Update C sources

This commit is contained in:
JupiterRider 2023-04-07 20:23:18 +02:00
parent 22ca1484d1
commit 781c207678
27 changed files with 13963 additions and 4637 deletions

View file

@ -26,7 +26,7 @@
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2022 Ramon Santamaria (@raysan5)
* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@ -58,6 +58,7 @@
#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf()
#include <float.h> // Required for: FLT_EPSILON
#include <stdlib.h> // Required for: RL_FREE
//----------------------------------------------------------------------------------
// Defines and Macros
@ -104,7 +105,7 @@ void SetShapesTexture(Texture2D texture, Rectangle source)
// Draw a pixel
void DrawPixel(int posX, int posY, Color color)
{
DrawPixelV((Vector2){ posX, posY }, color);
DrawPixelV((Vector2){ (float)posX, (float)posY }, color);
}
// Draw a pixel (Vector version)
@ -155,8 +156,8 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(startPosX, startPosY);
rlVertex2f(endPosX, endPosY);
rlVertex2f((float)startPosX, (float)startPosY);
rlVertex2f((float)endPosX, (float)endPosY);
rlEnd();
}
@ -197,6 +198,8 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
Vector2 previous = startPos;
Vector2 current = { 0 };
Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
{
// Cubic easing in-out
@ -204,12 +207,27 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)BEZIER_LINE_DIVISIONS);
current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS;
// TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
// Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
DrawLineEx(previous, current, thick, color);
float dy = current.y-previous.y;
float dx = current.x-previous.x;
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
if (i==1)
{
points[0].x = previous.x+dy*size;
points[0].y = previous.y-dx*size;
points[1].x = previous.x-dy*size;
points[1].y = previous.y+dx*size;
}
points[2*i+1].x = current.x-dy*size;
points[2*i+1].y = current.y+dx*size;
points[2*i].x = current.x+dy*size;
points[2*i].y = current.y-dx*size;
previous = current;
}
DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
}
// Draw line using quadratic bezier curves with a control point
@ -221,6 +239,8 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
Vector2 current = { 0 };
float t = 0.0f;
Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
{
t = step*i;
@ -232,12 +252,27 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
// TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
// Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
DrawLineEx(previous, current, thick, color);
float dy = current.y-previous.y;
float dx = current.x-previous.x;
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
if (i==1)
{
points[0].x = previous.x+dy*size;
points[0].y = previous.y-dx*size;
points[1].x = previous.x-dy*size;
points[1].y = previous.y+dx*size;
}
points[2*i+1].x = current.x-dy*size;
points[2*i+1].y = current.y+dx*size;
points[2*i].x = current.x+dy*size;
points[2*i].y = current.y-dx*size;
previous = current;
}
DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
}
// Draw line using cubic bezier curves with 2 control points
@ -249,6 +284,8 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP
Vector2 current = { 0 };
float t = 0.0f;
Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
{
t = step*i;
@ -260,12 +297,27 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP
current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
// TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
// Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
DrawLineEx(previous, current, thick, color);
float dy = current.y-previous.y;
float dx = current.x-previous.x;
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
if (i==1)
{
points[0].x = previous.x+dy*size;
points[0].y = previous.y-dx*size;
points[1].x = previous.x-dy*size;
points[1].y = previous.y+dx*size;
}
points[2*i+1].x = current.x-dy*size;
points[2*i+1].y = current.y+dx*size;
points[2*i].x = current.x+dy*size;
points[2*i].y = current.y-dx*size;
previous = current;
}
DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
}
// Draw lines sequence
@ -926,7 +978,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
// Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
float angle = angles[k];
@ -1155,7 +1207,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
rlBegin(RL_QUADS);
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
// Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
float angle = angles[k];
@ -1290,7 +1342,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
// Use LINES to draw the outline
rlBegin(RL_LINES);
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
// Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
float angle = angles[k];
@ -1587,19 +1639,19 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount)
{
bool collision = false;
if (pointCount > 2)
{
for (int i = 0; i < pointCount - 1; i++)
{
Vector2 vc = points[i];
Vector2 vn = points[i + 1];
if ((((vc.y >= point.y) && (vn.y < point.y)) || ((vc.y < point.y) && (vn.y >= point.y))) &&
(point.x < ((vn.x - vc.x)*(point.y - vc.y)/(vn.y - vc.y) + vc.x))) collision = !collision;
}
}
return collision;
}