diff --git a/src/rshapes.c b/src/rshapes.c index 7e4cad74b..2262ae978 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -58,6 +58,7 @@ #include // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf() #include // Required for: FLT_EPSILON +#include // Required for: RL_FREE //---------------------------------------------------------------------------------- // Defines and Macros @@ -197,6 +198,8 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) Vector2 previous = startPos; Vector2 current = { 0 }; + Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; + for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) { // Cubic easing in-out @@ -204,12 +207,27 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)BEZIER_LINE_DIVISIONS); current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS; - // TODO: Avoid drawing the line by pieces, it generates gaps for big thicks, - // Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference - DrawLineEx(previous, current, thick, color); + float dy = current.y-previous.y; + float dx = current.x-previous.x; + float size = 0.5*thick/sqrt(dx*dx+dy*dy); + + if (i==1) + { + points[0].x = previous.x+dy*size; + points[0].y = previous.y-dx*size; + points[1].x = previous.x-dy*size; + points[1].y = previous.y+dx*size; + } + + points[2*i+1].x = current.x-dy*size; + points[2*i+1].y = current.y+dx*size; + points[2*i].x = current.x+dy*size; + points[2*i].y = current.y-dx*size; previous = current; } + + DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color); } // Draw line using quadratic bezier curves with a control point @@ -221,6 +239,8 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl Vector2 current = { 0 }; float t = 0.0f; + Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; + for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++) { t = step*i; @@ -232,12 +252,27 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl current.y = a*startPos.y + b*controlPos.y + c*endPos.y; current.x = a*startPos.x + b*controlPos.x + c*endPos.x; - // TODO: Avoid drawing the line by pieces, it generates gaps for big thicks, - // Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference - DrawLineEx(previous, current, thick, color); + float dy = current.y-previous.y; + float dx = current.x-previous.x; + float size = 0.5*thick/sqrt(dx*dx+dy*dy); + + if (i==1) + { + points[0].x = previous.x+dy*size; + points[0].y = previous.y-dx*size; + points[1].x = previous.x-dy*size; + points[1].y = previous.y+dx*size; + } + + points[2*i+1].x = current.x-dy*size; + points[2*i+1].y = current.y+dx*size; + points[2*i].x = current.x+dy*size; + points[2*i].y = current.y-dx*size; previous = current; } + + DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color); } // Draw line using cubic bezier curves with 2 control points @@ -249,6 +284,8 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP Vector2 current = { 0 }; float t = 0.0f; + Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; + for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++) { t = step*i; @@ -260,12 +297,27 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x; - // TODO: Avoid drawing the line by pieces, it generates gaps for big thicks, - // Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference - DrawLineEx(previous, current, thick, color); + float dy = current.y-previous.y; + float dx = current.x-previous.x; + float size = 0.5*thick/sqrt(dx*dx+dy*dy); + + if (i==1) + { + points[0].x = previous.x+dy*size; + points[0].y = previous.y-dx*size; + points[1].x = previous.x-dy*size; + points[1].y = previous.y+dx*size; + } + + points[2*i+1].x = current.x-dy*size; + points[2*i+1].y = current.y+dx*size; + points[2*i].x = current.x+dy*size; + points[2*i].y = current.y-dx*size; previous = current; } + + DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color); } // Draw lines sequence