Implement arc rendering, works for increasing angle difference < 2pi
This commit is contained in:
+23
-8
@@ -1,18 +1,33 @@
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#version 430 core
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in vec4 gColor;
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in vec2 cenPosT;
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in float gRad;
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in float gWdth;
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in float gRadIn;
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in float gRadOut;
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in vec2 angles;
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out vec4 fColor;
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out float gl_FragDepth;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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// fColor = vec4( gColor.xyz , 0 );
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// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
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// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
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fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
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gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
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//fColor = vec4( 0.5,0,0 , 1 );
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float d = distance(pos,cenPosT);
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float dTest = max ( step(gRadOut/2,d)
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, 1 - step(gRadIn/2,d)
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);
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vec2 posDiff = pos - cenPosT;
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float sa = angles.x;
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vec2 sv = vec2 (-sin(sa), cos(sa));
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float saTest = dot(sv,posDiff) >= 0 ? 0 : 1;
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float ea = angles.y;
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vec2 ev = vec2 (-sin(ea), cos(ea));
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float eaTest = dot(ev,posDiff) <= 0 ? 0 : 1;
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float aTest = ea - sa < radians(180) ? max (saTest,eaTest)
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: min (saTest,eaTest);
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float onArcTest = max(dTest,aTest);
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//gl_FragDepth = max(gl_FragCoord.z , step(gRadOut/2,distance(pos,cenPosT)));
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gl_FragDepth = max(gl_FragCoord.z , onArcTest);
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fColor = gColor;
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}
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+11
-11
@@ -4,32 +4,32 @@ layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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in vec4 vparams [];
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out vec4 gColor;
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out float gRad;
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out float gWdth;
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out float gRadIn;
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out float gRadOut;
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out vec2 cenPosT;
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out vec2 angles;
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uniform vec2 winSize;
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uniform float zoom;
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void main()
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{
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angles = vparams[0].xy;
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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//cenPos = vec3 (0.5,0,0);
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gColor = vColor[0];
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gRad = vparams[0].x * zoom * 2;
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gWdth = vparams[0].w * zoom * 2;
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// gRad = 0.2;
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float gWdth = vparams[0].w * 0.5;
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gRadOut = (vparams[0].z + gWdth) * zoom * 2;
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gRadIn = (vparams[0].z - gWdth) * zoom * 2;
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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//gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
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EmitVertex();
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EndPrimitive();
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+3
-4
@@ -5,15 +5,14 @@ in float gRad;
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out vec4 fColor;
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out float gl_FragDepth;
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uniform vec2 winSize;
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void main()
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{
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vec2 pos = gl_FragCoord.xy;
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// fColor = vec4( gColor.xyz , 0 );
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// fColor = vec4( gColor.xyz , 1 - step(distance(pos,cenPos.xy),gRad) );
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// fColor = vec4( gColor.xyz , distance(pos,cenPos.xy)/gRad );
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fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
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// fColor = vec4( gColor.rgb, gColor.a * (1-step(gRad/2,distance(pos,cenPosT))) );
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gl_FragDepth = max(gl_FragCoord.z , step(gRad/2,distance(pos,cenPosT)));
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//fColor = vec4( 0.5,0,0 , 1 );
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fColor = gColor;
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}
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//note it is the fragdepth that stops this from being square
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@@ -21,7 +21,6 @@ void main()
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cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
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gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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//gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
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EmitVertex();
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