Adapt multiple functions to rlgl
Nearly a complete rework of Models module Some teaks on multiple functions
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8 changed files with 760 additions and 454 deletions
29
src/shapes.c
29
src/shapes.c
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@ -62,7 +62,7 @@ void DrawPixel(int posX, int posY, Color color)
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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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rlEnd();
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}
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// Draw a pixel (Vector version)
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@ -96,7 +96,6 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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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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DrawPoly((Vector2){centerX, centerY}, 360, radius, 0, color);
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@ -107,13 +106,13 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
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{
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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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for (int i=0; i < 360; i += 2)
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{
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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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rlVertex2f(centerX + sin(DEG2RAD*(i+2)) * radius, centerY + cos(DEG2RAD*(i+2)) * radius);
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}
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rlEnd();
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}
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@ -127,7 +126,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
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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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rlVertex2f(center.x + sin(DEG2RAD*(i+2)) * radius, center.y + cos(DEG2RAD*(i+2)) * radius);
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}
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rlEnd();
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}
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@ -135,9 +134,6 @@ void DrawCircleV(Vector2 center, float radius, Color color)
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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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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -148,10 +144,6 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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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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rlEnd();
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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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@ -255,16 +247,17 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
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if (sides < 3) sides = 3;
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rlPushMatrix();
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rlRotatef(rotation, 0, 0, 1); // TODO: compute vertex rotation manually!
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rlTranslatef(center.x, center.y, 0.0);
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rlRotatef(rotation, 0, 0, 1);
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rlBegin(RL_TRIANGLES);
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for (int i=0; i < 360; i += 2)
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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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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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rlVertex2i(0, 0);
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rlVertex2f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
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rlVertex2f(sin(DEG2RAD*(i+360/sides)) * radius, cos(DEG2RAD*(i+360/sides)) * radius);
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}
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rlEnd();
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rlPopMatrix();
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