REMOVED: rlPushMatrix()/rlPopMatrix() from rshapes

This simplification will allow the usage of `rshapes` as STANDALONE mode in a future. Only a small set of `rlgl` functions are required and they can be "more" easely replaced if no `rlPushMatrix()`/`rlPopMatrix()` are involved.

More simplification planned for the future, maybe the textures dependencies.
This commit is contained in:
Ray 2022-09-05 18:23:25 +02:00
parent 9996e328cb
commit e59442bfab
2 changed files with 83 additions and 95 deletions

View file

@ -2,7 +2,7 @@
* *
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...) * raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
* *
* Example originally created with raylib 1.0, last time updated with raylib 4.0 * Example originally created with raylib 1.0, last time updated with raylib 4.2
* *
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software * BSD-like license that allows static linking with closed source software
@ -25,6 +25,8 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing"); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
float rotation = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
@ -33,7 +35,7 @@ int main(void)
{ {
// Update // Update
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// TODO: Update your variables here rotation += 0.2f;
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Draw // Draw
@ -55,17 +57,18 @@ int main(void)
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
// Triangle shapes and lines // Triangle shapes and lines
DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f}, DrawTriangle((Vector2){ screenWidth/4.0f *3.0f, 80.0f },
(Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f}, (Vector2){ screenWidth/4.0f *3.0f - 60.0f, 150.0f },
(Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET); (Vector2){ screenWidth/4.0f *3.0f + 60.0f, 150.0f }, VIOLET);
DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f}, DrawTriangleLines((Vector2){ screenWidth/4.0f*3.0f, 160.0f },
(Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f}, (Vector2){ screenWidth/4.0f*3.0f - 20.0f, 230.0f },
(Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE); (Vector2){ screenWidth/4.0f*3.0f + 20.0f, 230.0f }, DARKBLUE);
// Polygon shapes and lines // Polygon shapes and lines
DrawPoly((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, BROWN); DrawPoly((Vector2){ screenWidth/4.0f*3, 330 }, 6, 80, rotation, BROWN);
DrawPolyLinesEx((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, 6, BEIGE); DrawPolyLines((Vector2){ screenWidth/4.0f*3, 330 }, 6, 90, rotation, BROWN);
DrawPolyLinesEx((Vector2){ screenWidth/4.0f*3, 330 }, 6, 85, rotation, 6, BEIGE);
// NOTE: We draw all LINES based shapes together to optimize internal drawing, // NOTE: We draw all LINES based shapes together to optimize internal drawing,
// this way, all LINES are rendered in a single draw pass // this way, all LINES are rendered in a single draw pass

View file

@ -1395,129 +1395,114 @@ void DrawTriangleStrip(Vector2 *points, int pointCount, Color color)
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
{ {
if (sides < 3) sides = 3; if (sides < 3) sides = 3;
float centralAngle = 0.0f; float centralAngle = rotation;
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
#if defined(SUPPORT_QUADS_DRAW_MODE) #if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id); rlSetTexture(texShapes.id);
rlBegin(RL_QUADS); rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++) for (int i = 0; i < sides; i++)
{ {
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(0, 0); rlVertex2f(center.x, center.y);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides; centralAngle += 360.0f/(float)sides;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
} }
rlEnd(); rlEnd();
rlSetTexture(0); rlSetTexture(0);
#else #else
rlBegin(RL_TRIANGLES); rlBegin(RL_TRIANGLES);
for (int i = 0; i < sides; i++) for (int i = 0; i < sides; i++)
{ {
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(0, 0); rlVertex2f(center.x, center.y);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides; centralAngle += 360.0f/(float)sides;
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
} }
rlEnd(); rlEnd();
#endif #endif
rlPopMatrix();
} }
// Draw a polygon outline of n sides // Draw a polygon outline of n sides
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color)
{ {
if (sides < 3) sides = 3; if (sides < 3) sides = 3;
float centralAngle = 0.0f; float centralAngle = rotation;
rlPushMatrix(); rlBegin(RL_LINES);
rlTranslatef(center.x, center.y, 0.0f); for (int i = 0; i < sides; i++)
rlRotatef(rotation, 0.0f, 0.0f, 1.0f); {
rlColor4ub(color.r, color.g, color.b, color.a);
rlBegin(RL_LINES); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
for (int i = 0; i < sides; i++) centralAngle += 360.0f/(float)sides;
{ rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
rlColor4ub(color.r, color.g, color.b, color.a); }
rlEnd();
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
rlPopMatrix();
} }
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color) void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color)
{ {
if (sides < 3) sides = 3; if (sides < 3) sides = 3;
float centralAngle = 0.0f; float centralAngle = rotation;
float exteriorAngle = 360.0f/(float)sides; float exteriorAngle = 360.0f/(float)sides;
float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f)); float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f));
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
#if defined(SUPPORT_QUADS_DRAW_MODE) #if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id); rlSetTexture(texShapes.id);
rlBegin(RL_QUADS); rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++) for (int i = 0; i < sides; i++)
{ {
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
centralAngle += exteriorAngle; centralAngle += exteriorAngle;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
} }
rlEnd(); rlEnd();
rlSetTexture(0); rlSetTexture(0);
#else #else
rlBegin(RL_TRIANGLES); rlBegin(RL_TRIANGLES);
for (int i = 0; i < sides; i++) for (int i = 0; i < sides; i++)
{ {
rlColor4ub(color.r, color.g, color.b, color.a); rlColor4ub(color.r, color.g, color.b, color.a);
float nextAngle = centralAngle + exteriorAngle; float nextAngle = centralAngle + exteriorAngle;
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
rlVertex2f(sinf(DEG2RAD*nextAngle)*radius, cosf(DEG2RAD*nextAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius);
rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
rlVertex2f(sinf(DEG2RAD*nextAngle)*radius, cosf(DEG2RAD*nextAngle)*radius); rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius);
rlVertex2f(sinf(DEG2RAD*nextAngle)*innerRadius, cosf(DEG2RAD*nextAngle)*innerRadius); rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*innerRadius, center.y + cosf(DEG2RAD*nextAngle)*innerRadius);
centralAngle = nextAngle; centralAngle = nextAngle;
} }
rlEnd(); rlEnd();
#endif #endif
rlPopMatrix();
} }
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------