diff --git a/src/shapes.c b/src/shapes.c index 879d2a107..b7f7e3df5 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -186,31 +186,31 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) { if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero - + // Function expects (endAngle > startAngle) - if (endAngle < startAngle) + if (endAngle < startAngle) { // Swap values int tmp = startAngle; startAngle = endAngle; endAngle = tmp; } - + if (segments < 4) { // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 #define CIRCLE_ERROR_RATE 0.5f - + // Calculate the maximum angle between segments based on the error rate. float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; - + if (segments <= 0) segments = 4; } - + float stepLength = (float)(endAngle - startAngle)/(float)segments; float angle = startAngle; - + #if defined(SUPPORT_QUADS_DRAW_MODE) if (rlCheckBufferLimit(4*segments/2)) rlglDraw(); @@ -227,16 +227,16 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - + rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); - + angle += (stepLength*2); } - + // NOTE: In case number of segments is odd, we add one last piece to the cake if (segments%2) { @@ -247,7 +247,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - + rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); @@ -268,7 +268,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle rlVertex2f(center.x, center.y); rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); - + angle += stepLength; } rlEnd(); @@ -278,40 +278,40 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) { if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue - + // Function expects (endAngle > startAngle) - if (endAngle < startAngle) + if (endAngle < startAngle) { // Swap values int tmp = startAngle; startAngle = endAngle; endAngle = tmp; } - + if (segments < 4) { // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 #ifndef CIRCLE_ERROR_RATE #define CIRCLE_ERROR_RATE 0.5f #endif - + // Calculate the maximum angle between segments based on the error rate. float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; - + if (segments <= 0) segments = 4; } - + float stepLength = (float)(endAngle - startAngle)/(float)segments; float angle = startAngle; - + // Hide the cap lines when the circle is full bool showCapLines = true; int limit = 2*(segments + 2); if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; } - + if (rlCheckBufferLimit(limit)) rlglDraw(); - + rlBegin(RL_LINES); if (showCapLines) { @@ -319,17 +319,17 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end rlVertex2f(center.x, center.y); rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); } - + for (int i = 0; i < segments; i++) { rlColor4ub(color.r, color.g, color.b, color.a); - + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); - + angle += stepLength; } - + if (showCapLines) { rlColor4ub(color.r, color.g, color.b, color.a); @@ -385,55 +385,55 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) { if (startAngle == endAngle) return; - + // Function expects (outerRadius > innerRadius) if (outerRadius < innerRadius) { float tmp = outerRadius; outerRadius = innerRadius; innerRadius = tmp; - + if (outerRadius <= 0.0f) outerRadius = 0.1f; } - + // Function expects (endAngle > startAngle) - if (endAngle < startAngle) + if (endAngle < startAngle) { // Swap values int tmp = startAngle; startAngle = endAngle; endAngle = tmp; } - + if (segments < 4) { // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 #ifndef CIRCLE_ERROR_RATE #define CIRCLE_ERROR_RATE 0.5f #endif - + // Calculate the maximum angle between segments based on the error rate. float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1); segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; - + if (segments <= 0) segments = 4; } - + // Not a ring - if (innerRadius <= 0.0f) + if (innerRadius <= 0.0f) { DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); return; } - + float stepLength = (float)(endAngle - startAngle)/(float)segments; float angle = startAngle; - + #if defined(SUPPORT_QUADS_DRAW_MODE) if (rlCheckBufferLimit(4*segments)) rlglDraw(); rlEnableTexture(GetShapesTexture().id); - + rlBegin(RL_QUADS); for (int i = 0; i < segments; i++) { @@ -444,13 +444,13 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - + rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - + angle += stepLength; } rlEnd(); @@ -463,15 +463,15 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng for (int i = 0; i < segments; i++) { rlColor4ub(color.r, color.g, color.b, color.a); - + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); - + angle += stepLength; } rlEnd(); @@ -481,55 +481,55 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) { if (startAngle == endAngle) return; - + // Function expects (outerRadius > innerRadius) if (outerRadius < innerRadius) { float tmp = outerRadius; outerRadius = innerRadius; innerRadius = tmp; - + if (outerRadius <= 0.0f) outerRadius = 0.1f; } - + // Function expects (endAngle > startAngle) - if (endAngle < startAngle) + if (endAngle < startAngle) { // Swap values int tmp = startAngle; startAngle = endAngle; endAngle = tmp; } - + if (segments < 4) { // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 #ifndef CIRCLE_ERROR_RATE #define CIRCLE_ERROR_RATE 0.5f #endif - + // Calculate the maximum angle between segments based on the error rate. float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1); segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; - + if (segments <= 0) segments = 4; } - - if (innerRadius <= 0.0f) + + if (innerRadius <= 0.0f) { DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); return; } - + float stepLength = (float)(endAngle - startAngle)/(float)segments; - float angle = startAngle; - + float angle = startAngle; + bool showCapLines = true; int limit = 4*(segments + 1); if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; } - + if (rlCheckBufferLimit(limit)) rlglDraw(); - + rlBegin(RL_LINES); if (showCapLines) { @@ -537,20 +537,20 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); } - + for (int i = 0; i < segments; i++) { rlColor4ub(color.r, color.g, color.b, color.a); - + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); - + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - + angle += stepLength; } - + if (showCapLines) { rlColor4ub(color.r, color.g, color.b, color.a); @@ -698,22 +698,22 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color); } -// Draw rectangle with rounded edges. -void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) +// Draw rectangle with rounded edges +void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) { // Not a rounded rectangle - if(roundness <= 0.0f || rec.width < 1 || rec.height < 1 ) + if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) { DrawRectangleRec(rec, color); return; } - - if(roundness >= 1.0f) roundness = 1.0f; - + + if (roundness >= 1.0f) roundness = 1.0f; + // Calculate corner radius - float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2; - if(radius <= 0.0f) return; - + float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; + if (radius <= 0.0f) return; + // Calculate number of segments to use for the corners if (segments < 4) { @@ -726,9 +726,9 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) segments = ceilf(2*PI/th)/4; if (segments <= 0) segments = 4; } - + float stepLength = 90.0f/(float)segments; - + /* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below) * Not my best attempt at ASCII art, just preted it's rounded rectangle :) * P0 P1 @@ -744,7 +744,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) * \|____________________|/ * P5 P4 */ - + const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier) {(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2 {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4 @@ -752,15 +752,16 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 {(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 }; + const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; - const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; + const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f }; #if defined(SUPPORT_QUADS_DRAW_MODE) if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw(); - + 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 - for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + // Draw all of 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]; const Vector2 center = centers[k]; @@ -784,49 +785,49 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) rlVertex2f(center.x, center.y); } } - + // [2] Upper Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[0].x, point[0].y); rlVertex2f(point[8].x, point[8].y); rlVertex2f(point[9].x, point[9].y); rlVertex2f(point[1].x, point[1].y); - + // [4] Right Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[2].x, point[2].y); rlVertex2f(point[9].x, point[9].y); rlVertex2f(point[10].x, point[10].y); rlVertex2f(point[3].x, point[3].y); - + // [6] Bottom Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[11].x, point[11].y); rlVertex2f(point[5].x, point[5].y); rlVertex2f(point[4].x, point[4].y); rlVertex2f(point[10].x, point[10].y); - + // [8] Left Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[7].x, point[7].y); rlVertex2f(point[6].x, point[6].y); rlVertex2f(point[11].x, point[11].y); rlVertex2f(point[8].x, point[8].y); - + // [9] Middle Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[8].x, point[8].y); rlVertex2f(point[11].x, point[11].y); rlVertex2f(point[10].x, point[10].y); rlVertex2f(point[9].x, point[9].y); - + rlEnd(); #else if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each - + rlBegin(RL_TRIANGLES); - // Draw all of 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 + // Draw all of 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]; const Vector2 center = centers[k]; @@ -848,7 +849,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) rlVertex2f(point[1].x, point[1].y); rlVertex2f(point[0].x, point[0].y); rlVertex2f(point[9].x, point[9].y); - + // [4] Right Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[9].x, point[9].y); @@ -857,7 +858,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) rlVertex2f(point[2].x, point[2].y); rlVertex2f(point[9].x, point[9].y); rlVertex2f(point[3].x, point[3].y); - + // [6] Bottom Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[11].x, point[11].y); @@ -866,7 +867,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) rlVertex2f(point[10].x, point[10].y); rlVertex2f(point[11].x, point[11].y); rlVertex2f(point[4].x, point[4].y); - + // [8] Left Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[7].x, point[7].y); @@ -875,7 +876,7 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) rlVertex2f(point[8].x, point[8].y); rlVertex2f(point[7].x, point[7].y); rlVertex2f(point[11].x, point[11].y); - + // [9] Middle Rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[8].x, point[8].y); @@ -888,23 +889,24 @@ void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) #endif } -// Draw rounded rectangle outline -void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color) +// Draw rectangle with rounded edges outline +void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color) { - if(lineThick < 0) lineThick = 0; + if (lineThick < 0) lineThick = 0; + // Not a rounded rectangle - if(roundness <= 0.0f ) + if (roundness <= 0.0f) { DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color); return; } - - if(roundness >= 1.0f) roundness = 1.0f; - + + if (roundness >= 1.0f) roundness = 1.0f; + // Calculate corner radius - float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2; - if(radius <= 0.0f) return; - + float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; + if (radius <= 0.0f) return; + // Calculate number of segments to use for the corners if (segments < 4) { @@ -917,10 +919,10 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line segments = ceilf(2*PI/th)/2; if (segments <= 0) segments = 4; } - + float stepLength = 90.0f/(float)segments; const float outerRadius = radius + (float)lineThick, innerRadius = radius; - + /* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below) * Not my best attempt at ASCII art, just preted it's rounded rectangle :) * P0 P1 @@ -937,7 +939,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line * ==================== * P5 P4 */ - const Vector2 point[16] = { + const Vector2 point[16] = { {(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2 {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 {(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7 @@ -946,86 +948,93 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 }; - const Vector2 centers[4] = { + + const Vector2 centers[4] = { {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 - {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 + {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 }; - const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; - - if(lineThick > 1) + + const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f }; + + if (lineThick > 1) { #if defined(SUPPORT_QUADS_DRAW_MODE) if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each + rlBegin(RL_QUADS); // Draw all of 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]; - const Vector2 center = centers[k]; - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - - angle += stepLength; - } - } - // Upper rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[0].x, point[0].y); - rlVertex2f(point[8].x, point[8].y); - rlVertex2f(point[9].x, point[9].y); - rlVertex2f(point[1].x, point[1].y); - - // Right rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[2].x, point[2].y); - rlVertex2f(point[10].x, point[10].y); - rlVertex2f(point[11].x, point[11].y); - rlVertex2f(point[3].x, point[3].y); - - // Lower rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[13].x, point[13].y); - rlVertex2f(point[5].x, point[5].y); - rlVertex2f(point[4].x, point[4].y); - rlVertex2f(point[12].x, point[12].y); - - // Left rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[15].x, point[15].y); - rlVertex2f(point[7].x, point[7].y); - rlVertex2f(point[6].x, point[6].y); - rlVertex2f(point[14].x, point[14].y); - - rlEnd(); -#else - if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each - rlBegin(RL_TRIANGLES); - // Draw all of 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 + for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop { float angle = angles[k]; const Vector2 center = centers[k]; for (int i = 0; i < segments; i++) { rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); - + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + angle += stepLength; } } - + + // Upper rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[1].x, point[1].y); + + // Right rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[2].x, point[2].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[3].x, point[3].y); + + // Lower rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[13].x, point[13].y); + rlVertex2f(point[5].x, point[5].y); + rlVertex2f(point[4].x, point[4].y); + rlVertex2f(point[12].x, point[12].y); + + // Left rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[15].x, point[15].y); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[6].x, point[6].y); + rlVertex2f(point[14].x, point[14].y); + + rlEnd(); +#else + if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each + + rlBegin(RL_TRIANGLES); + + // Draw all of 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]; + const Vector2 center = centers[k]; + + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + + angle += stepLength; + } + } + // Upper rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[0].x, point[0].y); @@ -1034,7 +1043,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line rlVertex2f(point[1].x, point[1].y); rlVertex2f(point[0].x, point[0].y); rlVertex2f(point[9].x, point[9].y); - + // Right rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[10].x, point[10].y); @@ -1043,7 +1052,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line rlVertex2f(point[2].x, point[2].y); rlVertex2f(point[10].x, point[10].y); rlVertex2f(point[3].x, point[3].y); - + // Lower rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[13].x, point[13].y); @@ -1052,7 +1061,7 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line rlVertex2f(point[12].x, point[12].y); rlVertex2f(point[13].x, point[13].y); rlVertex2f(point[4].x, point[4].y); - + // Left rectangle rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[7].x, point[7].y); @@ -1068,12 +1077,15 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line { // Use LINES to draw the outline if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each + rlBegin(RL_LINES); + // Draw all of 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 + for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop { float angle = angles[k]; const Vector2 center = centers[k]; + for (int i = 0; i < segments; i++) { rlColor4ub(color.r, color.g, color.b, color.a); @@ -1083,11 +1095,11 @@ void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int line } } // And now the remaining 4 lines - for(int i=0; i<8; i+=2) + for(int i = 0; i < 8; i += 2) { rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(point[i].x, point[i].y); - rlVertex2f(point[i+1].x, point[i+1].y); + rlVertex2f(point[i + 1].x, point[i + 1].y); } rlEnd(); }