DxSetShaderTransform: Difference between revisions

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(Created page with "{{Client function}} __NOTOC__ This function applies a 3D transformation to a shader element when it is draw with dxDrawImage. ==Syntax== <syntaxhighlight lang="lua"> bool dxSetShaderT...")
 
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{{Client function}}
{{Client function}}
__NOTOC__
__NOTOC__
This function applies a 3D transformation to a [[shader]] element when it is draw with [[dxDrawImage]].
This function applies a 3D transformation to a [[shader]] element when it is drawn with [[dxDrawImage]].


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool dxSetShaderTransform ( element shader,
bool dxSetShaderTransform ( element theShader,
                             float rotationX, float rotationY, float rotationZ,
                             float rotationX, float rotationY, float rotationZ,
                           [ float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, float rotationCenterOffsetZ = 0,
                           [ float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, float rotationCenterOffsetZ = 0,
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                             bool bPerspectiveCenterOffsetOriginIsScreen = false ] )
                             bool bPerspectiveCenterOffsetOriginIsScreen = false ] )
</syntaxhighlight>  
</syntaxhighlight>  
{{OOP||[[shader]]:setTransform}}


===Required Arguments===  
===Required Arguments===  
*'''shader:''' The shader element whose transformation is to be changed
*'''theShader:''' The shader element whose transformation is to be changed
*'''rotationX:''' Rotation angle in degrees around the X axis (Left,right). This will make the shader rotate along its width.
*'''rotationX:''' Rotation angle in degrees around the X axis (Left,right). This will make the shader rotate along its width.
*'''rotationY:''' Rotation angle in degrees around the Y axis (Up,down). This will make the shader rotate along its height.
*'''rotationY:''' Rotation angle in degrees around the Y axis (Up,down). This will make the shader rotate along its height.
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===Optional Arguments===  
===Optional Arguments===  
{{OptionalArg}}
*'''rotationCenterOffsetX :''' The center of rotation offset X position in screen relative units.
*'''rotationCenterOffsetX :''' The center of rotation offset X position in screen relative units.
*'''rotationCenterOffsetY :''' The center of rotation offset Y position in screen relative units.
*'''rotationCenterOffsetY :''' The center of rotation offset Y position in screen relative units.
*'''rotationCenterOffsetZ :''' The center of rotation offset Z position in screen relative units.
*'''rotationCenterOffsetZ :''' The center of rotation offset Z position in screen relative units.
*'''bRotationCenterOffsetOriginIsScreen :''' Set to [[boolean|true]] if the center of rotation origin should be the center of the screen rather than the center of the shader.
*'''bRotationCenterOffsetOriginIsScreen :''' Set to [[boolean|true]] if the center of rotation origin should be the center of the screen rather than the center of the image.
*'''perspectiveCenterOffsetX :''' The center of perspective offset X position in screen relative units.
*'''perspectiveCenterOffsetX :''' The center of perspective offset X position in screen relative units.
*'''perspectiveCenterOffsetY :''' The center of perspective offset Y position in screen relative units.
*'''perspectiveCenterOffsetY :''' The center of perspective offset Y position in screen relative units.
*'''bPerspectiveCenterOffsetOriginIsScreen :''' Set to [[boolean|true]] if the center of perspective origin should be the center of the screen rather than the center of the shader.
*'''bPerspectiveCenterOffsetOriginIsScreen :''' Set to [[boolean|true]] if the center of perspective origin should be the center of the screen rather than the center of the image.


To convert screen relative units into screen pixel coordinates, ''multiply'' by the screen size. Conversely, to convert screen pixel coordinates to screen relative units, '''''divide''''' by the screen size.
To convert screen relative units into screen pixel coordinates, ''multiply'' by the screen size. Conversely, to convert screen pixel coordinates to screen relative units, '''''divide''''' by the screen size.
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==Example==  
==Example==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local shader
local texture
local angle = 0 -- Initialize angle for rotation
local radius = 50 -- Reduced radius for the circular motion
local centerX, centerY -- Center of the screen
function startShaderExample()
    -- Create a shader
    shader = dxCreateShader("texture.fx")
   
    -- Load a texture
    texture = dxCreateTexture("myTexture.png")
   
    -- Apply the texture to the shader
    dxSetShaderValue(shader, "gTexture", texture)
   
    -- Get the center of the screen
    local screenWidth, screenHeight = guiGetScreenSize()
    centerX = screenWidth / 2
    centerY = screenHeight / 2
   
    -- Start rendering the shader
    addEventHandler("onClientRender", root, renderShader)
end
addEventHandler("onClientResourceStart", resourceRoot, startShaderExample)
function renderShader()
    -- Increment the angle to create rotation over time
    angle = angle + 0.02
    if angle > 2 * math.pi then
        angle = 0
    end
    -- Calculate the position based on a smaller circular path
    local positionX = centerX + math.cos(angle) * radius
    local positionY = centerY + math.sin(angle) * radius
    -- Apply transformation: translation along a smaller circular path and rotation
    dxSetShaderTransform(shader, positionX, positionY, 0, 0, 0, angle)
   
    -- Draw a rectangle with the shader applied, following the circular path
    dxDrawImage(positionX - 128, positionY - 128, 256, 256, shader)
end
function stopShaderExample()
    if shader then
        destroyElement(shader)
        shader = nil
    end
    if texture then
        destroyElement(texture)
        texture = nil
    end
    removeEventHandler("onClientRender", root, renderShader)
end
addEventHandler("onClientResourceStop", resourceRoot, stopShaderExample)
</syntaxhighlight>
</syntaxhighlight>
==Requirements==
{{Requirements|n/a|1.2.0-9.03618|}}


==See Also==
==See Also==
{{Drawing_functions}}
{{Drawing_functions}}

Latest revision as of 15:40, 7 November 2024

This function applies a 3D transformation to a shader element when it is drawn with dxDrawImage.

Syntax

bool dxSetShaderTransform ( element theShader,
                            float rotationX, float rotationY, float rotationZ,
                          [ float rotationCenterOffsetX = 0, float rotationCenterOffsetY = 0, float rotationCenterOffsetZ = 0,
                            bool bRotationCenterOffsetOriginIsScreen = false,
                            float perspectiveCenterOffsetX = 0, float perspectiveCenterOffsetY = 0,
                            bool bPerspectiveCenterOffsetOriginIsScreen = false ] )

OOP Syntax Help! I don't understand this!

Method: shader:setTransform(...)


Required Arguments

  • theShader: The shader element whose transformation is to be changed
  • rotationX: Rotation angle in degrees around the X axis (Left,right). This will make the shader rotate along its width.
  • rotationY: Rotation angle in degrees around the Y axis (Up,down). This will make the shader rotate along its height.
  • rotationZ: Rotation angle in degrees around the Z axis (In,out). This will make the shader rotate in a similar way to the rotation argument in dxDrawImage.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • rotationCenterOffsetX : The center of rotation offset X position in screen relative units.
  • rotationCenterOffsetY : The center of rotation offset Y position in screen relative units.
  • rotationCenterOffsetZ : The center of rotation offset Z position in screen relative units.
  • bRotationCenterOffsetOriginIsScreen : Set to true if the center of rotation origin should be the center of the screen rather than the center of the image.
  • perspectiveCenterOffsetX : The center of perspective offset X position in screen relative units.
  • perspectiveCenterOffsetY : The center of perspective offset Y position in screen relative units.
  • bPerspectiveCenterOffsetOriginIsScreen : Set to true if the center of perspective origin should be the center of the screen rather than the center of the image.

To convert screen relative units into screen pixel coordinates, multiply by the screen size. Conversely, to convert screen pixel coordinates to screen relative units, divide by the screen size.

Returns

Returns true if the shader element's transform was successfully changed, false otherwise.

Example

local shader
local texture
local angle = 0 -- Initialize angle for rotation
local radius = 50 -- Reduced radius for the circular motion
local centerX, centerY -- Center of the screen

function startShaderExample()
    -- Create a shader
    shader = dxCreateShader("texture.fx")
    
    -- Load a texture
    texture = dxCreateTexture("myTexture.png")
    
    -- Apply the texture to the shader
    dxSetShaderValue(shader, "gTexture", texture)
    
    -- Get the center of the screen
    local screenWidth, screenHeight = guiGetScreenSize()
    centerX = screenWidth / 2
    centerY = screenHeight / 2
    
    -- Start rendering the shader
    addEventHandler("onClientRender", root, renderShader)
end
addEventHandler("onClientResourceStart", resourceRoot, startShaderExample)

function renderShader()
    -- Increment the angle to create rotation over time
    angle = angle + 0.02
    if angle > 2 * math.pi then
        angle = 0
    end

    -- Calculate the position based on a smaller circular path
    local positionX = centerX + math.cos(angle) * radius
    local positionY = centerY + math.sin(angle) * radius

    -- Apply transformation: translation along a smaller circular path and rotation
    dxSetShaderTransform(shader, positionX, positionY, 0, 0, 0, angle)
    
    -- Draw a rectangle with the shader applied, following the circular path
    dxDrawImage(positionX - 128, positionY - 128, 256, 256, shader)
end

function stopShaderExample()
    if shader then
        destroyElement(shader)
        shader = nil
    end
    if texture then
        destroyElement(texture)
        texture = nil
    end
    removeEventHandler("onClientRender", root, renderShader)
end
addEventHandler("onClientResourceStop", resourceRoot, stopShaderExample)

See Also