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fix crosshair circle rendering issues and added round dot option
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parent
fb214971d5
commit
3b8049d226
4 changed files with 98 additions and 32 deletions
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@ -31,6 +31,7 @@ int CHudCrosshairs::Init()
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cl_cross_dot_alpha = CVAR_CREATE("cl_cross_dot_alpha", "", FCVAR_ARCHIVE);
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cl_cross_dot_outline = CVAR_CREATE("cl_cross_dot_outline", "0", FCVAR_ARCHIVE);
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cl_cross_dot_outline_alpha = CVAR_CREATE("cl_cross_dot_outline_alpha", "", FCVAR_ARCHIVE);
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cl_cross_dot_round = CVAR_CREATE("cl_cross_dot_round", "0", FCVAR_ARCHIVE);
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cl_cross_line_top = CVAR_CREATE("cl_cross_line_top", "1", FCVAR_ARCHIVE);
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cl_cross_line_bottom = CVAR_CREATE("cl_cross_line_bottom", "1", FCVAR_ARCHIVE);
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cl_cross_line_left = CVAR_CREATE("cl_cross_line_left", "1", FCVAR_ARCHIVE);
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@ -77,7 +78,7 @@ int CHudCrosshairs::Draw(float time)
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if (cl_cross_scaling->value != 0)
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{
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// Scale from 1080 Y res, as it's what the default crosshairs are designed for, but don't scale when resolution is close to 1080, as it looks bad.
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const float screenscale = ScreenHeight() / 1080.0f; //ScreenHeight() * 0.000926f
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const float screenscale = ScreenHeight() / 1080; //ScreenHeight() * 0.000926f
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// Lowering scale looks like junk, don't bother.
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//if (screenscale < 0.75f)
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//{
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@ -197,11 +198,28 @@ int CHudCrosshairs::Draw(float time)
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gl.color(0, 0, 0, dotoutalpha);
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float size = min(cl_cross_dot_size->value * scalar, ScreenHeight() * 0.2f) + (dotout * 2.0f);
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Vector2D offset = Vector2D(size / 2.0f, size / 2.0f);
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float size = min(cl_cross_dot_size->value * scalar, ScreenHeight() * 0.2f);
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if (cl_cross_dot_round->value)
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{
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size *= 0.5f;
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if (old_round_dot_outline_radius != size || old_round_dot_outline_thickness != dotout) {
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// Recompute the circle points.
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round_dot_outline_points = HudGL::compute_circle(size + (dotout * 0.5f), dotout);
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old_round_dot_outline_radius = size;
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old_round_dot_outline_thickness = dotout;
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}
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gl.circle(center, round_dot_outline_points);
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}
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else
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{
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//TOFIX - Not a true outline, will be seen behind transparent dots
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size += dotout * 2.0f;
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Vector2D offset = Vector2D(size / 2.0f, size / 2.0f);
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gl.rectangle(center - offset, center + offset);
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}
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}
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float circleout;
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if (cl_cross_circle_outline->string[0] == 0)
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@ -225,22 +243,26 @@ int CHudCrosshairs::Draw(float time)
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auto radius = cl_cross_circle_radius->value * scalar;
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float thickness;
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if (!circleoutinner)
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{
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radius += cl_cross_circle_thickness->value * scalar * 0.5f;
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gl.line_width(circleout);
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thickness = circleout;
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}
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else
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{
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gl.line_width(cl_cross_circle_thickness->value * scalar + (circleout * 2.0f));
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//TOFIX - Not a true outline, will be seen behind transparent circles
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thickness = cl_cross_circle_thickness->value * scalar + (circleout * 2.0f);
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}
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if (old_circle_radius != radius) {
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if (old_circle_outline_radius != radius || old_circle_outline_thickness != thickness) {
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// Recompute the circle points.
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circle_points = HudGL::compute_circle(radius);
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old_circle_radius = radius;
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circle_outline_points = HudGL::compute_circle(radius, thickness);
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old_circle_outline_radius = radius;
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old_circle_outline_thickness = thickness;
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}
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gl.circle(center, circle_points);
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gl.circle(center, circle_outline_points);
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}
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gl.color(r, g, b, alpha);
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@ -299,13 +321,14 @@ int CHudCrosshairs::Draw(float time)
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gl.color(r, g, b, circlealpha);
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}
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gl.line_width(cl_cross_circle_thickness->value * scalar);
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float radius = cl_cross_circle_radius->value * scalar;
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if (old_circle_radius != radius) {
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float thickness = cl_cross_circle_thickness->value * scalar;
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if (old_circle_radius != radius || old_circle_thickness != thickness) {
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// Recompute the circle points.
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circle_points = HudGL::compute_circle(radius);
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circle_points = HudGL::compute_circle(radius, thickness);
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old_circle_radius = radius;
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old_circle_thickness = thickness;
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gEngfuncs.Con_Printf("radius:%f thickness:%f\n", radius, thickness);
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}
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gl.circle(center, circle_points);
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@ -332,8 +355,22 @@ int CHudCrosshairs::Draw(float time)
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float size = min(cl_cross_dot_size->value * scalar, ScreenHeight() * 0.2f);
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Vector2D offset = Vector2D(size / 2.0f, size / 2.0f);
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if (cl_cross_dot_round->value)
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{
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size *= 0.5f;
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if (old_round_dot_radius != size) {
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// Recompute the circle points.
