Simple0x47 Posted May 19, 2017 Posted May 19, 2017 Hello everyone, nothing to say so. LUA: 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, true ) end function dxDrawRoundedRectangle( x, y, width, height, radius, color ) if ( radius >= width ) or ( radius >= height ) then dxDrawCircle( x - ( radius / 2 ), y - ( radius / 2 ) ) end -- The radius is relative to the height and width of the rectangle, so to avoid rectangles if the radius is bigger than the width or height then a complete circle is being drawn. dxDrawCircle( x + ( radius / 2 ), y + ( radius / 2 ), radius, radius, color, 270, 90 ) dxDrawCircle( x + ( radius / 2 ), ( y + height ) - ( radius / 2 ), radius, radius, color, 180, 90 ) dxDrawCircle( ( x + width ) - ( radius / 2 ), y + ( radius / 2 ), radius, radius, color, 0, 90 ) dxDrawCircle( ( x + width ) - ( radius / 2 ), ( y + height ) - ( radius / 2 ), radius, radius, color, 90, 90 ) dxDrawRectangle( x, y + ( radius / 2 ), width, ( height ) - ( radius ), color, true ) dxDrawRectangle( x + ( radius / 2 ), y , ( width ) - ( radius ), ( radius / 2 ), color, true ) dxDrawRectangle( x + ( radius / 2 ), ( y + height ) - ( radius / 2 ), ( width ) - ( radius ), ( radius / 2 ), color, true ) end CIRCLE.FX ( The one from the MTA Wiki ) 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(); } } 2
Karuzo Posted May 25, 2017 Posted May 25, 2017 On 20.5.2017 at 17:16, #_iMr.[E]coo said: Please Add Pictures I tried it out: This is with a radius of 10. Is this the right radius? Because i get weird results if i use > 10 or < 10 1
Simple0x47 Posted May 25, 2017 Author Posted May 25, 2017 It's not strange, it's normal. don't try to use values bigger than your height or width because that would make a full circle.
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