Fix comments on PR

This commit is contained in:
Ylva Selling
2022-08-25 17:14:02 -04:00
parent 77822656b2
commit fffc48b627
3 changed files with 14 additions and 15 deletions

View File

@@ -71,7 +71,7 @@ protected:
void setIdInBrowser(const std::string& id) const;
std::deque<std::pair<int, double>>::iterator findSelectedImage(int i);
double _borderRadius = 0;
double _borderRadius = 0.0;
double _verticalFov = 10.0f;
glm::ivec3 _borderColor = glm::ivec3(70);
glm::dvec2 _equatorialAim = glm::dvec2(0.0);

View File

@@ -66,12 +66,11 @@ float createCrosshair(in float linewidth, in float ratio, in vec2 coord) {
return crosshairHorizontal + crosshairVertical;
}
float roundedRectangle(vec2 coord, vec2 size, vec4 radius) {
radius.xy = (coord.x > 0.0) ? radius.xy : radius.zw;
radius.x = (coord.y > 0.0) ? radius.x : radius.y;
vec2 q = abs(coord) - size + radius.x;
return min(max(q.x, q.y),0.0) + length(max(q, 0.0)) - radius.x;
// Creates a rounded rectangle where radius is [0, 1] from completely square
// to completely round
float roundedRectangle(vec2 coord, vec2 size, float radius) {
vec2 q = abs(coord) - size + vec2(radius);
return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - radius;
}
Fragment getFragment() {
@@ -87,26 +86,26 @@ Fragment getFragment() {
if (showRectangle) {
float lineWidthY = lineWidth * 2;
float lineWidthX = lineWidth * 2 * VerticalThickness;
float height = ((fov * 0.5)/maxWwtFov)-lineWidth;
float height = ((fov * 0.5) / maxWwtFov) - lineWidth;
float width = (height * ratio) - lineWidthY;
vec2 size = vec2(width, height);
// The radius of the corners (in pixels) clockwise starting in the top left
vec4 radius = vec4(clamp(borderRadius * 0.5 * min(height, width), 0.0, 0.5 * min(height, width)));
float radius = clamp(borderRadius * 0.5 * min(height, width), 0.0, 0.5 * min(height, width));
// Calculate distance to edge
float distance = roundedRectangle(vs_st.xy - vec2(0.5), size / 2.0f, radius);
float distance = roundedRectangle(vs_st.xy - vec2(0.5), size * 0.5, radius);
// How soft the edges should be (in pixels)
// Higher values could be used to simulate a drop shadow
float edgeSoftness = 2.0f;
float edgeSoftness = 2.0;
// Smooth the result (free antialiasing)
float smoothedAlpha = 1.0f - smoothstep(0.0f, edgeSoftness, distance);
float smoothedAlpha = 1.0 - smoothstep(0.0, edgeSoftness, distance);
// Border
float borderThickness = lineWidth * 0.5;
float borderSoftness = 0.000f;
float borderAlpha = 1.0f-smoothstep(borderThickness - borderSoftness, borderThickness, abs(distance));
float borderSoftness = 0.0;
float borderAlpha = 1.0-smoothstep(borderThickness - borderSoftness, borderThickness, abs(distance));
// Colors
float borderColor = 1.0;

View File

@@ -230,7 +230,7 @@ void WwtCommunicator::setBorderColor(glm::ivec3 color) {
void WwtCommunicator::setBorderRadius(double radius) {
_borderRadius = radius;
std::string scr = "setBorderRadius(" + std::to_string(radius) + ");";
std::string scr = fmt::format("setBorderRadius({});", radius);
executeJavascript(scr);
}