Update C sources, add new functions
This commit is contained in:
parent
e6a1abb290
commit
a6d36a3699
98 changed files with 7964 additions and 2985 deletions
359
raylib/shapes.c
359
raylib/shapes.c
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@ -4,16 +4,13 @@
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*
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* CONFIGURATION:
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*
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* #define SUPPORT_QUADS_ONLY
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* Draw shapes using only QUADS, vertex are accumulated in QUADS arrays (like textures)
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*
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* #define SUPPORT_TRIANGLES_ONLY
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* Draw shapes using only TRIANGLES, vertex are accumulated in TRIANGLES arrays
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*
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* #define USE_DEFAULT_FONT_TEXTURE
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* #define SUPPORT_FONT_TEXTURE
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* Draw rectangle shapes using font texture white character instead of default white texture
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* Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
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*
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* #define SUPPORT_QUADS_DRAW_MODE
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* Use QUADS instead of TRIANGLES for drawing when possible.
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* Some lines-based shapes could still use lines
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*
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* LICENSE: zlib/libpng
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*
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@ -36,13 +33,12 @@
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*
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**********************************************************************************************/
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#define USE_DEFAULT_FONT_TEXTURE
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#include "raylib.h"
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#include "config.h" // Defines module configuration flags
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#include "raylib.h" // Declares module functions
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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#include <stdlib.h> // Required for: abs()
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#include <stdlib.h> // Required for: abs(), fabs()
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#include <math.h> // Required for: sinf(), cosf(), sqrtf()
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//----------------------------------------------------------------------------------
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@ -194,37 +190,34 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
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void DrawCircleV(Vector2 center, float radius, Color color)
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{
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if (rlGetVersion() == OPENGL_11)
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{
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
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}
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rlEnd();
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}
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else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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rlBegin(RL_QUADS);
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for (int i = 0; i < 360; i += 20)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 20))*radius, center.y + cosf(DEG2RAD*(i + 20))*radius);
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}
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rlEnd();
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rlBegin(RL_QUADS);
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for (int i = 0; i < 360; i += 20)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 20))*radius, center.y + cosf(DEG2RAD*(i + 20))*radius);
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}
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rlEnd();
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rlDisableTexture();
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}
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rlDisableTexture();
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#else
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
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}
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rlEnd();
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#endif
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}
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// Draw circle outline
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@ -255,72 +248,69 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color)
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
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void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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{
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if (rlGetVersion() == OPENGL_11)
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{
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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#if defined(SUPPORT_FONT_TEXTURE)
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// Draw rectangle using font texture white character
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rlEnableTexture(GetDefaultFont().texture.id);
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rlVertex2i(position.x, position.y);
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rlVertex2i(position.x, position.y + size.y);
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rlVertex2i(position.x + size.x, position.y + size.y);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlVertex2i(position.x, position.y);
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rlVertex2i(position.x + size.x, position.y + size.y);
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rlVertex2i(position.x + size.x, position.y);
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rlEnd();
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}
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else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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#if defined(USE_DEFAULT_FONT_TEXTURE)
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// Draw rectangle using font texture white character
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rlEnableTexture(GetDefaultFont().texture.id);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// NOTE: Default raylib font character 95 is a white square
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(position.x, position.y);
