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[drape] Fix sqrt constexpr
Signed-off-by: x7z4w <x7z4w@noreply.codeberg.org>
This commit is contained in:
@@ -118,7 +118,7 @@ void ColoredSymbolShape::Draw(ref_ptr<dp::GraphicsContext> context, ref_ptr<dp::
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pixelSize = m2::PointU(2 * static_cast<uint32_t>(m_params.m_radiusInPixels),
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pixelSize = m2::PointU(2 * static_cast<uint32_t>(m_params.m_radiusInPixels),
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2 * static_cast<uint32_t>(m_params.m_radiusInPixels));
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2 * static_cast<uint32_t>(m_params.m_radiusInPixels));
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// Here we use an equilateral triangle to render circle (incircle of a triangle).
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// Here we use an equilateral triangle to render circle (incircle of a triangle).
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static float constexpr kSqrt3 = static_cast<float>(sqrt(3.0f));
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static float constexpr kSqrt3 = 1.732050808f;
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float r = m_params.m_radiusInPixels - m_params.m_outlineWidth;
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float r = m_params.m_radiusInPixels - m_params.m_outlineWidth;
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V::TTexCoord uv2(uv.x, uv.y, norm(0.0, 0.0));
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V::TTexCoord uv2(uv.x, uv.y, norm(0.0, 0.0));
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@@ -195,7 +195,7 @@ void ColoredSymbolShape::Draw(ref_ptr<dp::GraphicsContext> context, ref_ptr<dp::
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}
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}
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// Here we use an right triangle to render a quarter of circle.
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// Here we use an right triangle to render a quarter of circle.
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static float constexpr kSqrt2 = static_cast<float>(sqrt(2.0f));
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static float constexpr kSqrt2 = 1.414213562f;
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float r = m_params.m_radiusInPixels - m_params.m_outlineWidth;
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float r = m_params.m_radiusInPixels - m_params.m_outlineWidth;
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V::TTexCoord uv2(uv.x, uv.y, norm(-halfWidthBody, halfHeightBody));
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V::TTexCoord uv2(uv.x, uv.y, norm(-halfWidthBody, halfHeightBody));
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buffer.push_back(V(position, V::TNormal(0.0, 0.0, r, 0.0f), uv2));
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buffer.push_back(V(position, V::TNormal(0.0, 0.0, r, 0.0f), uv2));
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@@ -198,7 +198,7 @@ private:
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void CreateRoundCap(glsl::vec2 const & pos)
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void CreateRoundCap(glsl::vec2 const & pos)
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{
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{
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// Here we use an equilateral triangle to render circle (incircle of a triangle).
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// Here we use an equilateral triangle to render circle (incircle of a triangle).
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static float constexpr kSqrt3 = sqrt(3.0f);
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static float constexpr kSqrt3 = 1.732050808f;
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float const radius = GetHalfWidth();
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float const radius = GetHalfWidth();
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m_capGeometry.emplace_back(CapVertex::TPosition(pos, m_params.m_depth),
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m_capGeometry.emplace_back(CapVertex::TPosition(pos, m_params.m_depth),
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@@ -11,8 +11,8 @@ namespace df
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namespace
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namespace
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{
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{
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double constexpr kValidPathSplineTurn = 15 * math::pi / 180;
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double constexpr kValidPathSplineTurn = 15 * math::pi / 180;
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double constexpr kCosTurn = cos(kValidPathSplineTurn);
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double constexpr kCosTurn = 0.999989561; // cos(kValidPathSplineTurn)
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double constexpr kSinTurn = sin(kValidPathSplineTurn);
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double constexpr kSinTurn = 0.004569245; // sin(kValidPathSplineTurn)
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double constexpr kRoundStep = 23;
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double constexpr kRoundStep = 23;
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int constexpr kMaxStepsCount = 7;
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int constexpr kMaxStepsCount = 7;
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@@ -382,8 +382,8 @@ void RouteShape::PrepareMarkersGeometry(std::vector<SubrouteMarker> const & mark
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{
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{
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ASSERT(!markers.empty(), ());
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ASSERT(!markers.empty(), ());
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static float constexpr kSqrt3 = sqrt(3.0f);
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static float constexpr kSqrt3 = 1.732050808f;
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static float constexpr kSqrt2 = sqrt(2.0f);
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static float constexpr kSqrt2 = 1.414213562f;
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static float constexpr kInnerRadius = 0.6f;
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static float constexpr kInnerRadius = 0.6f;
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static float constexpr kOuterRadius = 1.0f;
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static float constexpr kOuterRadius = 1.0f;
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@@ -101,7 +101,7 @@ void SubmitCircleStaticVertices(RoadClass roadClass, glsl::vec3 const & pivot, g
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glsl::vec2 const & uv, std::vector<TrafficCircleStaticVertex> & circlesGeometry)
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glsl::vec2 const & uv, std::vector<TrafficCircleStaticVertex> & circlesGeometry)
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{
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{
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// Here we use an equilateral triangle to render circle (incircle of a triangle).
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// Here we use an equilateral triangle to render circle (incircle of a triangle).
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static float constexpr kSqrt3 = sqrt(3.0f);
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static float constexpr kSqrt3 = 1.732050808f;
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auto const p = glsl::vec4(pivot, static_cast<float>(roadClass));
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auto const p = glsl::vec4(pivot, static_cast<float>(roadClass));
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circlesGeometry.emplace_back(p, glsl::vec4(rightNormal, -kSqrt3, -1.0f), uv);
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circlesGeometry.emplace_back(p, glsl::vec4(rightNormal, -kSqrt3, -1.0f), uv);
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circlesGeometry.emplace_back(p, glsl::vec4(rightNormal, kSqrt3, -1.0f), uv);
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circlesGeometry.emplace_back(p, glsl::vec4(rightNormal, kSqrt3, -1.0f), uv);
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@@ -118,7 +118,7 @@ void GenerateLineCaps(ref_ptr<dp::GraphicsContext> context, std::vector<SchemeSe
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for (auto const & segment : segments)
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for (auto const & segment : segments)
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{
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{
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// Here we use an equilateral triangle to render a circle (incircle of a triangle).
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// Here we use an equilateral triangle to render a circle (incircle of a triangle).
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static float constexpr kSqrt3 = sqrt(3.0f);
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static float constexpr kSqrt3 = 1.732050808f;
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auto const offset = lineOffset * segment.m_rightNormal;
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auto const offset = lineOffset * segment.m_rightNormal;
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auto const pivot = glsl::vec3(segment.m_p2, depth);
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auto const pivot = glsl::vec3(segment.m_p2, depth);
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