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round_dot_points = HudGL::compute_circle(size);
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old_round_dot_radius = size;
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}
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gl.round_dot(center, round_dot_points);
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}
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else
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{
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gl.rectangle(center - offset, center + offset);
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}
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}
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return 0;
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}
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@ -27,6 +27,7 @@ class CHudCrosshairs : public CHudBase
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cvar_t* cl_cross_dot_alpha;
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cvar_t* cl_cross_dot_outline;
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cvar_t* cl_cross_dot_outline_alpha;
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cvar_t* cl_cross_dot_round;
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cvar_t* cl_cross_line_top;
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cvar_t* cl_cross_line_bottom;
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cvar_t* cl_cross_line_left;
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@ -34,7 +35,16 @@ class CHudCrosshairs : public CHudBase
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cvar_t* cl_cross_scaling;
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float old_circle_radius;
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float old_circle_thickness;
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std::vector<Vector2D> circle_points;
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float old_circle_outline_radius;
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float old_circle_outline_thickness;
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std::vector<Vector2D> circle_outline_points;
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float old_round_dot_radius;
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std::vector<Vector2D> round_dot_points;
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float old_round_dot_outline_radius;
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float old_round_dot_outline_thickness;
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std::vector<Vector2D> round_dot_outline_points;
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public:
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virtual int Init();
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@ -52,11 +52,21 @@ void HudGL::line(const Vector2D& start, const Vector2D& end) const {
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glEnd();
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}
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//#ifdef __APPLE__
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////Remove when OSX builds with c++11
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//#else
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void HudGL::circle(const Vector2D& center, const std::vector<Vector2D>& points) const {
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glBegin(GL_LINE_STRIP);
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glBegin(GL_TRIANGLE_STRIP);
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for (const Vector2D& point : points)
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glVertex2f(center.x + point.x, center.y + point.y);
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glVertex2f(center.x + points[0].x, center.y + points[0].y);
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glVertex2f(center.x + points[1].x, center.y + points[1].y);
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glEnd();
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}
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void HudGL::round_dot(const Vector2D& center, const std::vector<Vector2D>& points) const {
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glBegin(GL_TRIANGLE_FAN);
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glVertex2f(center.x, center.y);
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for (const Vector2D& point : points)
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glVertex2f(center.x + point.x, center.y + point.y);
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@ -64,7 +74,6 @@ void HudGL::circle(const Vector2D& center, const std::vector<Vector2D>& points)
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glVertex2f(center.x + points[0].x, center.y + points[0].y);
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glEnd();
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}
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//#endif
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void HudGL::rectangle(const Vector2D& corner_a, const Vector2D& corner_b) const {
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glBegin(GL_QUADS);
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@ -75,9 +84,6 @@ void HudGL::rectangle(const Vector2D& corner_a, const Vector2D& corner_b) const
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glEnd();
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}
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//#ifdef __APPLE__
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////Remove when OSX builds with c++11
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//#else
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std::vector<Vector2D> HudGL::compute_circle(float radius) {
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// Maximum allowed distance between the circle and the rendered line segment.
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const float MAX_ERROR = 0.1f;
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@ -94,4 +100,23 @@ std::vector<Vector2D> HudGL::compute_circle(float radius) {
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return points;
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}
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//#endif
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std::vector<Vector2D> HudGL::compute_circle(float radius, float thickness) {
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// Maximum allowed distance between the circle and the rendered line segment.
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const float MAX_ERROR = 0.1f;
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const unsigned segment_count =
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static_cast<unsigned>(std::ceil(M_PI / std::acos((radius - MAX_ERROR) / radius)));
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const unsigned point_count = segment_count * 2;
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float half_thickness = thickness * 0.5f;
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std::vector<Vector2D> points;
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points.reserve(point_count);
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for (unsigned i = 0; i < segment_count; ++i) {
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float angle = static_cast<float>(M_PI * 2 * i / segment_count);
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points.emplace_back((radius + half_thickness) * std::cos(angle), (radius + half_thickness) * std::sin(angle));
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points.emplace_back((radius - half_thickness) * std::cos(angle), (radius - half_thickness) * std::sin(angle));
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}
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return points;
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}
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@ -9,16 +9,10 @@ public:
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void color(unsigned char r, unsigned char g, unsigned char b, unsigned char a) const;
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void line_width(float width) const;
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void line(const Vector2D& start, const Vector2D& end) const;
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//#ifdef __APPLE__
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// //Remove when OSX builds with c++11
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//#else
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void circle(const Vector2D& center, const std::vector<Vector2D>& points) const;
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//#endif
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void round_dot(const Vector2D& center, const std::vector<Vector2D>& points) const;
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void rectangle(const Vector2D& corner_a, const Vector2D& corner_b) const;
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//#ifdef __APPLE__
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// //Remove when OSX builds with c++11
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//#else
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static std::vector<Vector2D> compute_circle(float radius);
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//#endif
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static std::vector<Vector2D> compute_circle(float radius, float thickness);
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};
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