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(position.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(position.x + size.x, position.y);
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rlEnd();
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// NOTE: Default raylib font character 95 is a white square
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(position.x, position.y);
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rlDisableTexture();
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(position.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(position.x + size.x, position.y);
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rlEnd();
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rlDisableTexture();
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#else
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(position.x, position.y);
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rlTexCoord2f(0.0f, 1.0f);
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rlVertex2f(position.x, position.y + size.y);
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(position.x + size.x, position.y);
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rlEnd();
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rlDisableTexture();
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#endif // SUPPORT_FONT_TEXTURE
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#else
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlVertex2i(position.x, position.y);
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rlVertex2i(position.x, position.y + size.y);
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rlVertex2i(position.x + size.x, position.y + size.y);
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(position.x, position.y);
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rlTexCoord2f(0.0f, 1.0f);
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rlVertex2f(position.x, position.y + size.y);
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(position.x + size.x, position.y);
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rlEnd();
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rlDisableTexture();
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#endif
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}
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rlVertex2i(position.x, position.y);
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rlVertex2i(position.x + size.x, position.y + size.y);
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rlVertex2i(position.x + size.x, position.y);
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rlEnd();
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#endif // SUPPORT_QUADS_DRAW_MODE
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}
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// Draw a color-filled rectangle
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@ -334,7 +324,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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rlEnableTexture(GetTextureDefault().id);
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rlPushMatrix();
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rlTranslatef((float)rec.x, (float)rec.y, 0);
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rlTranslatef(rec.x, rec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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@ -343,9 +333,9 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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rlVertex2f(0.0f, 0.0f);
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rlVertex2f(0.0f, (float)rec.height);
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rlVertex2f((float)rec.width, (float)rec.height);
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rlVertex2f((float)rec.width, 0.0f);
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rlVertex2f(0.0f, rec.height);
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rlVertex2f(rec.width, rec.height);
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rlVertex2f(rec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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@ -370,7 +360,7 @@ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color col
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// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
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void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
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{
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#if defined(USE_DEFAULT_FONT_TEXTURE)
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#if defined(SUPPORT_FONT_TEXTURE)
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// Draw rectangle using font texture white character
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rlEnableTexture(GetDefaultFont().texture.id);
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@ -379,23 +369,23 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
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// NOTE: Default raylib font character 95 is a white square
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rlColor4ub(col1.r, col1.g, col1.b, col1.a);
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlTexCoord2f(GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(rec.x, rec.y);
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rlColor4ub(col2.r, col2.g, col2.b, col2.a);
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlTexCoord2f(GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(rec.x, rec.y + rec.height);
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rlColor4ub(col3.r, col3.g, col3.b, col3.a);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlTexCoord2f((GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(rec.x + rec.width, rec.y + rec.height);
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rlColor4ub(col4.r, col4.g, col4.b, col4.a);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlTexCoord2f((GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(rec.x + rec.width, rec.y);
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rlEnd();
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@ -431,30 +421,27 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
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void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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{
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if (rlGetVersion() == OPENGL_11)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(posX + 1, posY + 1);
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rlVertex2i(posX + width, posY + 1);
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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DrawRectangle(posX, posY, width, 1, color);
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DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
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DrawRectangle(posX, posY + height - 1, width, 1, color);
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DrawRectangle(posX, posY + 1, 1, height - 2, color);
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#else
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(posX + 1, posY + 1);
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rlVertex2i(posX + width, posY + 1);
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rlVertex2i(posX + width, posY + 1);
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rlVertex2i(posX + width, posY + height);
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rlVertex2i(posX + width, posY + 1);
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rlVertex2i(posX + width, posY + height);
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rlVertex2i(posX + width, posY + height);
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rlVertex2i(posX + 1, posY + height);
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rlVertex2i(posX + width, posY + height);
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rlVertex2i(posX + 1, posY + height);
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rlVertex2i(posX + 1, posY + height);
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rlVertex2i(posX + 1, posY + 1);
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rlEnd();
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}
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else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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DrawRectangle(posX, posY, width, 1, color);
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DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
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DrawRectangle(posX, posY + height - 1, width, 1, color);
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DrawRectangle(posX, posY + 1, 1, height - 2, color);
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}
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rlVertex2i(posX + 1, posY + height);
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rlVertex2i(posX + 1, posY + 1);
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rlEnd();
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#endif
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}
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// Draw rectangle outline with extended parameters
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@ -475,31 +462,29 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
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// Draw a triangle
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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if (rlGetVersion() == OPENGL_11)
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{
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(v1.x, v1.y);
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rlVertex2f(v2.x, v2.y);
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rlVertex2f(v3.x, v3.y);
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rlEnd();
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}
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else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(v1.x, v1.y);
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rlVertex2f(v2.x, v2.y);
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||||
rlVertex2f(v2.x, v2.y);
|
||||
rlVertex2f(v3.x, v3.y);
|
||||
rlEnd();
|
||||
|
||||
rlDisableTexture();
|
||||
}
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(v1.x, v1.y);
|
||||
rlVertex2f(v2.x, v2.y);
|
||||
rlVertex2f(v2.x, v2.y);
|
||||
rlVertex2f(v3.x, v3.y);
|
||||
rlEnd();
|
||||
|
||||
rlDisableTexture();
|
||||
#else
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(v1.x, v1.y);
|
||||
rlVertex2f(v2.x, v2.y);
|
||||
rlVertex2f(v3.x, v3.y);
|
||||
rlEnd();
|
||||
#endif
|
||||
}
|
||||
|
||||
// Draw a triangle using lines
|
||||
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
||||
{
|
||||
rlBegin(RL_LINES);
|
||||
|
@ -523,7 +508,23 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
|
|||
rlPushMatrix();
|
||||
rlTranslatef(center.x, center.y, 0.0);
|
||||
rlRotatef(rotation, 0, 0, 1);
|
||||
|
||||
#if defined(SUPPORT_QUADS_DRAW_MODE)
|
||||
rlEnableTexture(GetTextureDefault().id); // Default white texture
|
||||
|
||||
rlBegin(RL_QUADS);
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
rlVertex2f(0, 0);
|
||||
rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
|
||||
rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
|
||||
rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
|
||||
}
|
||||
rlEnd();
|
||||
rlDisableTexture();
|
||||
#else
|
||||
rlBegin(RL_TRIANGLES);
|
||||
for (int i = 0; i < 360; i += 360/sides)
|
||||
{
|
||||
|
@ -534,38 +535,54 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
|
|||
rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
|
||||
}
|
||||
rlEnd();
|
||||
#endif
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw a closed polygon defined by points
|
||||
// NOTE: Array num elements MUST be passed as parameter to function
|
||||
void DrawPolyEx(Vector2 *points, int numPoints, Color color)
|
||||
void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
|
||||
{
|
||||
if (numPoints >= 3)
|
||||
if (pointsCount >= 3)
|
||||
{
|
||||
#if defined(SUPPORT_QUADS_DRAW_MODE)
|
||||
rlEnableTexture(GetTextureDefault().id); // Default white texture
|
||||
|
||||
rlBegin(RL_QUADS);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 1; i < pointsCount - 1; i++)
|
||||
{
|
||||
rlVertex2f(points[0].x, points[0].y);
|
||||
rlVertex2f(points[i].x, points[i].y);
|
||||
rlVertex2f(points[i].x, points[i].y);
|
||||
rlVertex2f(points[i + 1].x, points[i + 1].y);
|
||||
}
|
||||
rlEnd();
|
||||
rlDisableTexture();
|
||||
#else
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 1; i < numPoints - 1; i++)
|
||||
for (int i = 1; i < pointsCount - 1; i++)
|
||||
{
|
||||
rlVertex2f(points[0].x, points[0].y);
|
||||
rlVertex2f(points[i].x, points[i].y);
|
||||
rlVertex2f(points[i + 1].x, points[i + 1].y);
|
||||
}
|
||||
rlEnd();
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// Draw polygon lines
|
||||
// NOTE: Array num elements MUST be passed as parameter to function
|
||||
void DrawPolyExLines(Vector2 *points, int numPoints, Color color)
|
||||
// Draw polygon using lines
|
||||
void DrawPolyExLines(Vector2 *points, int pointsCount, Color color)
|
||||
{
|
||||
if (numPoints >= 2)
|
||||
if (pointsCount >= 2)
|
||||
{
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 0; i < numPoints - 1; i++)
|
||||
for (int i = 0; i < pointsCount - 1; i++)
|
||||
{
|
||||
rlVertex2f(points[i].x, points[i].y);
|
||||
rlVertex2f(points[i + 1].x, points[i + 1].y);
|
||||
|
@ -650,14 +667,14 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
|
|||
float dx = fabsf(center.x - recCenterX);
|
||||
float dy = fabsf(center.y - recCenterY);
|
||||
|
||||
if (dx > ((float)rec.width/2.0f + radius)) { return false; }
|
||||
if (dy > ((float)rec.height/2.0f + radius)) { return false; }
|
||||
if (dx > (rec.width/2.0f + radius)) { return false; }
|
||||
if (dy > (rec.height/2.0f + radius)) { return false; }
|
||||
|
||||
if (dx <= ((float)rec.width/2.0f)) { return true; }
|
||||
if (dy <= ((float)rec.height/2.0f)) { return true; }
|
||||
if (dx <= (rec.width/2.0f)) { return true; }
|
||||
if (dy <= (rec.height/2.0f)) { return true; }
|
||||
|
||||
float cornerDistanceSq = (dx - (float)rec.width/2.0f)*(dx - (float)rec.width/2.0f) +
|
||||
(dy - (float)rec.height/2.0f)*(dy - (float)rec.height/2.0f);
|
||||
float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
|
||||
(dy - rec.height/2.0f)*(dy - rec.height/2.0f);
|
||||
|
||||
return (cornerDistanceSq <= (radius*radius));
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue