Improved 2D-3D drawing
Depth test disabled for 2D and only used on 3D; consequently LINES vs TRIANGLES vs QUADS buffers drawing order maters... but blending also works ok.
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49df957058
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e2ba22ec59
11 changed files with 93 additions and 35 deletions
80
src/shapes.c
80
src/shapes.c
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@ -98,7 +98,7 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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// Draw a color-filled circle
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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 }, 36, radius, 0, color);
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DrawCircleV((Vector2){ centerX, centerY }, radius, color);
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}
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// Draw a gradient-filled circle
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@ -119,17 +119,40 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
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}
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// Draw a color-filled circle (Vector version)
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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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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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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 + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
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}
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rlEnd();
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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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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 + 10)) * radius, center.y + cos(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_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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rlEnableTexture(whiteTexture); // 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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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 + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i + 20)) * radius, center.y + cos(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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}
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// Draw circle outline
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@ -178,6 +201,7 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo
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}
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// Draw a color-filled rectangle (Vector version)
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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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@ -196,7 +220,6 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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}
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else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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// NOTE: This shape uses QUADS to avoid drawing order issues (view rlglDraw)
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rlEnableTexture(whiteTexture); // Default white texture
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rlBegin(RL_QUADS);
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@ -221,22 +244,33 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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}
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// Draw rectangle outline
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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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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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{
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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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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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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_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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}
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// Draw a triangle
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