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iiv03

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Everything posted by iiv03

  1. ترا انت قايلي ملف avatars .... يعني سالفه بتطول لو يمديك تكلمني اقبل ديسكورد او اذا عندك طريق استخدم getElementData برا رندر قولي ديسكورد حقي xFabel.!<>#5613
  2. المشكله مطوله ... هو ينفع لو اكلمك ديسكورد ؟
  3. مزبط برضو لو انا سويته داخل رندر كذا راح يشتغل ويجي لوجو الآعب -- shader function onStart() maskShader = dxCreateShader(":deathlist/fx/mask.fx") maskTexture = dxCreateTexture(":deathlist/img/circle.png") defaultAvatar = dxCreateTexture(":avatars/img/default-avatar.png") dxSetShaderValue(maskShader, "maskTexture", maskTexture) end addEventHandler("onClientResourceStart", resourceRoot, onStart) -- render function render() local avatar = {} avatar = getElementData(player, "avatarHash") or false if avatar then local path = ":avatars/avatarcache/"..avatar if fileExists(path) then avatar = dxCreateTexture(path) else avatar = false end end local avatar = avatar or defaultAvatar dxDrawImage(x * (5/sx), y * (2/sy), x * (40/sx), y * (40/sy), ":deathlist/img/circle.png", 0, 0, 0, tocolor(0, 0, 0, 255), false) dxSetShaderValue(maskShader, "imageTexture", avatar) dxDrawImage(x * (5/sx), y * (2/sy), x * (40/sx), y * (40/sy), maskShader, 0, 0, 0, tocolor(255, 255, 255, 255), false) end addEventHandler("onClientRender", root, render) المشكله هنا يجي لاق فيه حل للاق؟
  4. كود كآمل --shader local av = {} addEventHandler("onClientResourceStart", resourceRoot, function() av.maskShader = dxCreateShader(":deathlist/fx/mask.fx") av.maskTexture = dxCreateTexture(":deathlist/img/circle.png") av.defaultAvatar = dxCreateTexture(":avatars/img/default-avatar.png") dxSetShaderValue(av.maskShader, "maskTexture", av.maskTexture) end) --avatar local xd = {} function avatars() xd.avatar = getElementData(localPlayer, "avatarHash") or false if xd.avatar then local path = ":avatars/avatarcache/"..xd.avatar if fileExists(path) then xd.avatar = dxCreateTexture(path) else xd.avatar = false end end xd.player = player end --Render function render(player) local avatar = xd.avatar or av.defaultAvatar dxDrawImage(x * (5/sx), y * (2/sy), x * (40/sx), y * (40/sy), ":deathlist/img/circle.png", 0, 0, 0, tocolor(0, 0, 0, 255), false) dxSetShaderValue(av.maskShader, "imageTexture", avatar) dxDrawImage(x * (5/sx), y * (2/sy), x * (40/sx), y * (40/sy), av.maskShader, 0, 0, 0, tocolor(255, 255, 255, 255), false) end addEventHandler("onClientRender", root, render)
  5. اوك جربته علي فاكشن اول مطلع ولا ارور جربته ب فاكشن الي فيه رندر outputChatBox(tostring(avatar)) طلع لي userdata: 000214C8 userdata: 000214C8 userdata: 000214C8 userdata: 000214C8 userdata: 000214C8 userdata: 000214C8 userdata: 000214C8 userdata: 000214C8 جربته كمان xd.avatar / tes.defaultAvatar طلع لي nil?
  6. المشكله لو حطيت الكود ذاك داخل فاكشن فيه رندر يشتغل وتجي صوره وكل شي بس يجي لاق لو حطيته برا فاكشن ب فاكشن ثاني برضو يشتغل ومايجي صوره الاعب ومافي لاق مدري شسووي
  7. مب مسويه انا حاط شيدر ب مكان الصوره dxDrawImage ...
  8. الكود ذاك الي يعطي داتا انت قصدك من avatarHash?
  9. سلام عليكم انا سويت سكريبت بسيط يسحب اللوجو لاعب بس المشكله مايسحب لوجو احس انه فيه شي خطئ ب getElementData مساعده تكفون local xd = {} function aaxd(player) if not isElement(player) then return end xd.avatar = getElementData(player, "avatarHash") or false if xd.avatar then local path = ":avatars/avatarcache/"..xd.avatar if fileExists(path) then xd.avatar = dxCreateTexture(path) else xd.avatar = false end end xd.player = player end function av() local avatar = xd.avatar or tes.defaultAvatar dxSetShaderValue(tes.maskShader, "imageTexture", avatar) dxDrawImage(drawX-iscale+pictureOffset, drawY - iscale+pictureOffset, pictureSize, pictureSize,tes.maskShader,0,0,0, tocolor(255, 255, 255, alpha),false) end addEventHandler("onClientRender ", root, av) الصوره ضاهره بس مايسحب لوجو ليش مآفي ولا آي خطا ارور
  10. no i did not found any error in debugscript
  11. hey guys i got problem in shader i wanna put anti-alias in dxdrawcircle but its give me error please guys i need help i really tired to fix that and i don't know shader shader: float sCircleHeightInPixel = 100; float sCircleWidthInPixel = 100; float sBorderWidthInPixel = 10; float sAngleStart = -3.14; float sAngleEnd = 3.14; float4x4 gWorldViewProjection : WORLDVIEWPROJECTION; struct VSInput { float3 Position : POSITION0; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PSInput { float4 Position : POSITION0; float4 Diffuse : COLOR0; float4 Diffuse2 : COLOR1; float2 TexCoord : TEXCOORD0; float2 Settings : TEXCOORD1; }; float4 PixelShaderFunction(float4 Diffuse : COLOR0, float2 TexCoord : TEXCOORD0) : COLOR0 { float2 uv = float2( TexCoord.x, TexCoord.y ) - float2( 0.5, 0.5 ); float angle = atan2( -uv.x, uv.y ); // -PI to +PI if ( sAngleStart > sAngleEnd ) { if ( angle < sAngleStart && angle > sAngleEnd ) return 0; } else { if ( angle < sAngleStart || angle > sAngleEnd ) return 0; } // Calc border width to use float2 vec = normalize( uv ); float CircleRadiusInPixel = lerp( sCircleWidthInPixel, sCircleHeightInPixel, vec.y * vec.y ); float borderWidth = sBorderWidthInPixel / CircleRadiusInPixel; // Check if pixel is inside circle float dist = sqrt( dot( uv, uv ) ); if ( ( dist > 0.5 ) || ( dist < 0.5 - borderWidth ) ) return 0; else return Diffuse; } technique tec0 { pass P0 { PixelShader = compile ps_2_0 PixelShaderFunction(); } } PSInput VertexShaderFunction(VSInput VS) { PSInput PS = (PSInput)0; PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection); int bAntialias = floor(VS.Diffuse.a*255+0.5)%2; int bTwoColors = floor(VS.Diffuse.a*127+0.5)%2; [branch] if(bTwoColors == 1){ float aComp = floor(VS.Diffuse.a*63+0.5)%64;; PS.Diffuse = float4((floor(VS.Diffuse.rgb*15+0.5)%16)/15, (aComp%8)/7); PS.Diffuse2 = float4(floor((VS.Diffuse.rgb*255+0.5)%16)/15, ((aComp/8)%8)/7); } else { PS.Diffuse = float4(VS.Diffuse.rgb, floor(VS.Diffuse.a*63+0.5)%64/63); PS.Diffuse2 = PS.Diffuse; } PS.TexCoord = VS.TexCoord; PS.Settings = float2(bTwoColors,bAntialias); return PS; } float4 PixelShaderFunction(PSInput PS) : COLOR0 { const float dist = length(PS.TexCoord*2-1); float4 color = PS.Settings.x > 0.5 ? lerp(PS.Diffuse, PS.Diffuse2, dist) : PS.Diffuse; if (PS.Settings.y < 0.5){ return dist <= 1 ? color : float4(0,0,0,0); } return float4(color.rgb, smoothstep(1, 1 - fwidth(dist) * 2, dist)*color.a); } technique Technique1 { pass Pass1 { SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_3_0 VertexShaderFunction(); } } client local floor = math.floor function fromColor(col) local r,g,b,a b = col%256 g = floor(col/0x100)%256 r = floor(col/0x10000)%256 a = floor(col/0x1000000)%256 return r,g,b,a end function dxDrawShaderCircle( x, y, width, height, color1, color2, angleStart, angleSweep, borderWidth, antialiasing) local shaderColCache = {} height = height or width color = color or tocolor(255,255,255) borderWidth = borderWidth or 1e9 angleStart = angleStart or 0 angleSweep = angleSweep or 360 - angleStart if ( angleSweep < 360 ) then angleEnd = math.fmod( angleStart + angleSweep, 360 ) + 0 else angleStart = 0 angleEnd = 360 end x = x - width / 2 y = y - height / 2 if not circleShader then circleShader = dxCreateShader ( "circle.fx" ) end assert(type(color1) == "number", "Expected number as color argument to dxDrawCircleShader") if (not color2) or (color2 == color1) then color2 = "def" end local finColor local col1 = shaderColCache[color1] if col1 then local col2 = col1[color2] if col2 then finColor = col2 end end if not finColor then shaderColCache[color1] = shaderColCache[color1] or {} local twoColors = (color2 ~= "def") if twoColors then local r1,g1,b1,a1 = fromColor(color1) local r2,g2,b2,a2 = fromColor(color2) local finR = floor((r1/256)*16)*16 + floor((r2/256)*16) local finG = floor((g1/256)*16)*16 + floor((g2/256)*16) local finB = floor((b1/256)*16)*16 + floor((b2/256)*16) local finA = floor((a1/256)*8)*32 + floor((a2/256)*8)*4 + 2 finColor = tocolor( finR, finG, finB, finA ) else local r,g,b,a = fromColor(color1) local finA = (floor((a/256)*64)*4)%256 finColor = tocolor( r,g,b, finA ) end shaderColCache[color1][color2] = finColor end local antialiasComp = 16777216 if not antialias then antialiasComp = 0 end finColor = finColor + antialiasComp dxSetShaderValue ( circleShader, "sCircleWidthInPixel", width ); dxSetShaderValue ( circleShader, "sCircleHeightInPixel", height ); dxSetShaderValue ( circleShader, "sBorderWidthInPixel", borderWidth ); dxSetShaderValue ( circleShader, "sAngleStart", math.rad( angleStart ) - math.pi ); dxSetShaderValue ( circleShader, "sAngleEnd", math.rad( angleEnd ) - math.pi ); dxDrawImage( x, y, width, height, circleShader, 0, 0, 0, color ) end addEventHandler("onClientRender",root, function() dxDrawShaderCircle(500,400,100,height,tocolor(0,0,255),tocolor(0,0,255),0,360,3,1) end ) i rlly tired to fix that :~
  12. عدلت الآكواد الحين وكل شوي ارور وصلحته مشآكل بس الحين مزبط لي anti alias ذي محاولتي float sCircleHeightInPixel = 100; float sCircleWidthInPixel = 100; float sBorderWidthInPixel = 10; float sAngleStart = -3.14; float sAngleEnd = 3.14; float4x4 gWorldViewProjection : WORLDVIEWPROJECTION; struct VSInput { float3 Position : POSITION0; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PSInput { float4 Position : POSITION0; float4 Diffuse : COLOR0; float4 Diffuse2 : COLOR1; float2 TexCoord : TEXCOORD0; float2 Settings : TEXCOORD1; }; float4 PixelShaderFunction(float4 Diffuse : COLOR0, float2 TexCoord : TEXCOORD0) : COLOR0 { float2 uv = float2( TexCoord.x, TexCoord.y ) - float2( 0.5, 0.5 ); float angle = atan2( -uv.x, uv.y ); // -PI to +PI if ( sAngleStart > sAngleEnd ) { if ( angle < sAngleStart && angle > sAngleEnd ) return 0; } else { if ( angle < sAngleStart || angle > sAngleEnd ) return 0; } // Calc border width to use float2 vec = normalize( uv ); float CircleRadiusInPixel = lerp( sCircleWidthInPixel, sCircleHeightInPixel, vec.y * vec.y ); float borderWidth = sBorderWidthInPixel / CircleRadiusInPixel; // Check if pixel is inside circle float dist = sqrt( dot( uv, uv ) ); if ( ( dist > 0.5 ) || ( dist < 0.5 - borderWidth ) ) return 0; else return Diffuse; } technique tec0 { pass P0 { PixelShader = compile ps_2_0 PixelShaderFunction(); } } PSInput VertexShaderFunction(VSInput VS) { PSInput PS = (PSInput)0; PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection); int bAntialias = floor(VS.Diffuse.a*255+0.5)%2; int bTwoColors = floor(VS.Diffuse.a*127+0.5)%2; [branch] if(bTwoColors == 1){ float aComp = floor(VS.Diffuse.a*63+0.5)%64;; PS.Diffuse = float4((floor(VS.Diffuse.rgb*15+0.5)%16)/15, (aComp%8)/7); PS.Diffuse2 = float4(floor((VS.Diffuse.rgb*255+0.5)%16)/15, ((aComp/8)%8)/7); } else { PS.Diffuse = float4(VS.Diffuse.rgb, floor(VS.Diffuse.a*63+0.5)%64/63); PS.Diffuse2 = PS.Diffuse; } PS.TexCoord = VS.TexCoord; PS.Settings = float2(bTwoColors,bAntialias); return PS; } float4 PixelShaderFunction(PSInput PS) : COLOR0 { const float dist = length(PS.TexCoord*2-1); float4 color = PS.Settings.x > 0.5 ? lerp(PS.Diffuse, PS.Diffuse2, dist) : PS.Diffuse; if (PS.Settings.y < 0.5){ return dist <= 1 ? color : float4(0,0,0,0); } return float4(color.rgb, smoothstep(1, 1 - fwidth(dist) * 2, dist)*color.a); } technique Technique1 { pass Pass1 { SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_3_0 VertexShaderFunction(); } } local floor = math.floor function fromColor(col) local r,g,b,a b = col%256 g = floor(col/0x100)%256 r = floor(col/0x10000)%256 a = floor(col/0x1000000)%256 return r,g,b,a end function dxDrawShaderCircle( x, y, width, height, color1, color2, angleStart, angleSweep, borderWidth, antialiasing) local shaderColCache = {} height = height or width color = color or tocolor(255,255,255) borderWidth = borderWidth or 1e9 angleStart = angleStart or 0 angleSweep = angleSweep or 360 - angleStart if ( angleSweep < 360 ) then angleEnd = math.fmod( angleStart + angleSweep, 360 ) + 0 else angleStart = 0 angleEnd = 360 end x = x - width / 2 y = y - height / 2 if not circleShader then circleShader = dxCreateShader ( "circle.fx" ) end assert(type(color1) == "number", "Expected number as color argument to dxDrawCircleShader") if (not color2) or (color2 == color1) then color2 = "def" end local finColor local col1 = shaderColCache[color1] if col1 then local col2 = col1[color2] if col2 then finColor = col2 end end if not finColor then shaderColCache[color1] = shaderColCache[color1] or {} local twoColors = (color2 ~= "def") if twoColors then local r1,g1,b1,a1 = fromColor(color1) local r2,g2,b2,a2 = fromColor(color2) local finR = floor((r1/256)*16)*16 + floor((r2/256)*16) local finG = floor((g1/256)*16)*16 + floor((g2/256)*16) local finB = floor((b1/256)*16)*16 + floor((b2/256)*16) local finA = floor((a1/256)*8)*32 + floor((a2/256)*8)*4 + 2 finColor = tocolor( finR, finG, finB, finA ) else local r,g,b,a = fromColor(color1) local finA = (floor((a/256)*64)*4)%256 finColor = tocolor( r,g,b, finA ) end shaderColCache[color1][color2] = finColor end local antialiasComp = 16777216 if not antialias then antialiasComp = 0 end finColor = finColor + antialiasComp dxSetShaderValue ( circleShader, "sCircleWidthInPixel", width ); dxSetShaderValue ( circleShader, "sCircleHeightInPixel", height ); dxSetShaderValue ( circleShader, "sBorderWidthInPixel", borderWidth ); dxSetShaderValue ( circleShader, "sAngleStart", math.rad( angleStart ) - math.pi ); dxSetShaderValue ( circleShader, "sAngleEnd", math.rad( angleEnd ) - math.pi ); dxDrawImage( x, y, width, height, circleShader, 0, 0, 0, color ) end addEventHandler("onClientRender",root, function() dxDrawShaderCircle(500,400,100,height,tocolor(0,0,255),tocolor(0,0,255),0,360,3,1) end ) ديبوق مطلع ولا ارور والمود شغال anti alias مآزبط
  13. MY TRYING EDIT: shader.fx float sCircleHeightInPixel = 100; float sCircleWidthInPixel = 100; float sBorderWidthInPixel = 10; float sAngleStart = -3.14; float sAngleEnd = 3.14; float4x4 gWorldViewProjection : WORLDVIEWPROJECTION; struct VSInput { float3 Position : POSITION0; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PSInput { float4 Position : POSITION0; float4 Diffuse : COLOR0; float4 Diffuse2 : COLOR1; float2 TexCoord : TEXCOORD0; float2 Settings : TEXCOORD1; }; float4 PixelShaderFunction(float4 Diffuse : COLOR0, float2 TexCoord : TEXCOORD0) : COLOR0 { float2 uv = float2( TexCoord.x, TexCoord.y ) - float2( 0.5, 0.5 ); float angle = atan2( -uv.x, uv.y ); // -PI to +PI if ( sAngleStart > sAngleEnd ) { if ( angle < sAngleStart && angle > sAngleEnd ) return 0; } else { if ( angle < sAngleStart || angle > sAngleEnd ) return 0; } // Calc border width to use float2 vec = normalize( uv ); float CircleRadiusInPixel = lerp( sCircleWidthInPixel, sCircleHeightInPixel, vec.y * vec.y ); float borderWidth = sBorderWidthInPixel / CircleRadiusInPixel; // Check if pixel is inside circle float dist = sqrt( dot( uv, uv ) ); if ( ( dist > 0.5 ) || ( dist < 0.5 - borderWidth ) ) return 0; else return Diffuse; } technique tec0 { pass P0 { PixelShader = compile ps_2_0 PixelShaderFunction(); } } PSInput VertexShaderFunction(VSInput VS) { PSInput PS = (PSInput)0; PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection); int bAntialias = floor(VS.Diffuse.a*255+0.5)%2; int bTwoColors = floor(VS.Diffuse.a*127+0.5)%2; [branch] if(bTwoColors == 1){ float aComp = floor(VS.Diffuse.a*63+0.5)%64;; PS.Diffuse = float4((floor(VS.Diffuse.rgb*15+0.5)%16)/15, (aComp%8)/7); PS.Diffuse2 = float4(floor((VS.Diffuse.rgb*255+0.5)%16)/15, ((aComp/8)%8)/7); } else { PS.Diffuse = float4(VS.Diffuse.rgb, floor(VS.Diffuse.a*63+0.5)%64/63); PS.Diffuse2 = PS.Diffuse; } PS.TexCoord = VS.TexCoord; PS.Settings = float2(bTwoColors,bAntialias); return PS; } float4 PixelShaderFunction(PSInput PS) : COLOR0 { const float dist = length(PS.TexCoord*2-1); float4 color = PS.Settings.x > 0.5 ? lerp(PS.Diffuse, PS.Diffuse2, dist) : PS.Diffuse; if (PS.Settings.y < 0.5){ return dist <= 1 ? color : float4(0,0,0,0); } return float4(color.rgb, smoothstep(1, 1 - fwidth(dist) * 2, dist)*color.a); } technique Technique1 { pass Pass1 { SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_3_0 VertexShaderFunction(); } } client.Lua local floor = math.floor function fromColor(col) local r,g,b,a b = col%256 g = floor(col/0x100)%256 r = floor(col/0x10000)%256 a = floor(col/0x1000000)%256 return r,g,b,a end function dxDrawShaderCircle( x, y, width, height, color1, color2, angleStart, angleSweep, borderWidth, antialiasing) local shaderColCache = {} height = height or width color = color or tocolor(255,255,255) borderWidth = borderWidth or 1e9 angleStart = angleStart or 0 angleSweep = angleSweep or 360 - angleStart if ( angleSweep < 360 ) then angleEnd = math.fmod( angleStart + angleSweep, 360 ) + 0 else