DuduzinCp Posted October 28, 2022 Share Posted October 28, 2022 Hello, how are you guys? I need help making a circle mask using shaders, until I managed to do so, but I wanted to apply a texture to it too and I'm not able to apply it.]/ // // Example shader - circle.fx // // // Based on code from: // http://www.geeks3d.com/20130705/shader-library-circle-disc-fake-sphere-in-glsl-opengl-glslhacker/ // float sCircleHeightInPixel = 100; float sCircleWidthInPixel = 100; float sBorderWidthInPixel = 10; float sAngleStart = -3.14; float sAngleEnd = 3.14; //------------------------------------------------------------------------------------------ // PixelShaderFunction // 1. Read from PS structure // 2. Process // 3. Return pixel color //------------------------------------------------------------------------------------------ float4 PixelShaderFunction(float4 Diffuse : COLOR0, float2 TexCoord : TEXCOORD0) : COLOR0 { float2 uv = float2( TexCoord.x, TexCoord.y ) - float2( 0.5, 0.5 ); // Clip unwanted pixels from partial pie 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; } //------------------------------------------------------------------------------------------ // Techniques //------------------------------------------------------------------------------------------ technique tec0 { pass P0 { PixelShader = compile ps_2_0 PixelShaderFunction(); } } Up here is the shaders file I used and here below is what I did in lua profile = dxCreateTexture( "assets/images/profile.png" ) function Duduzin_circle( 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 ( "assets/archives/shader.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 ); dxSetShaderValue ( circleShader, "Profile", profile) dxDrawImage( x, y, width, height, circleShader, 0, 0, 0, color ) end Well as you can see I put an image and tried to set it in shaders but I couldn't. My idea is to take an image and transform it into a texture then round it with a circle mask! Link to comment
AngelAlpha Posted October 29, 2022 Share Posted October 29, 2022 you can use mask shader. profile = dxCreateTexture( "assets/images/profile.png" ) shader = dxCreateShader ( "assets/archives/shader.fx" ) dxSetShaderValue ( shader, "sPicTexture", profile) dxSetShaderValue ( shader, "sMaskTexture", profile) function render() dxDrawImage( x, y, width, height, shader, 0, 0, 0, color ) end 1 Link to comment
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