Merge pull request #443 from Hultan/draw_circle_sector

New example: Shapes/draw_circle_sector
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Milan Nikolic 2024-10-28 09:10:44 +01:00 committed by GitHub
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#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter;
uniform vec2 rightLensCenter;
uniform vec2 leftScreenCenter;
uniform vec2 rightScreenCenter;
uniform vec2 scale;
uniform vec2 scaleIn;
uniform vec4 deviceWarpParam;
uniform vec4 chromaAbParam;
void main()
{
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{
// Set black fragment for everything outside the lens border
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
// Compute color chroma aberration
float blue = texture2D(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture2D(texture0, tcGreen).g;
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
vec2 tcRed = lensCenter + scale*thetaRed;
float red = texture2D(texture0, tcRed).r;
gl_FragColor = vec4(red, green, blue, 1.0);
}
}

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#version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
uniform vec2 scale = vec2(0.25, 0.45);
uniform vec2 scaleIn = vec2(4, 2.2222);
uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0);
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main()
{
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{
// Set black fragment for everything outside the lens border
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
// Compute color chroma aberration
float blue = texture(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture(texture0, tcGreen).g;
vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
vec2 tcRed = lensCenter + scale*thetaRed;
float red = texture(texture0, tcRed).r;
finalColor = vec4(red, green, blue, 1.0);
}
}

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/*******************************************************************************************
*
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
*
* Example originally created with raylib 2.5, last time updated with raylib 4.0
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2017-2024 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
package main
import (
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
screenWidth = 800
screenHeight = 450
glslVersion = 330 // Desktop
// glslVersion = 100 // Android, web
)
func main() {
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
rl.InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator")
// VR device parameters definition
device := rl.VrDeviceInfo{
// Oculus Rift CV1 parameters for simulator
HResolution: 2160, // Horizontal resolution in pixels
VResolution: 1200, // Vertical resolution in pixels
HScreenSize: 0.133793, // Horizontal size in meters
VScreenSize: 0.0669, // Vertical size in meters
EyeToScreenDistance: 0.041, // Distance between eye and display in meters
LensSeparationDistance: 0.07, // Lens separation distance in meters
InterpupillaryDistance: 0.07, // IPD (distance between pupils) in meters
// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
// Following parameters are just an approximation to CV1 distortion stereo rendering
// Lens distortion constant parameters
LensDistortionValues: [4]float32{1.0, 0.22, 0.24, 0.0},
// Chromatic aberration correction parameters
ChromaAbCorrection: [4]float32{0.996, -0.004, 1.014, 0.0},
}
// Load VR stereo config for VR device parameters (Oculus Rift CV1 parameters)
config := rl.LoadVrStereoConfig(device)
// Distortion shader (uses device lens distortion and chroma)
fileName := fmt.Sprintf("distortion%d.fs", glslVersion)
distortion := rl.LoadShader("", fileName)
// Update distortion shader with lens and distortion-scale parameters
rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "leftLensCenter"),
config.LeftLensCenter[:], rl.ShaderUniformVec2)
rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "rightLensCenter"),
config.RightLensCenter[:], rl.ShaderUniformVec2)
rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "leftScreenCenter"),
config.LeftScreenCenter[:], rl.ShaderUniformVec2)
rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "rightScreenCenter"),
config.RightScreenCenter[:], rl.ShaderUniformVec2)
rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "scale"),
config.Scale[:], rl.ShaderUniformVec2)
rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "scaleIn"),
config.ScaleIn[:], rl.ShaderUniformVec2)
rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "deviceWarpParam"),
device.LensDistortionValues[:], rl.ShaderUniformVec4)
rl.SetShaderValue(distortion, rl.GetShaderLocation(distortion, "chromaAbParam"),
device.ChromaAbCorrection[:], rl.ShaderUniformVec4)
// Initialize frame buffer for stereo rendering
// NOTE: Screen size should match HMD aspect ratio
target := rl.LoadRenderTexture(device.HResolution, device.VResolution)
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
sourceRec := rl.Rectangle{Width: float32(target.Texture.Width), Height: float32(-target.Texture.Height)}
destRec := rl.Rectangle{Width: float32(rl.GetScreenWidth()), Height: float32(rl.GetScreenHeight())}
// Define the camera to look into our 3d world
camera := rl.Camera{
Position: rl.Vector3{X: 5, Y: 2, Z: 5},
Target: rl.Vector3{Y: 2},
Up: rl.Vector3{Y: 1},
Fovy: 60.0,
Projection: rl.CameraPerspective,
}
cubePosition := rl.Vector3{}
rl.DisableCursor() // Limit cursor to relative movement inside the window
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
// Main game loop
for !rl.WindowShouldClose() { // Detect window close button or ESC key
// Update
rl.UpdateCamera(&camera, rl.CameraFirstPerson)
// Draw texture
rl.BeginTextureMode(target)
rl.ClearBackground(rl.RayWhite)
rl.BeginVrStereoMode(config)
rl.BeginMode3D(camera)
rl.DrawCube(cubePosition, 2.0, 2.0, 2.0, rl.Red)
rl.DrawCubeWires(cubePosition, 2.0, 2.0, 2.0, rl.Maroon)
rl.DrawGrid(40, 1.0)
rl.EndMode3D()
rl.EndVrStereoMode()
rl.EndTextureMode()
// Draw
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginShaderMode(distortion)
rl.DrawTexturePro(target.Texture, sourceRec, destRec, rl.Vector2{}, 0.0, rl.White)
rl.EndShaderMode()
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
// De-Initialization
rl.UnloadVrStereoConfig(config) // Unload stereo config
rl.UnloadRenderTexture(target) // Unload stereo render fbo
rl.UnloadShader(distortion) // Unload distortion shader
rl.CloseWindow() // Close window and OpenGL context
}

