Small fixes.
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@ -75,18 +75,18 @@ void PolyLine::buildPoint(LineShaderData *building, const QVector2D *prev,
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// Calculate normal to tangent - this is the line on which the vectors need
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// to be pushed to build a thickened line.
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QVector2D tangent_normal = QVector2D(-tangent.y(), tangent.x());
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const QVector2D tangent_normal = QVector2D(-tangent.y(), tangent.x());
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// Calculate normal to one of the lines.
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QVector2D dprev_normal = QVector2D(-dprev.y(), dprev.x());
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const QVector2D dprev_normal = QVector2D(-dprev.y(), dprev.x());
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// https://people.eecs.berkeley.edu/~sequin/CS184/IMGS/Sweep_PolyLine.jpg
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// (the ^-1 is performed in the shader)
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float miter = QVector2D::dotProduct(tangent_normal, dprev_normal);
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const float miter = QVector2D::dotProduct(tangent_normal, dprev_normal);
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float x = cur->x();
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float y = cur->y();
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float mx = tangent_normal.x();
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float my = tangent_normal.y();
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const float x = cur->x();
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const float y = cur->y();
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const float mx = tangent_normal.x();
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const float my = tangent_normal.y();
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// Push back 'left' vertex.
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building->vertices.push_back(Vertex2DPOD(x, y));
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@ -149,7 +149,7 @@ void PolyLine::build(LineShaderData &target) const
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prev = &point;
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}
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// If we're closed, built to more vertices that loop the line around.
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// If we're closed, build two more vertices that loop the line around.
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if (closed_) {
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target.indices.push_back(index);
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target.indices.push_back(index + 1);
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@ -278,7 +278,7 @@ void FPGAViewWidget::initializeGL()
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void FPGAViewWidget::drawElement(LineShaderData &out, const GraphicElement &el)
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{
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float scale = 1.0, offset = 0.0;
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const float scale = 1.0, offset = 0.0;
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if (el.type == GraphicElement::G_BOX) {
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auto line = PolyLine(true);
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@ -303,7 +303,7 @@ void FPGAViewWidget::paintGL()
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gl->glViewport(0, 0, width() * retinaScale, height() * retinaScale);
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gl->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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float aspect = float(width()) / float(height());
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const float aspect = float(width()) / float(height());
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QMatrix4x4 matrix;
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matrix.ortho(QRectF(-aspect / 2.0, -0.5, aspect, 1.0f));
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