlayTexture(RenderArgs* renderArgs) {
if (_alpha == 0.0f) {
@ -296,7 +298,7 @@ void ApplicationOverlay::displayOverlayTexture(RenderArgs* renderArgs) {
mousePosition -= 1.0f;
mousePosition.y *= -1.0f;
model.setTranslation(vec3(mousePosition, 0));
glm::vec2 mouseSize = 32.0f / canvasSize;
glm::vec2 mouseSize = CURSOR_PIXEL_SIZE / canvasSize;
model.setScale(vec3(mouseSize, 1.0f));
batch.setModelTransform(model);
batch.setUniformTexture(0, _crosshairTexture);
@ -957,20 +959,22 @@ void ApplicationOverlay::buildHemiVertices(
//UV mapping source: http://www.mvps.org/directx/articles/spheremap.htm
vec3 pos;
vec2 uv;
// Compute vertices positions and texture UV coordinate
// Create and write to buffer
for (int i = 0; i < stacks; i++) {
float stacksRatio = (float)i / (float)(stacks - 1); // First stack is 0.0f, last stack is 1.0f
uv.y = (float)i / (float)(stacks - 1); // First stack is 0.0f, last stack is 1.0f
// abs(theta) <= fov / 2.0f
float pitch = -fov * (stacksRatio - 0.5f);
float pitch = -fov * (uv.y - 0.5f);
for (int j = 0; j < slices; j++) {
float slicesRatio = (float)j / (float)(slices - 1); // First slice is 0.0f, last slice is 1.0f
uv.x = (float)j / (float)(slices - 1); // First slice is 0.0f, last slice is 1.0f
// abs(phi) <= fov * aspectRatio / 2.0f
float yaw = -fov * aspectRatio * (slicesRatio - 0.5f);
float yaw = -fov * aspectRatio * (uv.x - 0.5f);
pos = getPoint(yaw, pitch);
static const vec4 color(1);
_hemiVertices->append(sizeof(pos), (gpu::Byte*)&pos);
_hemiVertices->append(sizeof(vec2), (gpu::Byte*)&vec2(slicesRatio, stacksRatio));
_hemiVertices->append(sizeof(vec4), (gpu::Byte*)&vec4(1));
_hemiVertices->append(sizeof(vec2), (gpu::Byte*)&uv);
_hemiVertices->append(sizeof(vec4), (gpu::Byte*)&color);
}
}