Loading common/gal/opengl/opengl_gal.cpp +42 −49 Original line number Diff line number Diff line Loading @@ -783,22 +783,23 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) color4( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); /* Draw a triangle that contains the circle, then shade it leaving only the circle. Parameters given to setShader are relative coordinates of the triangle's vertices. Parameters given to setShader are indices of the triangle's vertices (if you want to understand more, check the vertex shader source [shader.vert]). Shader uses this coordinates to determine if fragments are inside the circle or not. v2 /\ //\\ v0 /_\/_\ v1 */ setShader( SHADER_FILLED_CIRCLE, -sqrt( 3.0f ), -1.0f ); vertex3( aCenterPoint.x - aRadius * sqrt( 3.0f ), // v0 aCenterPoint.y - aRadius, layerDepth ); setShader( SHADER_FILLED_CIRCLE, 1.0 ); vertex3( aCenterPoint.x - aRadius * sqrt( 3.0f ), aCenterPoint.y - aRadius, layerDepth ); // v0 setShader( SHADER_FILLED_CIRCLE, sqrt( 3.0f ), -1.0f ); vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ), // v1 aCenterPoint.y - aRadius, layerDepth ); setShader( SHADER_FILLED_CIRCLE, 2.0 ); vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ), aCenterPoint.y - aRadius, layerDepth ); // v1 setShader( SHADER_FILLED_CIRCLE, 0.0f, 2.0f ); setShader( SHADER_FILLED_CIRCLE, 3.0 ); vertex3( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, layerDepth ); // v2 } Loading @@ -807,30 +808,25 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) color4( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); /* Draw a triangle that contains the circle, then shade it leaving only the circle. Parameters given to setShader are relative coordinates of the triangle's vertices Parameters given to setShader are indices of the triangle's vertices (if you want to understand more, check the vertex shader source [shader.vert]). and the line width. Shader uses this coordinates to determine if fragments are inside the circle or not. Width parameter has to be passed as a ratio of inner radius to outer radius. the circle or not. v2 /\ //\\ v0 /_\/_\ v1 */ float outerRadius = aRadius + ( lineWidth / 2.0f ); float innerRadius = aRadius - ( lineWidth / 2.0f ); float relWidth = innerRadius / outerRadius; setShader( SHADER_STROKED_CIRCLE, 1.0, aRadius, lineWidth ); vertex3( aCenterPoint.x - aRadius * sqrt( 3.0f ), aCenterPoint.y - aRadius, layerDepth ); // v0 setShader( SHADER_STROKED_CIRCLE, -sqrt( 3.0f ), -1.0f, relWidth ); vertex3( aCenterPoint.x - outerRadius * sqrt( 3.0f ), // v0 aCenterPoint.y - outerRadius, layerDepth ); setShader( SHADER_STROKED_CIRCLE, 2.0, aRadius, lineWidth ); vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ), aCenterPoint.y - aRadius, layerDepth ); // v1 setShader( SHADER_STROKED_CIRCLE, sqrt( 3.0f ), -1.0f, relWidth ); vertex3( aCenterPoint.x + outerRadius * sqrt( 3.0f ), // v1 aCenterPoint.y - outerRadius, layerDepth ); setShader( SHADER_STROKED_CIRCLE, 0.0f, 2.0f, relWidth ); vertex3( aCenterPoint.x, // v2 aCenterPoint.y + outerRadius * 2.0f, layerDepth ); setShader( SHADER_STROKED_CIRCLE, 3.0, aRadius, lineWidth ); vertex3( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, layerDepth ); // v2 } return; Loading Loading @@ -931,20 +927,21 @@ void OPENGL_GAL::drawFilledSemiCircle( const VECTOR2D& aCenterPoint, double aRad Rotate( aAngle ); /* Draw a triangle that contains the semicircle, then shade it to leave only the semicircle. Parameters given to setShader are relative coordinates of the triangle's vertices. Parameters given to setShader are indices of the triangle's vertices (if you want to understand more, check the vertex shader source [shader.vert]). Shader uses this coordinates to determine if fragments are inside the semicircle or not. v2 /\ /__\ v0 //__\\ v1 */ setShader( SHADER_FILLED_CIRCLE, -3.0f / sqrt( 3.0f ), 0.0f ); setShader( SHADER_FILLED_CIRCLE, 4.0f ); vertex3( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0 setShader( SHADER_FILLED_CIRCLE, 3.0f / sqrt( 3.0f ), 0.0f ); setShader( SHADER_FILLED_CIRCLE, 5.0f ); vertex3( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1 setShader( SHADER_FILLED_CIRCLE, 0.0f, 2.0f ); setShader( SHADER_FILLED_CIRCLE, 6.0f ); vertex3( 0.0f, aRadius * 2.0f, layerDepth ); // v2 Restore(); Loading Loading @@ -973,26 +970,22 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa Rotate( aAngle ); /* Draw a triangle that contains the semicircle, then shade it to leave only the semicircle. Parameters given to setShader are relative coordinates of the triangle's vertices and the line width. Shader uses this coordinates to determine if fragments are inside the semicircle or not. Width parameter has to be passed as a ratio of inner radius to outer radius. Parameters given to setShader are indices of the triangle's vertices (if you want to understand more, check the vertex shader source [shader.vert]), the radius and the line width. Shader uses this coordinates to determine if fragments are inside the semicircle or not. v2 /\ /__\ v0 //__\\ v1 */ float outerRadius = aRadius; float innerRadius = aRadius - lineWidth; float relWidth = innerRadius / outerRadius; setShader( SHADER_STROKED_CIRCLE, -3.0f / sqrt( 3.0f ), 0.0f, relWidth ); setShader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, lineWidth ); vertex3( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0 setShader( SHADER_STROKED_CIRCLE, 3.0f / sqrt( 3.0f ), 0.0f, relWidth ); setShader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, lineWidth ); vertex3( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1 setShader( SHADER_STROKED_CIRCLE, 0.0f, 2.0f, relWidth ); setShader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, lineWidth ); vertex3( 0.0f, aRadius * 2.0f, layerDepth ); // v2 Restore(); Loading common/gal/opengl/shader.frag +10 −5 Original line number Diff line number Diff line Loading @@ -32,20 +32,25 @@ const float SHADER_FILLED_CIRCLE = 2.0; const float SHADER_STROKED_CIRCLE = 3.0; varying vec4 shaderParams; varying vec2 circleCoords; void filledCircle( vec2 aCoord ) { if( dot( aCoord, aCoord ) < 1.0 ) if( dot( aCoord, aCoord ) < 1.0f ) gl_FragColor = gl_Color; else discard; } void strokedCircle( vec2 aCoord, float aWidth ) void strokedCircle( vec2 aCoord, float aRadius, float aWidth ) { float outerRadius = aRadius; float innerRadius = aRadius - aWidth; float relWidth = innerRadius / outerRadius; if( ( dot( aCoord, aCoord ) < 1.0 ) && ( dot( aCoord, aCoord ) > aWidth * aWidth ) ) ( dot( aCoord, aCoord ) > relWidth * relWidth ) ) gl_FragColor = gl_Color; else discard; Loading @@ -56,11 +61,11 @@ void main() { if( shaderParams[0] == SHADER_FILLED_CIRCLE ) { filledCircle( vec2( shaderParams[1], shaderParams[2] ) ); filledCircle( circleCoords ); } else if( shaderParams[0] == SHADER_STROKED_CIRCLE ) { strokedCircle( vec2( shaderParams[1], shaderParams[2] ), shaderParams[3] ); strokedCircle( circleCoords, shaderParams[2], shaderParams[3] ); } else { Loading common/gal/opengl/shader.vert +37 −2 Original line number Diff line number Diff line Loading @@ -31,8 +31,12 @@ const float SHADER_LINE = 1.0; const float SHADER_FILLED_CIRCLE = 2.0; const float SHADER_STROKED_CIRCLE = 3.0; // Minimum line width const float MIN_WIDTH = 1.0; attribute vec4 attrShaderParams; varying vec4 shaderParams; varying vec2 circleCoords; void main() { Loading @@ -45,8 +49,8 @@ void main() float worldScale = gl_ModelViewMatrix[0][0]; float scale; // Make lines appear to be at least 1 pixel width if( worldScale * lineWidth < 1.0 ) // Make lines appear to be at least 1 pixel wide if( worldScale * lineWidth < MIN_WIDTH ) scale = 1.0 / ( worldScale * lineWidth ); else scale = 1.0; Loading @@ -54,6 +58,37 @@ void main() gl_Position = gl_ModelViewProjectionMatrix * ( gl_Vertex + vec4( shaderParams.yz * scale, 0.0, 0.0 ) ); } else if( ( shaderParams[0] == SHADER_STROKED_CIRCLE ) || ( shaderParams[0] == SHADER_FILLED_CIRCLE ) ) { // Compute relative circle coordinates basing on indices // Circle if( shaderParams[1] == 1.0f ) circleCoords = vec2( -sqrt( 3.0f ), -1.0f ); else if( shaderParams[1] == 2.0f ) circleCoords = vec2( sqrt( 3.0f ), -1.0f ); else if( shaderParams[1] == 3.0f ) circleCoords = vec2( 0.0f, 2.0f ); // Semicircle else if( shaderParams[1] == 4.0f ) circleCoords = vec2( -3.0f / sqrt( 3.0f ), 0.0f ); else if( shaderParams[1] == 5.0f ) circleCoords = vec2( 3.0f / sqrt( 3.0f ), 0.0f ); else if( shaderParams[1] == 6.0f ) circleCoords = vec2( 0.0f, 2.0f ); // Make the line appear to be at least 1 pixel wide float lineWidth = shaderParams[3]; float worldScale = gl_ModelViewMatrix[0][0]; float scale; // Make lines appear to be at least 1 pixel width if( worldScale * lineWidth < MIN_WIDTH ) shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth ); gl_Position = ftransform(); } else { // Pass through the coordinates like in the fixed pipeline Loading Loading
common/gal/opengl/opengl_gal.cpp +42 −49 Original line number Diff line number Diff line Loading @@ -783,22 +783,23 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) color4( fillColor.r, fillColor.g, fillColor.b, fillColor.a ); /* Draw a triangle that contains the circle, then shade it leaving only the circle. Parameters given to setShader are relative coordinates of the triangle's vertices. Parameters given to setShader are indices of the triangle's vertices (if you want to understand more, check the vertex shader source [shader.vert]). Shader uses this coordinates to determine if fragments are inside the circle or not. v2 /\ //\\ v0 /_\/_\ v1 */ setShader( SHADER_FILLED_CIRCLE, -sqrt( 3.0f ), -1.0f ); vertex3( aCenterPoint.x - aRadius * sqrt( 3.0f ), // v0 aCenterPoint.y - aRadius, layerDepth ); setShader( SHADER_FILLED_CIRCLE, 1.0 ); vertex3( aCenterPoint.x - aRadius * sqrt( 3.0f ), aCenterPoint.y - aRadius, layerDepth ); // v0 setShader( SHADER_FILLED_CIRCLE, sqrt( 3.0f ), -1.0f ); vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ), // v1 aCenterPoint.y - aRadius, layerDepth ); setShader( SHADER_FILLED_CIRCLE, 2.0 ); vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ), aCenterPoint.y - aRadius, layerDepth ); // v1 setShader( SHADER_FILLED_CIRCLE, 0.0f, 2.0f ); setShader( SHADER_FILLED_CIRCLE, 3.0 ); vertex3( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, layerDepth ); // v2 } Loading @@ -807,30 +808,25 @@ void OPENGL_GAL::DrawCircle( const VECTOR2D& aCenterPoint, double aRadius ) color4( strokeColor.r, strokeColor.g, strokeColor.b, strokeColor.a ); /* Draw a triangle that contains the circle, then shade it leaving only the circle. Parameters given to setShader are relative coordinates of the triangle's vertices Parameters given to setShader are indices of the triangle's vertices (if you want to understand more, check the vertex shader source [shader.vert]). and the line width. Shader uses this coordinates to determine if fragments are inside the circle or not. Width parameter has to be passed as a ratio of inner radius to outer radius. the circle or not. v2 /\ //\\ v0 /_\/_\ v1 */ float outerRadius = aRadius + ( lineWidth / 2.0f ); float innerRadius = aRadius - ( lineWidth / 2.0f ); float relWidth = innerRadius / outerRadius; setShader( SHADER_STROKED_CIRCLE, 1.0, aRadius, lineWidth ); vertex3( aCenterPoint.x - aRadius * sqrt( 3.0f ), aCenterPoint.y - aRadius, layerDepth ); // v0 setShader( SHADER_STROKED_CIRCLE, -sqrt( 3.0f ), -1.0f, relWidth ); vertex3( aCenterPoint.x - outerRadius * sqrt( 3.0f ), // v0 aCenterPoint.y - outerRadius, layerDepth ); setShader( SHADER_STROKED_CIRCLE, 2.0, aRadius, lineWidth ); vertex3( aCenterPoint.x + aRadius * sqrt( 3.0f ), aCenterPoint.y - aRadius, layerDepth ); // v1 setShader( SHADER_STROKED_CIRCLE, sqrt( 3.0f ), -1.0f, relWidth ); vertex3( aCenterPoint.x + outerRadius * sqrt( 3.0f ), // v1 aCenterPoint.y - outerRadius, layerDepth ); setShader( SHADER_STROKED_CIRCLE, 0.0f, 2.0f, relWidth ); vertex3( aCenterPoint.x, // v2 aCenterPoint.y + outerRadius * 2.0f, layerDepth ); setShader( SHADER_STROKED_CIRCLE, 3.0, aRadius, lineWidth ); vertex3( aCenterPoint.x, aCenterPoint.y + aRadius * 2.0f, layerDepth ); // v2 } return; Loading Loading @@ -931,20 +927,21 @@ void OPENGL_GAL::drawFilledSemiCircle( const VECTOR2D& aCenterPoint, double aRad Rotate( aAngle ); /* Draw a triangle that contains the semicircle, then shade it to leave only the semicircle. Parameters given to setShader are relative coordinates of the triangle's vertices. Parameters given to setShader are indices of the triangle's vertices (if you want to understand more, check the vertex shader source [shader.vert]). Shader uses this coordinates to determine if fragments are inside the semicircle or not. v2 /\ /__\ v0 //__\\ v1 */ setShader( SHADER_FILLED_CIRCLE, -3.0f / sqrt( 3.0f ), 0.0f ); setShader( SHADER_FILLED_CIRCLE, 4.0f ); vertex3( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0 setShader( SHADER_FILLED_CIRCLE, 3.0f / sqrt( 3.0f ), 0.0f ); setShader( SHADER_FILLED_CIRCLE, 5.0f ); vertex3( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1 setShader( SHADER_FILLED_CIRCLE, 0.0f, 2.0f ); setShader( SHADER_FILLED_CIRCLE, 6.0f ); vertex3( 0.0f, aRadius * 2.0f, layerDepth ); // v2 Restore(); Loading Loading @@ -973,26 +970,22 @@ void OPENGL_GAL::drawStrokedSemiCircle( const VECTOR2D& aCenterPoint, double aRa Rotate( aAngle ); /* Draw a triangle that contains the semicircle, then shade it to leave only the semicircle. Parameters given to setShader are relative coordinates of the triangle's vertices and the line width. Shader uses this coordinates to determine if fragments are inside the semicircle or not. Width parameter has to be passed as a ratio of inner radius to outer radius. Parameters given to setShader are indices of the triangle's vertices (if you want to understand more, check the vertex shader source [shader.vert]), the radius and the line width. Shader uses this coordinates to determine if fragments are inside the semicircle or not. v2 /\ /__\ v0 //__\\ v1 */ float outerRadius = aRadius; float innerRadius = aRadius - lineWidth; float relWidth = innerRadius / outerRadius; setShader( SHADER_STROKED_CIRCLE, -3.0f / sqrt( 3.0f ), 0.0f, relWidth ); setShader( SHADER_STROKED_CIRCLE, 4.0f, aRadius, lineWidth ); vertex3( -aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v0 setShader( SHADER_STROKED_CIRCLE, 3.0f / sqrt( 3.0f ), 0.0f, relWidth ); setShader( SHADER_STROKED_CIRCLE, 5.0f, aRadius, lineWidth ); vertex3( aRadius * 3.0f / sqrt( 3.0f ), 0.0f, layerDepth ); // v1 setShader( SHADER_STROKED_CIRCLE, 0.0f, 2.0f, relWidth ); setShader( SHADER_STROKED_CIRCLE, 6.0f, aRadius, lineWidth ); vertex3( 0.0f, aRadius * 2.0f, layerDepth ); // v2 Restore(); Loading
