Support shapes drawing using only QUADS
Also added new compilation FLAGS for that pourpose
This commit is contained in:
parent
ada6668b24
commit
8d81b6e4e4
4 changed files with 225 additions and 187 deletions
317
src/shapes.c
317
src/shapes.c
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@ -4,10 +4,13 @@
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*
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* CONFIGURATION:
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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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@ -30,13 +33,12 @@
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*
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**********************************************************************************************/
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#include "config.h"
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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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@ -188,37 +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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@ -249,72 +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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@ -364,7 +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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@ -425,30 +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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@ -469,31 +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);
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rlVertex2f(v3.x, v3.y);
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rlEnd();
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rlDisableTexture();
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}
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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);
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rlVertex2f(v3.x, v3.y);
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rlEnd();
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rlDisableTexture();
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#else
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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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#endif
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}
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// Draw a triangle using lines
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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rlBegin(RL_LINES);
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@ -517,7 +508,23 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0);
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rlRotatef(rotation, 0, 0, 1);
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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 += 360/sides)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(0, 0);
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
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rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
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}
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rlEnd();
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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 += 360/sides)
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{
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@ -528,38 +535,54 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
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rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
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}
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rlEnd();
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#endif
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rlPopMatrix();
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}
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// Draw a closed polygon defined by points
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// NOTE: Array num elements MUST be passed as parameter to function
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void DrawPolyEx(Vector2 *points, int numPoints, Color color)
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void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
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{
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if (numPoints >= 3)
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if (pointsCount >= 3)
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{
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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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for (int i = 1; i < pointsCount - 1; i++)
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{
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rlVertex2f(points[0].x, points[0].y);
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rlVertex2f(points[i].x, points[i].y);
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rlVertex2f(points[i].x, points[i].y);
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rlVertex2f(points[i + 1].x, points[i + 1].y);
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}
|
||||
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);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue