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authorEdward Welbourne <edward.welbourne@qt.io>2017-03-22 13:18:52 +0100
committerEdward Welbourne <edward.welbourne@qt.io>2017-06-20 09:53:46 +0000
commit02b7ec05d5713aec67577cebc18e5906b5a98598 (patch)
treea8b7fe65eb276c50b5617e808ec26ddfdf065ab8 /examples/opengl/hellowindow
parent82deb0ad160459c16c77cbbea69b56387723c3a4 (diff)
Be (somewhat more) consistent about the value of pi
Use M_PI (and friends), where possible, in favor of hand-coded approximations of various (in)accuracies. Where that's not available (e.g. fragment shaders), use the same value that qmath.h uses for M_PI, for consistency. Replaced math.h with qmath.h in places that defined a fall-back in case math.h omits it (it's not in the C++ standard, although M_PI is in POSIX); or removed this entirely where it wasn't used. Reworked some code to reduce the amount of arithmetic needed, in the process; e.g. pulling common factors out of loops. Revised an example's doc to not waste time talking about using a six-sig-fig value for pi (which we no longer do) - it really wasn't relevant, or anything to be proud of; nor did the doc mention its later use. Task-number: QTBUG-58083 Change-Id: I5a31e3a2b6a823b97a43209bed61a37b9aa6c05f Reviewed-by: Thiago Macieira <thiago.macieira@intel.com>
Diffstat (limited to 'examples/opengl/hellowindow')
-rw-r--r--examples/opengl/hellowindow/hellowindow.cpp25
1 files changed, 12 insertions, 13 deletions
diff --git a/examples/opengl/hellowindow/hellowindow.cpp b/examples/opengl/hellowindow/hellowindow.cpp
index dc48cc4b76..235775f09a 100644
--- a/examples/opengl/hellowindow/hellowindow.cpp
+++ b/examples/opengl/hellowindow/hellowindow.cpp
@@ -276,21 +276,20 @@ void Renderer::createGeometry()
extrude(x4, y4, y4, x4);
extrude(y4, x4, y3, x3);
- const qreal Pi = 3.14159f;
const int NumSectors = 100;
-
+ const qreal sectorAngle = 2 * qreal(M_PI) / NumSectors;
for (int i = 0; i < NumSectors; ++i) {
- qreal angle1 = (i * 2 * Pi) / NumSectors;
- qreal x5 = 0.30 * qSin(angle1);
- qreal y5 = 0.30 * qCos(angle1);
- qreal x6 = 0.20 * qSin(angle1);
- qreal y6 = 0.20 * qCos(angle1);
-
- qreal angle2 = ((i + 1) * 2 * Pi) / NumSectors;
- qreal x7 = 0.20 * qSin(angle2);
- qreal y7 = 0.20 * qCos(angle2);
- qreal x8 = 0.30 * qSin(angle2);
- qreal y8 = 0.30 * qCos(angle2);
+ qreal angle = i * sectorAngle;
+ qreal x5 = 0.30 * qSin(angle);
+ qreal y5 = 0.30 * qCos(angle);
+ qreal x6 = 0.20 * qSin(angle);
+ qreal y6 = 0.20 * qCos(angle);
+
+ angle += sectorAngle;
+ qreal x7 = 0.20 * qSin(angle);
+ qreal y7 = 0.20 * qCos(angle);
+ qreal x8 = 0.30 * qSin(angle);
+ qreal y8 = 0.30 * qCos(angle);
quad(x5, y5, x6, y6, x7, y7, x8, y8);