Road to raylib 1.1 - Testing rlgl
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parent
1c8dce429e
commit
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13 changed files with 2537 additions and 1314 deletions
305
src/shapes.c
305
src/shapes.c
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@ -25,10 +25,11 @@
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#include "raylib.h"
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#include <GL/gl.h> // OpenGL functions
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#include <stdlib.h> // Required for abs() function
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#include <math.h> // Math related functions, sin() and cos() used on DrawCircle*
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// sqrt() and pow() and abs() used on CheckCollision*
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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//----------------------------------------------------------------------------------
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// Defines and Macros
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@ -57,149 +58,116 @@
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// Draw a pixel
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void DrawPixel(int posX, int posY, Color color)
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{
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glBegin(GL_POINTS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glEnd();
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// NOTE1: Alternative method to draw a pixel (GL_LINES)
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/*
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glBegin(GL_LINES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glVertex2i(posX+1, posY+1);
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glEnd();
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*/
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// NOTE2: Alternative method to draw a pixel (glPoint())
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/*
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
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glPointSize(1.0f);
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glPoint((float)posX, (float)posY, 0.0f);
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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, posY);
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rlVertex2i(posX + 1, posY + 1);
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rlEnd();
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}
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// Draw a pixel (Vector version)
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void DrawPixelV(Vector2 position, Color color)
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{
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glBegin(GL_POINTS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(position.x, position.y);
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glEnd();
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(position.x, position.y);
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rlVertex2i(position.x + 1, position.y + 1);
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rlEnd();
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}
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// Draw a line
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
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{
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glBegin(GL_LINES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(startPosX, startPosY);
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glVertex2i(endPosX, endPosY);
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glEnd();
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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(startPosX, startPosY);
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rlVertex2i(endPosX, endPosY);
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rlEnd();
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}
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// Draw a line (Vector version)
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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{
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glBegin(GL_LINES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(startPos.x, startPos.y);
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glVertex2f(endPos.x, endPos.y);
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glEnd();
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(startPos.x, startPos.y);
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rlVertex2f(endPos.x, endPos.y);
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rlEnd();
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}
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// Draw a color-filled circle
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// TODO: Review, on some GPUs is drawn with a weird transparency (GL_POLYGON_SMOOTH issue?)
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void DrawCircle(int centerX, int centerY, float radius, Color color)
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{
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glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
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DrawPoly((Vector2){centerX, centerY}, 360, radius, 0, color);
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glDisable(GL_POLYGON_SMOOTH);
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// NOTE: Alternative method to draw a circle (point)
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/*
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0
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glPointSize(radius);
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glPoint((float)centerX, (float)centerY, 0.0f);
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*/
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}
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// Draw a gradient-filled circle
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// NOTE: Gradient goes from center (color1) to border (color2)
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
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{
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color1.r, color1.g, color1.b, color1.a);
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glVertex2i(centerX, centerY);
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glColor4ub(color2.r, color2.g, color2.b, color2.a);
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for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels
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rlBegin(RL_TRIANGLES);
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for (int i=0; i <= 360; i += 2) //i++ --> Step = 1.0 pixels
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{
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glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
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rlColor4ub(color1.r, color1.g, color1.b, color1.a);
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rlVertex2i(centerX, centerY);
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rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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rlVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
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rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius);
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}
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glEnd();
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rlEnd();
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}
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// Draw a color-filled circle (Vector version)
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void DrawCircleV(Vector2 center, float radius, Color color)
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{
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glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(center.x, center.y);
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for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels
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rlBegin(RL_TRIANGLES);
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for (int i=0; i < 360; i += 2)
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{
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glVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(center.x, center.y);
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rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius);
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}
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glEnd();
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glDisable(GL_POLYGON_SMOOTH);
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rlEnd();
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}
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// Draw circle outline
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void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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{
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glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
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//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
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//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
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glBegin(GL_LINE_LOOP);
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glColor4ub(color.r, color.g, color.b, color.a);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
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for (int i=0; i < 360; i++)
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{
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glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
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rlVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
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rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius);
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}
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glEnd();
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rlEnd();
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// NOTE: Alternative method to draw circle outline
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/*
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawCircle(centerX, centerY, radius, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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*/
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glDisable(GL_LINE_SMOOTH);
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//glDisable(GL_LINE_SMOOTH);
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// TODO: Draw all lines with line smooth??? --> Do it before drawing lines VAO
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}
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// Draw a color-filled rectangle
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void DrawRectangle(int posX, int posY, int width, int height, Color color)
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{
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glBegin(GL_QUADS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width, posY);
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glVertex2i(posX + width, posY + height);
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glVertex2i(posX, posY + height);
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glEnd();
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2i(posX, posY);
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rlTexCoord2f(0.0f, 1.0f);
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rlVertex2i(posX, posY + height);
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2i(posX + width, posY + height);
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2i(posX + width, posY);
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rlEnd();
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}
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// Draw a color-filled rectangle
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// NOTE: Gradient goes from bottom (color1) to top (color2)
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void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2)
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{
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glBegin(GL_QUADS);
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glColor4ub(color1.r, color1.g, color1.b, color1.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width, posY);
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glColor4ub(color2.r, color2.g, color2.b, color2.a);
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glVertex2i(posX + width, posY + height);
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glVertex2i(posX, posY + height);
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glEnd();
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rlBegin(RL_QUADS);
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rlColor4ub(color1.r, color1.g, color1.b, color1.a);
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rlVertex2i(posX, posY);
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rlColor4ub(color1.r, color1.g, color1.b, color1.a);
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rlVertex2i(posX, posY + height);
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rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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rlVertex2i(posX + width, posY + height);
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rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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rlVertex2i(posX + width, posY);
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rlEnd();
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}
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// Draw a color-filled rectangle (Vector version)
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void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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{
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glBegin(GL_QUADS);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(position.x, position.y);
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glVertex2i(position.x + size.x, position.y);
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glVertex2i(position.x + size.x, position.y + size.y);
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glVertex2i(position.x, position.y + size.y);
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glEnd();
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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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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rlVertex2i(position.x + size.x, position.y);
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rlEnd();
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}
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// Draw rectangle outline
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void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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{
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//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
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//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
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// NOTE: Lines are rasterized using the "Diamond Exit" rule so, it's nearly impossible to obtain a pixel-perfect engine
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// NOTE: Recommended trying to avoid using lines, at least >1.0f pixel lines with anti-aliasing (glLineWidth function)
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glBegin(GL_LINE_LOOP);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2i(posX, posY);
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glVertex2i(posX + width - 1, posY);
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glVertex2i(posX + width - 1, posY + height - 1);
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glVertex2i(posX, posY + height - 1);
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glEnd();
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// NOTE: Alternative method to draw rectangle outline
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/*
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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DrawRectangle(posX, posY, width - 1, height - 1, color);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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*/
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//glDisable(GL_LINE_SMOOTH);
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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, posY);
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rlVertex2i(posX + width - 1, posY);
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rlVertex2i(posX + width - 1, posY);
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rlVertex2i(posX + width - 1, posY + height - 1);
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rlVertex2i(posX + width - 1, posY + height - 1);
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rlVertex2i(posX, posY + height - 1);
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rlVertex2i(posX, posY + height - 1);
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rlVertex2i(posX, posY);
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rlEnd();
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}
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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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glBegin(GL_TRIANGLES);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(v1.x, v1.y);
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glVertex2f(v2.x, v2.y);
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glVertex2f(v3.x, v3.y);
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glEnd();
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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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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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glBegin(GL_LINE_LOOP);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(v1.x, v1.y);
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glVertex2f(v2.x, v2.y);
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glVertex2f(v3.x, v3.y);
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glEnd();
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rlBegin(RL_LINES);
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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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rlVertex2f(v3.x, v3.y);
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rlVertex2f(v1.x, v1.y);
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rlEnd();
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}
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// Draw a regular polygon of n sides (Vector version)
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@ -286,20 +254,20 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
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{
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if (sides < 3) sides = 3;
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glPushMatrix();
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glTranslatef(center.x, center.y, 0);
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glRotatef(rotation, 0, 0, 1);
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glBegin(GL_TRIANGLE_FAN);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(0, 0);
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rlPushMatrix();
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for (int i=0; i <= sides; i++)
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{
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glVertex2f(radius*cos(i*2*PI/sides), radius*sin(i*2*PI/sides));
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rlRotatef(rotation, 0, 0, 1); // TODO: compute vertex rotation manually!
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rlBegin(RL_TRIANGLES);
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for (int i=0; i < 360; i += 2)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(center.x, center.y);
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rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius);
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}
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glEnd();
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glPopMatrix();
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rlEnd();
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rlPopMatrix();
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}
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// Draw a closed polygon defined by points
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@ -308,19 +276,16 @@ void DrawPolyEx(Vector2 *points, int numPoints, Color color)
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{
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if (numPoints >= 3)
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{
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glEnable(GL_POLYGON_SMOOTH);
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glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST);
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glBegin(GL_POLYGON);
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glColor4ub(color.r, color.g, color.b, color.a);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < numPoints; i++)
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for (int i = 0; i < numPoints - 2; i++)
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{
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glVertex2f(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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rlVertex2f(points[i+2].x, points[i+2].y);
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}
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glEnd();
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glDisable(GL_POLYGON_SMOOTH);
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rlEnd();
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}
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}
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@ -330,22 +295,22 @@ void DrawPolyExLines(Vector2 *points, int numPoints, Color color)
|
|||
{
|
||||
if (numPoints >= 2)
|
||||
{
|
||||
//glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied)
|
||||
//glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm)
|
||||
|
||||
glBegin(GL_LINE_LOOP);
|
||||
glColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 0; i < numPoints; i++)
|
||||
for (int i = 0; i < numPoints - 1; i++)
|
||||
{
|
||||
glVertex2f(points[i].x, points[i].y);
|
||||
rlVertex2f(points[i].x, points[i].y);
|
||||
rlVertex2f(points[i+1].x, points[i+1].y);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
//glDisable(GL_LINE_SMOOTH);
|
||||
rlEnd();
|
||||
}
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Collision Detection functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Check if point is inside rectangle
|
||||
bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
|
||||
{
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue