Fixed stroked circles width issue with OpenGL shaders.
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@ -795,7 +795,7 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
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aCenterPoint.y - aRadius, layerDepth ); // v0
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setShader( SHADER_FILLED_CIRCLE, 2.0 );
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vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ),
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vertex3( aCenterPoint.x + aRadius* sqrt( 3.0f ),
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aCenterPoint.y - aRadius, layerDepth ); // v1
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setShader( SHADER_FILLED_CIRCLE, 3.0 );
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@ -816,16 +816,17 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
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//\\
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v0 /_\/_\ v1
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*/
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double outerRadius = aRadius + ( lineWidth / 2 );
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setShader( SHADER_STROKED_CIRCLE, 1.0, aRadius, lineWidth );
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vertex3( aCenterPoint.x - aRadius * sqrt( 3.0f ),
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aCenterPoint.y - aRadius, layerDepth ); // v0
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vertex3( aCenterPoint.x - outerRadius * sqrt( 3.0f ),
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aCenterPoint.y - outerRadius, layerDepth ); // v0
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setShader( SHADER_STROKED_CIRCLE, 2.0, aRadius, lineWidth );
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vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ),
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aCenterPoint.y - aRadius, layerDepth ); // v1
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vertex3( aCenterPoint.x + outerRadius * sqrt( 3.0f ),
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aCenterPoint.y - outerRadius, layerDepth ); // v1
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setShader( SHADER_STROKED_CIRCLE, 3.0, aRadius, lineWidth );
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vertex3( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, layerDepth ); // v2
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vertex3( aCenterPoint.x, aCenterPoint.y + outerRadius * 2.0f, layerDepth ); // v2
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}
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return;
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@ -964,6 +965,8 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
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{
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if( isUseShader )
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{
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double outerRadius = aRadius + ( lineWidth / 2 );
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Save();
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Translate( aCenterPoint );
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Rotate( aAngle );
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@ -979,13 +982,13 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
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v0 //__\\ v1
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*/
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setShader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, lineWidth );
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vertex3( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0
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vertex3( -outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0
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setShader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, lineWidth );
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vertex3( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1
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vertex3( outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1
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setShader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, lineWidth );
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vertex3( 0.0f, aRadius * 2.0f, layerDepth ); // v2
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vertex3( 0.0f, outerRadius * 2.0f, layerDepth ); // v2
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Restore();
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}
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@ -27,9 +27,9 @@
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#version 120
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// Shader types
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const float SHADER_LINE = 1.0;
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const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_LINE = 1.0f;
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const float SHADER_FILLED_CIRCLE = 2.0f;
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const float SHADER_STROKED_CIRCLE = 3.0f;
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varying vec4 shaderParams;
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varying vec2 circleCoords;
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@ -45,11 +45,11 @@ void filledCircle( vec2 aCoord )
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void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
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{
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float outerRadius = aRadius;
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float innerRadius = aRadius - aWidth;
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float outerRadius = aRadius + ( aWidth / 2 );
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float innerRadius = aRadius - ( aWidth / 2 );
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float relWidth = innerRadius / outerRadius;
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if( ( dot( aCoord, aCoord ) < 1.0 ) &&
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if( ( dot( aCoord, aCoord ) < 1.0f ) &&
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( dot( aCoord, aCoord ) > relWidth * relWidth ) )
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gl_FragColor = gl_Color;
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else
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@ -27,12 +27,12 @@
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#version 120
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// Shader types
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const float SHADER_LINE = 1.0;
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const float SHADER_FILLED_CIRCLE = 2.0;
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const float SHADER_STROKED_CIRCLE = 3.0;
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const float SHADER_LINE = 1.0f;
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const float SHADER_FILLED_CIRCLE = 2.0f;
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const float SHADER_STROKED_CIRCLE = 3.0f;
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// Minimum line width
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const float MIN_WIDTH = 1.0;
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const float MIN_WIDTH = 1.0f;
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attribute vec4 attrShaderParams;
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varying vec4 shaderParams;
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@ -51,9 +51,9 @@ void main()
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// Make lines appear to be at least 1 pixel wide
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if( worldScale * lineWidth < MIN_WIDTH )
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scale = 1.0 / ( worldScale * lineWidth );
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scale = 1.0f / ( worldScale * lineWidth );
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else
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scale = 1.0;
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scale = 1.0f;
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gl_Position = gl_ModelViewProjectionMatrix *
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( gl_Vertex + vec4( shaderParams.yz * scale, 0.0, 0.0 ) );
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@ -81,7 +81,6 @@ void main()
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// Make the line appear to be at least 1 pixel wide
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float lineWidth = shaderParams[3];
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float worldScale = gl_ModelViewMatrix[0][0];
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float scale;
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// Make lines appear to be at least 1 pixel width
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if( worldScale * lineWidth < MIN_WIDTH )
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