angleStart = 0 angleEnd = 360 end x = x - width / 2 y = y - height / 2 if not circleShader then circleShader = dxCreateShader ( "circle.fx" ) end assert(type(color1) == "number", "Expected number as color argument to dxDrawCircleShader") if (not color2) or (color2 == color1) then color2 = "def" end local finColor local col1 = shaderColCache[color1] if col1 then local col2 = col1[color2] if col2 then finColor = col2 end end if not finColor then shaderColCache[color1] = shaderColCache[color1] or {} local twoColors = (color2 ~= "def") if twoColors then local r1,g1,b1,a1 = fromColor(color1) local r2,g2,b2,a2 = fromColor(color2) local finR = floor((r1/256)*16)*16 + floor((r2/256)*16) local finG = floor((g1/256)*16)*16 + floor((g2/256)*16) local finB = floor((b1/256)*16)*16 + floor((b2/256)*16) local finA = floor((a1/256)*8)*32 + floor((a2/256)*8)*4 + 2 finColor = tocolor( finR, finG, finB, finA ) else local r,g,b,a = fromColor(color1) local finA = (floor((a/256)*64)*4)%256 finColor = tocolor( r,g,b, finA ) end shaderColCache[color1][color2] = finColor end local antialiasComp = 16777216 if not antialias then antialiasComp = 0 end finColor = finColor + antialiasComp dxSetShaderValue ( circleShader, "sCircleWidthInPixel", width ); dxSetShaderValue ( circleShader, "sCircleHeightInPixel", height ); dxSetShaderValue ( circleShader, "sBorderWidthInPixel", borderWidth ); dxSetShaderValue ( circleShader, "sAngleStart", math.rad( angleStart ) - math.pi ); dxSetShaderValue ( circleShader, "sAngleEnd", math.rad( angleEnd ) - math.pi ); dxDrawImage( x, y, width, height, circleShader, 0, 0, 0, color ) end addEventHandler("onClientRender",root, function() dxDrawShaderCircle(500,400,100,height,tocolor(0,0,255),tocolor(0,0,255),0,360,3,1) end ) not work why? help guys please
  14. hey guys, I wanna help on shader Im trying to put antialias with borderWidth circle.fx float sCircleHeightInPixel = 100; float sCircleWidthInPixel = 100; float sBorderWidthInPixel = 10; float4x4 gWorldViewProjection : WORLDVIEWPROJECTION; struct VSInput { float3 Position : POSITION0; float4 Diffuse : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PSInput { float4 Position : POSITION0; float4 Diffuse : COLOR0; float4 Diffuse2 : COLOR1; float2 TexCoord : TEXCOORD0; float2 Settings : TEXCOORD1; }; PSInput VertexShaderFunction(VSInput VS) float4 PixelShaderFunction(float4 Diffuse : COLOR0, float2 TexCoord : TEXCOORD0) : COLOR0 { float2 uv = float2( TexCoord.x, TexCoord.y ) - float2( 0.5, 0.5 ); PSInput PS = (PSInput)0; PS.Position = mul(float4(VS.Position, 1), gWorldViewProjection); int bAntialias = floor(VS.Diffuse.a*255+0.5)%2; int bTwoColors = floor(VS.Diffuse.a*127+0.5)%2; [branch] if(bTwoColors == 1){ float aComp = floor(VS.Diffuse.a*63+0.5)%64;; PS.Diffuse = float4((floor(VS.Diffuse.rgb*15+0.5)%16)/15, (aComp%8)/7); PS.Diffuse2 = float4(floor((VS.Diffuse.rgb*255+0.5)%16)/15, ((aComp/8)%8)/7); } else { PS.Diffuse = float4(VS.Diffuse.rgb, floor(VS.Diffuse.a*63+0.5)%64/63); PS.Diffuse2 = PS.Diffuse; } PS.TexCoord = VS.TexCoord; PS.Settings = float2(bTwoColors,bAntialias); return PS; } float2 vec = normalize( uv ); float CircleRadiusInPixel = lerp( sCircleWidthInPixel, sCircleHeightInPixel, vec.y * vec.y ); float borderWidth = sBorderWidthInPixel / CircleRadiusInPixel; if ( ( dist > 0.5 ) || ( dist < 0.5 - borderWidth ) ) return 0; else return Diffuse; } float4 PixelShaderFunction(PSInput PS) : COLOR0 { const float dist = length(PS.TexCoord*2-1); float4 color = PS.Settings.x > 0.5 ? lerp(PS.Diffuse, PS.Diffuse2, dist) : PS.Diffuse; if (PS.Settings.y < 0.5){ return dist <= 1 ? color : float4(0,0,0,0); } return float4(color.rgb, smoothstep(1, 1 - fwidth(dist) * 2, dist)*color.a); } technique Technique1 { pass Pass1 { SrcBlend = SrcAlpha; DestBlend = InvSrcAlpha; VertexShader = compile vs_3_0 VertexShaderFunction(); PixelShader = compile ps_3_0 PixelShaderFunction(); } } client.Lua local floor = math.floor function fromColor(col) local r,g,b,a b = col%256 g = floor(col/0x100)%256 r = floor(col/0x10000)%256 a = floor(col/0x1000000)%256 return r,g,b,a end local shader = dxCreateShader( "circle.fx" ) local shaderColCache = {} function dxDrawCircleShader(posX,posY,radius,color1,color2,antialias,borderWidth) assert(type(color1) == "number", "Expected number as color argument to dxDrawCircleShader") if (not color2) or (color2 == color1) then color2 = "def" end borderWidth = borderWidth or 1e9 local finColor local col1 = shaderColCache[color1] if col1 then local col2 = col1[color2] if col2 then finColor = col2 end end if not finColor then shaderColCache[color1] = shaderColCache[color1] or {} local twoColors = (color2 ~= "def") if twoColors then local r1,g1,b1,a1 = fromColor(color1) local r2,g2,b2,a2 = fromColor(color2) local finR = floor((r1/256)*16)*16 + floor((r2/256)*16) local finG = floor((g1/256)*16)*16 + floor((g2/256)*16) local finB = floor((b1/256)*16)*16 + floor((b2/256)*16) local finA = floor((a1/256)*8)*32 + floor((a2/256)*8)*4 + 2 dxSetShaderValue ( shader, "sCircleWidthInPixel", width ); dxSetShaderValue ( shader, "sCircleHeightInPixel", height ); dxSetShaderValue ( shader, "sBorderWidthInPixel", borderWidth ); finColor = tocolor( finR, finG, finB, finA ) else local r,g,b,a = fromColor(color1) local finA = (floor((a/256)*64)*4)%256 finColor = tocolor( r,g,b, finA ) end shaderColCache[color1][color2] = finColor end local antialiasComp = 16777216 if not antialias then antialiasComp = 0 end finColor = finColor + antialiasComp dxDrawImage( posX-radius, posY-radius, radius*2, radius*2, shader, nil, nil, finColor ) end addEventHandler("onClientRender",root, function() dxDrawCircleShader(500,200,60,tocolor(255,255,255),tocolor(255,255,255),1,1) end ) im not good in shader and i don't know shader. anyone help me please? actually i wanna do like this but with antialas :
  15. عندي سؤال هل يمدني انسخ اكواد شيدر الثاني ب شيدر ذا وبتجي مشاكل؟
  16. آدري بس الخطوط اتشالت بس حين كيف اخليه علي دائره بس قآيلك الخطوطط مو صافيه ب صوره قبل والحين صافيه يعني الخطوط واضح الحين مثل صوره HD
  17. السالفه طلعت من antialias بس فيه مشكله ثاني تصير دائره كامله مساعده بالله كيف احطه علي شكل خط؟ local floor = math.floor function fromColor(col) local r,g,b,a b = col%256 g = floor(col/0x100)%256 r = floor(col/0x10000)%256 a = floor(col/0x1000000)%256 return r,g,b,a end local shader = dxCreateShader( "circle.fx" ) local shaderColCache = {} function dxDrawCircleShader(posX,posY,radius,color1,color2,antialias) assert(type(color1) == "number", "Expected number as color argument to dxDrawCircleShader") if (not color2) or (color2 == color1) then color2 = "def" end local finColor local col1 = shaderColCache[color1] if col1 then local col2 = col1[color2] if col2 then finColor = col2 end end if not finColor then shaderColCache[color1] = shaderColCache[color1] or {} local twoColors = (color2 ~= "def") if twoColors then local r1,g1,b1,a1 = fromColor(color1) local r2,g2,b2,a2 = fromColor(color2) local finR = floor((r1/256)*16)*16 + floor((r2/256)*16) local finG = floor((g1/256)*16)*16 + floor((g2/256)*16) local finB = floor((b1/256)*16)*16 + floor((b2/256)*16) local finA = floor((a1/256)*8)*32 + floor((a2/256)*8)*4 + 2 finColor = tocolor( finR, finG, finB, finA ) else local r,g,b,a = fromColor(color1) local finA = (floor((a/256)*64)*4)%256 finColor = tocolor( r,g,b, finA ) end shaderColCache[color1][color2] = finColor end local antialiasComp = 16777216 if not antialias then antialiasComp = 0 end finColor = finColor + antialiasComp dxDrawImage( posX-radius, posY-radius, radius*2, radius*2, shader, nil, nil, finColor ) end addEventHandler("onClientRender",root, function() dxDrawCircleShader(500,200,60,tocolor(255,255,255),tocolor(255,255,255),1) end )
  18. الدائره صوره والدائره زرقاء و حمراء = dxDrawCircle
  19. شوف هنا كيف وشوف حقتي كيف مدري ليش الجوده حق dxDrawCircle خرا آتوقع لازم شيدر؟؟
  20. المشكله تحس الخط الي علي الصوره كآنه مرسوم يب هاذي صوره الي ورا الخط الازرق بس الخط الازرق dxdrawcircle هل فيه حل ؟ الكود function dxDrawCircle( x, y, width, height, color, angleStart, angleSweep, borderWidth ) height = height or width color = color or tocolor(255,255,255) borderWidth = borderWidth or 1e9 angleStart = angleStart or 0 angleSweep = angleSweep or 360 - angleStart if ( angleSweep < 360 ) then angleEnd = math.fmod( angleStart + angleSweep, 360 ) + 0 else angleStart = 0 angleEnd = 360 end x = x - width / 2 y = y - height / 2 if not circleShader then circleShader = dxCreateShader ( "circle.fx" ) end dxSetShaderValue ( circleShader, "sCircleWidthInPixel", width ); dxSetShaderValue ( circleShader, "sCircleHeightInPixel", height ); dxSetShaderValue ( circleShader, "sBorderWidthInPixel", borderWidth ); dxSetShaderValue ( circleShader, "sAngleStart", math.rad( angleStart ) - math.pi ); dxSetShaderValue ( circleShader, "sAngleEnd", math.rad( angleEnd ) - math.pi ); dxDrawImage( x, y, width, height, circleShader, 0, 0, 0, color ) end function drawCircleHud() if target and getElementType(target) == "vehicle" then localp = getVehicleOccupant(target) else localp = getLocalPlayer() end if(not localp) then return; end local x, y, z = getElementPosition(localp) local pr = getPedRotation(localp) local _,_,playerRotation = getElementRotation(localp) local px,py,pz = getElementPosition(localp) if(getPedOccupiedVehicle(localp)) then local veh = getPedOccupiedVehicle(localp); dxDrawCircle( 1212, 672, 45, height, tocolor(0,0,255),angleStart,360, 2.5 ) -- dxDrawImageSection(400, 200, 50, 50, 10, 0, 64, 64, 'circle.png', vehiclehealth, 0, 0, tocolor(255,0 ,0)) end addEventHandler("onClientRender", root, drawCircleHud)
  21. كذا > تصير كذا بعدين< لو اخذت نيترو تتحرك الدآئره زرقاء اتمنى فهمتني المشكله الدآئره شكله خايس من الجوده هل فيه كود او شي يصلح الجوده؟ الكود حقي مسويه if target and getElementType(target) == "vehicle" then localp = getVehicleOccupant(target) else localp = getLocalPlayer() end if(not localp) then return; end local x, y, z = getElementPosition(localp) local pr = getPedRotation(localp) local _,_,playerRotation = getElementRotation(localp) local px,py,pz = getElementPosition(localp) if(getPedOccupiedVehicle(localp)) then local veh = getPedOccupiedVehicle(localp);
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