Commit 0f5aa063 authored by Maciej Suminski's avatar Maciej Suminski

Fixed stroke semicircles drawing using shaderless OpenGL backend.

parent 6dc79cf1
......@@ -1024,56 +1024,51 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
else
{
// Compute the factors for the unit circle
double outerScale = lineWidth / aRadius / 2;
double innerScale = -outerScale;
outerScale += 1.0;
innerScale += 1.0;
double innerScale = 1.0 - lineWidth / aRadius;
if( innerScale < outerScale )
{
Save();
Translate( aCenterPoint );
Rotate( aAngle );
// Draw the outline
VBO_VERTEX* circle = verticesCircle->GetVertices();
int next;
begin( GL_TRIANGLES );
Save();
Translate( aCenterPoint );
Scale( VECTOR2D( aRadius, aRadius ) );
Rotate( aAngle );
for( int i = 0; i < ( 3 * CIRCLE_POINTS ) / 2; ++i )
{
// verticesCircle contains precomputed circle points interleaved with vertex
// (0,0,0), so filled circles can be drawn as consecutive triangles, ie:
// { 0,a,b, 0,c,d, 0,e,f, 0,g,h, ... }
// where letters stand for consecutive circle points and 0 for (0,0,0) vertex.
// Draw the outline
VBO_VERTEX* circle = verticesCircle->GetVertices();
int next;
// We have to skip all (0,0,0) vertices (every third vertex)
if( i % 3 == 0 )
{
i++;
// Depending on the vertex, next circle point may be stored in the next vertex..
next = i + 1;
}
else
{
// ..or 2 vertices away (in case it is preceded by (0,0,0) vertex)
next = i + 2;
}
begin( GL_TRIANGLES );
vertex3( circle[i].x * innerScale, circle[i].y * innerScale, layerDepth );
vertex3( circle[i].x * outerScale, circle[i].y * outerScale, layerDepth );
vertex3( circle[next].x * innerScale, circle[next].y * innerScale, layerDepth );
for( int i = 0; i < ( 3 * CIRCLE_POINTS ) / 2; ++i )
{
// verticesCircle contains precomputed circle points interleaved with vertex
// (0,0,0), so filled circles can be drawn as consecutive triangles, ie:
// { 0,a,b, 0,c,d, 0,e,f, 0,g,h, ... }
// where letters stand for consecutive circle points and 0 for (0,0,0) vertex.
vertex3( circle[i].x * outerScale, circle[i].y * outerScale, layerDepth );
vertex3( circle[next].x * outerScale, circle[next].y * outerScale, layerDepth );
vertex3( circle[next].x * innerScale, circle[next].y * innerScale, layerDepth );
// We have to skip all (0,0,0) vertices (every third vertex)
if( i % 3 == 0 )
{
i++;
// Depending on the vertex, next circle point may be stored in the next vertex..
next = i + 1;
}
else
{
// ..or 2 vertices away (in case it is preceded by (0,0,0) vertex)
next = i + 2;
}
end();
vertex3( circle[i].x * innerScale, circle[i].y * innerScale, layerDepth );
vertex3( circle[i].x, circle[i].y, layerDepth );
vertex3( circle[next].x * innerScale, circle[next].y * innerScale, layerDepth );
Restore();
vertex3( circle[i].x, circle[i].y, layerDepth );
vertex3( circle[next].x, circle[next].y, layerDepth );
vertex3( circle[next].x * innerScale, circle[next].y * innerScale, layerDepth );
}
end();
Restore();
}
}
......
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