Use getAspectRatio() where appropriate

pull/3/head
Hleb Valoshka 2019-11-20 20:35:16 +03:00
parent 72e6d5bb05
commit 6f6b3998d3
1 changed files with 8 additions and 8 deletions

View File

@ -3340,7 +3340,7 @@ void Renderer::draw(const Observer& observer,
glMatrixMode(GL_MODELVIEW);
Frustum intervalFrustum(degToRad(fov),
(float) windowWidth / (float) windowHeight,
getAspectRatio(),
-depthPartitions[interval].nearZ,
-depthPartitions[interval].farZ);
@ -4559,7 +4559,7 @@ void Renderer::renderObject(const Vector3f& pos,
// radius (for an ellipsoidal planet, radius is taken to be
// largest semiaxis.)
Frustum viewFrustum(degToRad(fov),
(float) windowWidth / (float) windowHeight,
getAspectRatio(),
nearPlaneDistance / radius, frustumFarPlane / radius);
viewFrustum.transform(invMV);
@ -6554,7 +6554,7 @@ void Renderer::renderPointStars(const StarDatabase& starDB,
starRenderer.starVertexBuffer = pointStarVertexBuffer;
starRenderer.glareVertexBuffer = glareVertexBuffer;
starRenderer.fov = fov;
starRenderer.cosFOV = (float) cos(degToRad(calcMaxFOV(fov, (float) windowWidth / (float) windowHeight)) / 2.0f);
starRenderer.cosFOV = (float) cos(degToRad(calcMaxFOV(fov, getAspectRatio())) / 2.0f);
starRenderer.pixelSize = pixelSize;
starRenderer.brightnessScale = brightnessScale * corrFac;
@ -6617,7 +6617,7 @@ void Renderer::renderPointStars(const StarDatabase& starDB,
obsPos.cast<float>(),
observer.getOrientationf(),
degToRad(fov),
(float) windowWidth / (float) windowHeight,
getAspectRatio(),
faintestMagNight,
#ifdef OCTREE_DEBUG
&m_starProcStats);
@ -6868,8 +6868,8 @@ void Renderer::renderDeepSkyObjects(const Universe& universe,
dsoRenderer.wHeight = windowHeight;
dsoRenderer.frustum = Frustum(degToRad(fov),
(float) windowWidth / (float) windowHeight,
MinNearPlaneDistance);
getAspectRatio(),
MinNearPlaneDistance);
// Use pixelSize * screenDpi instead of FoV, to eliminate windowHeight dependence.
// = 1.0 at startup
float effDistanceToScreen = mmToInches((float) REF_DISTANCE_TO_SCREEN) * pixelSize * getScreenDpi();
@ -6896,7 +6896,7 @@ void Renderer::renderDeepSkyObjects(const Universe& universe,
obsPos,
observer.getOrientationf(),
degToRad(fov),
(float) windowWidth / (float) windowHeight,
getAspectRatio(),
2 * faintestMagNight,
#ifdef OCTREE_DEBUG
&m_dsoProcStats);
@ -7398,7 +7398,7 @@ void Renderer::renderMarkers(const MarkerList& markers,
// vertical field of view; we want the field of view as measured on the
// diagonal between viewport corners.
double h = tan(degToRad(fov / 2));
double diag = sqrt(1.0 + square(h) + square(h * (double) windowWidth / (double) windowHeight));
double diag = sqrt(1.0 + square(h) + square(h * (double) getAspectRatio()));
double cosFOV = 1.0 / diag;
Vector3d viewVector = cameraOrientation.conjugate() * -Vector3d::UnitZ();