common/gal/opengl/shader.frag +10 −5 Original line number Diff line number Diff line Loading @@ -32,20 +32,25 @@ const float SHADER_FILLED_CIRCLE = 2.0; const float SHADER_STROKED_CIRCLE = 3.0; varying vec4 shaderParams; varying vec2 circleCoords; void filledCircle( vec2 aCoord ) { if( dot( aCoord, aCoord ) < 1.0 ) if( dot( aCoord, aCoord ) < 1.0f ) gl_FragColor = gl_Color; else discard; } void strokedCircle( vec2 aCoord, float aWidth ) void strokedCircle( vec2 aCoord, float aRadius, float aWidth ) { float outerRadius = aRadius; float innerRadius = aRadius - aWidth; float relWidth = innerRadius / outerRadius; if( ( dot( aCoord, aCoord ) < 1.0 ) && ( dot( aCoord, aCoord ) > aWidth * aWidth ) ) ( dot( aCoord, aCoord ) > relWidth * relWidth ) ) gl_FragColor = gl_Color; else discard; Loading @@ -56,11 +61,11 @@ void main() { if( shaderParams[0] == SHADER_FILLED_CIRCLE ) { filledCircle( vec2( shaderParams[1], shaderParams[2] ) ); filledCircle( circleCoords ); } else if( shaderParams[0] == SHADER_STROKED_CIRCLE ) { strokedCircle( vec2( shaderParams[1], shaderParams[2] ), shaderParams[3] ); strokedCircle( circleCoords, shaderParams[2], shaderParams[3] ); } else { Loading
common/gal/opengl/shader.vert +37 −2 Original line number Diff line number Diff line Loading @@ -31,8 +31,12 @@ const float SHADER_LINE = 1.0; const float SHADER_FILLED_CIRCLE = 2.0; const float SHADER_STROKED_CIRCLE = 3.0; // Minimum line width const float MIN_WIDTH = 1.0; attribute vec4 attrShaderParams; varying vec4 shaderParams; varying vec2 circleCoords; void main() { Loading @@ -45,8 +49,8 @@ void main() float worldScale = gl_ModelViewMatrix[0][0]; float scale; // Make lines appear to be at least 1 pixel width if( worldScale * lineWidth < 1.0 ) // Make lines appear to be at least 1 pixel wide if( worldScale * lineWidth < MIN_WIDTH ) scale = 1.0 / ( worldScale * lineWidth ); else scale = 1.0; Loading @@ -54,6 +58,37 @@ void main() gl_Position = gl_ModelViewProjectionMatrix * ( gl_Vertex + vec4( shaderParams.yz * scale, 0.0, 0.0 ) ); } else if( ( shaderParams[0] == SHADER_STROKED_CIRCLE ) || ( shaderParams[0] == SHADER_FILLED_CIRCLE ) ) { // Compute relative circle coordinates basing on indices // Circle if( shaderParams[1] == 1.0f ) circleCoords = vec2( -sqrt( 3.0f ), -1.0f ); else if( shaderParams[1] == 2.0f ) circleCoords = vec2( sqrt( 3.0f ), -1.0f ); else if( shaderParams[1] == 3.0f ) circleCoords = vec2( 0.0f, 2.0f ); // Semicircle else if( shaderParams[1] == 4.0f ) circleCoords = vec2( -3.0f / sqrt( 3.0f ), 0.0f ); else if( shaderParams[1] == 5.0f ) circleCoords = vec2( 3.0f / sqrt( 3.0f ), 0.0f ); else if( shaderParams[1] == 6.0f ) circleCoords = vec2( 0.0f, 2.0f ); // Make the line appear to be at least 1 pixel wide float lineWidth = shaderParams[3]; float worldScale = gl_ModelViewMatrix[0][0]; float scale; // Make lines appear to be at least 1 pixel width if( worldScale * lineWidth < MIN_WIDTH ) shaderParams[3] = shaderParams[3] / ( worldScale * lineWidth ); gl_Position = ftransform(); } else { // Pass through the coordinates like in the fixed pipeline Loading