Implement arc rendering, works for increasing angle difference < 2pi

This commit is contained in:
2021-02-20 08:16:24 +01:00
parent 2866535b52
commit 9ff7810a2d
9 changed files with 101 additions and 104 deletions
+11 -11
View File
@@ -4,32 +4,32 @@ layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
in vec4 vparams [];
out vec4 gColor;
out float gRad;
out float gWdth;
out float gRadIn;
out float gRadOut;
out vec2 cenPosT;
out vec2 angles;
uniform vec2 winSize;
uniform float zoom;
void main()
{
angles = vparams[0].xy;
vec3 cenPos = gl_in[0].gl_Position.xyz;
//cenPos = vec3 (0.5,0,0);
gColor = vColor[0];
gRad = vparams[0].x * zoom * 2;
gWdth = vparams[0].w * zoom * 2;
// gRad = 0.2;
float gWdth = vparams[0].w * 0.5;
gRadOut = (vparams[0].z + gWdth) * zoom * 2;
gRadIn = (vparams[0].z - gWdth) * zoom * 2;
cenPosT = vec2 ( (cenPos.x + 1) * 0.5 * winSize.x , (cenPos.y + 1) * 0.5 * winSize.y);
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
//gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y + gRad/winSize.y, cenPos.z , 1);
gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y + gRadOut/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x + gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
gl_Position = vec4 (cenPos.x + gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - gRad/winSize.x, cenPos.y - gRad/winSize.y, cenPos.z , 1);
gl_Position = vec4 (cenPos.x - gRadOut/winSize.x, cenPos.y - gRadOut/winSize.y, cenPos.z , 1);
EmitVertex();
EndPrimitive();