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/*******************************************************************************************
*
* raylib [shapes] example - draw circle sector (with gui options)
*
* Example originally created with raylib 2.5, last time updated with raylib 2.5
*
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2018-2024 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
package main
import (
"fmt"
"math"
gui "github.com/gen2brain/raylib-go/raygui"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
screenWidth = 800
screenHeight = 450
)
func main() {
rl.InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector")
center := rl.Vector2{X: (float32(screenWidth) - 300) / 2.0, Y: float32(screenHeight / 2.0)}
var outerRadius, startAngle, endAngle, segments, minSegments float32 = 180.0, 0.0, 180.0, 10.0, 4
rl.SetTargetFPS(60) // Set our game to run at 60 frames-per-second
// Main game loop
for !rl.WindowShouldClose() { // Detect window close button or ESC key
// Draw
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.DrawLine(500, 0, 500, screenWidth, rl.Fade(rl.LightGray, 0.6))
rl.DrawRectangle(500, 0, screenWidth-500, screenHeight, rl.Fade(rl.LightGray, 0.3))
rl.DrawCircleSector(center, outerRadius, startAngle, endAngle, int32(segments), rl.Fade(rl.Maroon, 0.3))
rl.DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, int32(segments), rl.Fade(rl.Maroon, 0.6))
// Draw GUI controls
r := rl.Rectangle{X: 600, Y: 40, Width: 120, Height: 20}
msg := fmt.Sprintf("%.2f", startAngle)
startAngle = gui.Slider(r, "StartAngle", msg, startAngle, 0, 720)
r = rl.Rectangle{X: 600, Y: 70, Width: 120, Height: 20}
msg = fmt.Sprintf("%.2f", endAngle)
endAngle = gui.Slider(r, "EndAngle", msg, endAngle, 0, 720)
r = rl.Rectangle{X: 600, Y: 140, Width: 120, Height: 20}
msg = fmt.Sprintf("%.2f", outerRadius)
outerRadius = gui.Slider(r, "Radius", msg, outerRadius, 0, 200)
r = rl.Rectangle{X: 600, Y: 170, Width: 120, Height: 20}
msg = fmt.Sprintf("%.2f", segments)
segments = gui.Slider(r, "Segments", msg, segments, 0, 100)
minSegments = calculateMinSegments(startAngle, endAngle)
text := "MODE: AUTO"
color := rl.DarkGray
if segments >= minSegments {
text = "MODE: MANUAL"
color = rl.Maroon
}
rl.DrawText(text, 600, 200, 10, color)
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
// De-Initialization
rl.CloseWindow() // Close window and OpenGL context
}
func calculateMinSegments(startAngle, endAngle float32) float32 {
return float32(math.Trunc(math.Ceil((float64(endAngle - startAngle)) / 90)))
}