Merge pull request #787 from Demizdor/master
Added `DrawRoundedRect()` and `DrawRoundedRectLines()`
This commit is contained in:
commit
6ecd8249bc
2 changed files with 397 additions and 0 deletions
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@ -1082,6 +1082,8 @@ RLAPI void DrawRectangleGradientH(int posX, int posY, int width, int height, Col
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RLAPI void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4); // Draw a gradient-filled rectangle with custom vertex colors
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RLAPI void DrawRectangleLines(int posX, int posY, int width, int height, Color color); // Draw rectangle outline
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RLAPI void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color); // Draw rectangle outline with extended parameters
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RLAPI void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color); // Draw rectangle with rounded edges
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RLAPI void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color); // Draw rounded rectangle outline
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RLAPI void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw a color-filled triangle
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RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color); // Draw triangle outline
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RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
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395
src/shapes.c
395
src/shapes.c
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@ -698,6 +698,401 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
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DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
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}
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// Draw rectangle with rounded edges.
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void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color)
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{
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// Not a rounded rectangle
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if(roundness <= 0.0f || rec.width < 1 || rec.height < 1 )
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{
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DrawRectangleRec(rec, color);
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return;
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}
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if(roundness >= 1.0f) roundness = 1.0f;
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// Calculate corner radius
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float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2;
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if(radius <= 0.0f) return;
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// Calculate number of segments to use for the corners
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if (segments < 4)
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#ifndef CIRCLE_ERROR_RATE
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#define CIRCLE_ERROR_RATE 0.5f
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#endif
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
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segments = ceilf(2*PI/th)/4;
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if (segments <= 0) segments = 4;
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}
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float stepLength = 90.0f/(float)segments;
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/* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below)
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* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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* P0 P1
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* ____________________
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* /| |\
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* /1| 2 |3\
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*P7 /__|____________________|__\ P2
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* | |P8 P9| |
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* | 8 | 9 | 4 |
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* | __|____________________|__ |
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*P6 \ |P11 P10| / P3
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* \7| 6 |5/
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* \|____________________|/
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* P5 P4
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*/
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const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
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{(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
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{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
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{(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7
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{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
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{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11
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};
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
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rlBegin(RL_QUADS);
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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float angle = angles[k];
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const Vector2 center = centers[k];
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// NOTE: Every QUAD actually represents two segments
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for (int i = 0; i < segments/2; i++)
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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*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
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angle += (stepLength*2);
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}
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// NOTE: In case number of segments is odd, we add one last piece to the cake
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if (segments%2)
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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*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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rlVertex2f(center.x, center.y);
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}
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}
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// [2] Upper Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[0].x, point[0].y);
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rlVertex2f(point[8].x, point[8].y);
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rlVertex2f(point[9].x, point[9].y);
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rlVertex2f(point[1].x, point[1].y);
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// [4] Right Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[2].x, point[2].y);
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rlVertex2f(point[9].x, point[9].y);
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rlVertex2f(point[10].x, point[10].y);
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rlVertex2f(point[3].x, point[3].y);
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// [6] Bottom Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[11].x, point[11].y);
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rlVertex2f(point[5].x, point[5].y);
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rlVertex2f(point[4].x, point[4].y);
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rlVertex2f(point[10].x, point[10].y);
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// [8] Left Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[7].x, point[7].y);
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rlVertex2f(point[6].x, point[6].y);
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rlVertex2f(point[11].x, point[11].y);
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rlVertex2f(point[8].x, point[8].y);
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// [9] Middle Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[8].x, point[8].y);
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rlVertex2f(point[11].x, point[11].y);
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rlVertex2f(point[10].x, point[10].y);
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rlVertex2f(point[9].x, point[9].y);
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rlEnd();
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#else
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if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
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rlBegin(RL_TRIANGLES);
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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float angle = angles[k];
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const Vector2 center = centers[k];
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for (int i = 0; i < segments; i++)
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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*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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angle += stepLength;
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}
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}
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// [2] Upper Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[0].x, point[0].y);
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rlVertex2f(point[8].x, point[8].y);
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rlVertex2f(point[9].x, point[9].y);
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rlVertex2f(point[1].x, point[1].y);
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rlVertex2f(point[0].x, point[0].y);
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rlVertex2f(point[9].x, point[9].y);
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// [4] Right Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[9].x, point[9].y);
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rlVertex2f(point[10].x, point[10].y);
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rlVertex2f(point[3].x, point[3].y);
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rlVertex2f(point[2].x, point[2].y);
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rlVertex2f(point[9].x, point[9].y);
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rlVertex2f(point[3].x, point[3].y);
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// [6] Bottom Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[11].x, point[11].y);
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rlVertex2f(point[5].x, point[5].y);
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rlVertex2f(point[4].x, point[4].y);
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rlVertex2f(point[10].x, point[10].y);
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rlVertex2f(point[11].x, point[11].y);
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rlVertex2f(point[4].x, point[4].y);
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// [8] Left Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[7].x, point[7].y);
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rlVertex2f(point[6].x, point[6].y);
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rlVertex2f(point[11].x, point[11].y);
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rlVertex2f(point[8].x, point[8].y);
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rlVertex2f(point[7].x, point[7].y);
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rlVertex2f(point[11].x, point[11].y);
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// [9] Middle Rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[8].x, point[8].y);
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rlVertex2f(point[11].x, point[11].y);
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rlVertex2f(point[10].x, point[10].y);
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rlVertex2f(point[9].x, point[9].y);
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rlVertex2f(point[8].x, point[8].y);
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rlVertex2f(point[10].x, point[10].y);
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rlEnd();
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#endif
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}
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// Draw rounded rectangle outline
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void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
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{
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if(lineThick < 0) lineThick = 0;
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// Not a rounded rectangle
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if(roundness <= 0.0f )
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{
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DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
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return;
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}
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if(roundness >= 1.0f) roundness = 1.0f;
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// Calculate corner radius
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float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2;
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if(radius <= 0.0f) return;
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// Calculate number of segments to use for the corners
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if (segments < 4)
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#ifndef CIRCLE_ERROR_RATE
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#define CIRCLE_ERROR_RATE 0.5f
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#endif
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
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segments = ceilf(2*PI/th)/2;
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if (segments <= 0) segments = 4;
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}
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float stepLength = 90.0f/(float)segments;
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const float outerRadius = radius + (float)lineThick, innerRadius = radius;
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/* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
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* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
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* P0 P1
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* ====================
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* // P8 P9 \\
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* // \\
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*P7 // P15 P10 \\ P2
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* || *P16 P17* ||
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* || ||
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* || P14 P11 ||
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*P6 \\ *P19 P18* // P3
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* \\ //
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* \\ P13 P12 //
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* ====================
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* P5 P4
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*/
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const Vector2 point[16] = {
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{(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
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{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
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{(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
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{(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9
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{ rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11
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{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
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{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
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};
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const Vector2 centers[4] = {
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{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
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{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
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};
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f };
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if(lineThick > 1)
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
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rlBegin(RL_QUADS);
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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float angle = angles[k];
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const Vector2 center = centers[k];
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for (int i = 0; i < segments; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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angle += stepLength;
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}
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}
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// Upper rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[0].x, point[0].y);
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rlVertex2f(point[8].x, point[8].y);
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rlVertex2f(point[9].x, point[9].y);
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rlVertex2f(point[1].x, point[1].y);
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// Right rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[2].x, point[2].y);
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rlVertex2f(point[10].x, point[10].y);
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rlVertex2f(point[11].x, point[11].y);
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rlVertex2f(point[3].x, point[3].y);
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// Lower rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[13].x, point[13].y);
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rlVertex2f(point[5].x, point[5].y);
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rlVertex2f(point[4].x, point[4].y);
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rlVertex2f(point[12].x, point[12].y);
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// Left rectangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[15].x, point[15].y);
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rlVertex2f(point[7].x, point[7].y);
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rlVertex2f(point[6].x, point[6].y);
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rlVertex2f(point[14].x, point[14].y);
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rlEnd();
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#else
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if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
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rlBegin(RL_TRIANGLES);
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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float angle = angles[k];
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const Vector2 center = centers[k];
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for (int i = 0; i < segments; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
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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);
|
||||
rlVertex2f(point[8].x, point[8].y);
|
||||
rlVertex2f(point[9].x, point[9].y);
|
||||
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);
|
||||
rlVertex2f(point[11].x, point[11].y);
|
||||
rlVertex2f(point[3].x, point[3].y);
|
||||
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);
|
||||
rlVertex2f(point[5].x, point[5].y);
|
||||
rlVertex2f(point[4].x, point[4].y);
|
||||
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);
|
||||
rlVertex2f(point[6].x, point[6].y);
|
||||
rlVertex2f(point[14].x, point[14].y);
|
||||
rlVertex2f(point[15].x, point[15].y);
|
||||
rlVertex2f(point[7].x, point[7].y);
|
||||
rlVertex2f(point[14].x, point[14].y);
|
||||
rlEnd();
|
||||
#endif
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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
|
||||
{
|
||||
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)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
|
||||
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
|
||||
angle += stepLength;
|
||||
}
|
||||
}
|
||||
// And now the remaining 4 lines
|
||||
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);
|
||||
}
|
||||
rlEnd();
|
||||
}
|
||||
}
|
||||
|
||||
// Draw a triangle
|
||||
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue