Adapt multiple functions to rlgl

Nearly a complete rework of Models module
Some teaks on multiple functions
This commit is contained in:
raysan5 2014-04-04 20:11:57 +02:00
parent 79cf87d91d
commit c04f37d0f5
8 changed files with 760 additions and 454 deletions

View file

@ -62,7 +62,7 @@ void DrawPixel(int posX, int posY, Color color)
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(posX, posY);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
rlEnd();
}
// Draw a pixel (Vector version)
@ -96,7 +96,6 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
}
// Draw a color-filled circle
// TODO: Review, on some GPUs is drawn with a weird transparency (GL_POLYGON_SMOOTH issue?)
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
DrawPoly((Vector2){centerX, centerY}, 360, radius, 0, color);
@ -107,13 +106,13 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
{
rlBegin(RL_TRIANGLES);
for (int i=0; i <= 360; i += 2) //i++ --> Step = 1.0 pixels
for (int i=0; i < 360; i += 2)
{
rlColor4ub(color1.r, color1.g, color1.b, color1.a);
rlVertex2i(centerX, centerY);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
rlVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius);
rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius);
rlVertex2f(centerX + sin(DEG2RAD*(i+2)) * radius, centerY + cos(DEG2RAD*(i+2)) * radius);
}
rlEnd();
}
@ -127,7 +126,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius);
rlVertex2f(center.x + sin(DEG2RAD*(i+2)) * radius, center.y + cos(DEG2RAD*(i+2)) * radius);
}
rlEnd();
}
@ -135,9 +134,6 @@ void DrawCircleV(Vector2 center, float radius, Color color)
// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{
//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)
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@ -148,10 +144,6 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius);
}
rlEnd();
//glDisable(GL_LINE_SMOOTH);
// TODO: Draw all lines with line smooth??? --> Do it before drawing lines VAO
}
// Draw a color-filled rectangle
@ -255,16 +247,17 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
if (sides < 3) sides = 3;
rlPushMatrix();
rlRotatef(rotation, 0, 0, 1); // TODO: compute vertex rotation manually!
rlTranslatef(center.x, center.y, 0.0);
rlRotatef(rotation, 0, 0, 1);
rlBegin(RL_TRIANGLES);
for (int i=0; i < 360; i += 2)
for (int i=0; i < 360; i += 360/sides)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius);
rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius);
rlVertex2i(0, 0);
rlVertex2f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius);
rlVertex2f(sin(DEG2RAD*(i+360/sides)) * radius, cos(DEG2RAD*(i+360/sides)) * radius);
}
rlEnd();
rlPopMatrix();