Fixed stroked circles width issue with OpenGL shaders.

This commit is contained in:
Maciej Suminski 2013-07-17 10:21:29 +02:00
parent aa6a5ab671
commit b0c1b97ff3
3 changed files with 24 additions and 22 deletions

View File

@ -816,16 +816,17 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius )
//\\ //\\
v0 /_\/_\ v1 v0 /_\/_\ v1
*/ */
double outerRadius = aRadius + ( lineWidth / 2 );
setShader( SHADER_STROKED_CIRCLE, 1.0, aRadius, lineWidth ); setShader( SHADER_STROKED_CIRCLE, 1.0, aRadius, lineWidth );
vertex3( aCenterPoint.x - aRadius * sqrt( 3.0f ), vertex3( aCenterPoint.x - outerRadius * sqrt( 3.0f ),
aCenterPoint.y - aRadius, layerDepth ); // v0 aCenterPoint.y - outerRadius, layerDepth ); // v0
setShader( SHADER_STROKED_CIRCLE, 2.0, aRadius, lineWidth ); setShader( SHADER_STROKED_CIRCLE, 2.0, aRadius, lineWidth );
vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ), vertex3( aCenterPoint.x + outerRadius * sqrt( 3.0f ),
aCenterPoint.y - aRadius, layerDepth ); // v1 aCenterPoint.y - outerRadius, layerDepth ); // v1
setShader( SHADER_STROKED_CIRCLE, 3.0, aRadius, lineWidth ); setShader( SHADER_STROKED_CIRCLE, 3.0, aRadius, lineWidth );
vertex3( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, layerDepth ); // v2 vertex3( aCenterPoint.x, aCenterPoint.y + outerRadius * 2.0f, layerDepth ); // v2
} }
return; return;
@ -964,6 +965,8 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
{ {
if( isUseShader ) if( isUseShader )
{ {
double outerRadius = aRadius + ( lineWidth / 2 );
Save(); Save();
Translate( aCenterPoint ); Translate( aCenterPoint );
Rotate( aAngle ); Rotate( aAngle );
@ -979,13 +982,13 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa
v0 //__\\ v1 v0 //__\\ v1
*/ */
setShader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, lineWidth ); setShader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, lineWidth );
vertex3( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0 vertex3( -outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0
setShader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, lineWidth ); setShader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, lineWidth );
vertex3( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1 vertex3( outerRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1
setShader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, lineWidth ); setShader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, lineWidth );
vertex3( 0.0f, aRadius * 2.0f, layerDepth ); // v2 vertex3( 0.0f, outerRadius * 2.0f, layerDepth ); // v2
Restore(); Restore();
} }

View File

@ -27,9 +27,9 @@
#version 120 #version 120
// Shader types // Shader types
const float SHADER_LINE = 1.0; const float SHADER_LINE = 1.0f;
const float SHADER_FILLED_CIRCLE = 2.0; const float SHADER_FILLED_CIRCLE = 2.0f;
const float SHADER_STROKED_CIRCLE = 3.0; const float SHADER_STROKED_CIRCLE = 3.0f;
varying vec4 shaderParams; varying vec4 shaderParams;
varying vec2 circleCoords; varying vec2 circleCoords;
@ -45,11 +45,11 @@ void filledCircle( vec2 aCoord )
void strokedCircle( vec2 aCoord, float aRadius, float aWidth ) void strokedCircle( vec2 aCoord, float aRadius, float aWidth )
{ {
float outerRadius = aRadius; float outerRadius = aRadius + ( aWidth / 2 );
float innerRadius = aRadius - aWidth; float innerRadius = aRadius - ( aWidth / 2 );
float relWidth = innerRadius / outerRadius; float relWidth = innerRadius / outerRadius;
if( ( dot( aCoord, aCoord ) < 1.0 ) && if( ( dot( aCoord, aCoord ) < 1.0f ) &&
( dot( aCoord, aCoord ) > relWidth * relWidth ) ) ( dot( aCoord, aCoord ) > relWidth * relWidth ) )
gl_FragColor = gl_Color; gl_FragColor = gl_Color;
else else

View File

@ -27,12 +27,12 @@
#version 120 #version 120
// Shader types // Shader types
const float SHADER_LINE = 1.0; const float SHADER_LINE = 1.0f;
const float SHADER_FILLED_CIRCLE = 2.0; const float SHADER_FILLED_CIRCLE = 2.0f;
const float SHADER_STROKED_CIRCLE = 3.0; const float SHADER_STROKED_CIRCLE = 3.0f;
// Minimum line width // Minimum line width
const float MIN_WIDTH = 1.0; const float MIN_WIDTH = 1.0f;
attribute vec4 attrShaderParams; attribute vec4 attrShaderParams;
varying vec4 shaderParams; varying vec4 shaderParams;
@ -51,9 +51,9 @@ void main()
// Make lines appear to be at least 1 pixel wide // Make lines appear to be at least 1 pixel wide
if( worldScale * lineWidth < MIN_WIDTH ) if( worldScale * lineWidth < MIN_WIDTH )
scale = 1.0 / ( worldScale * lineWidth ); scale = 1.0f / ( worldScale * lineWidth );
else else
scale = 1.0; scale = 1.0f;
gl_Position = gl_ModelViewProjectionMatrix * gl_Position = gl_ModelViewProjectionMatrix *
( gl_Vertex + vec4( shaderParams.yz * scale, 0.0, 0.0 ) ); ( gl_Vertex + vec4( shaderParams.yz * scale, 0.0, 0.0 ) );
@ -81,7 +81,6 @@ void main()
// Make the line appear to be at least 1 pixel wide // Make the line appear to be at least 1 pixel wide
float lineWidth = shaderParams[3]; float lineWidth = shaderParams[3];
float worldScale = gl_ModelViewMatrix[0][0]; float worldScale = gl_ModelViewMatrix[0][0];
float scale;
// Make lines appear to be at least 1 pixel width // Make lines appear to be at least 1 pixel width
if( worldScale * lineWidth < MIN_WIDTH ) if( worldScale * lineWidth < MIN_WIDTH )