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/********************************************************************************************** |
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* |
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* rshapes - Basic functions to draw 2d shapes and check collisions |
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* |
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* ADDITIONAL NOTES: |
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* Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS. |
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* Some functions implement two drawing options: TRIANGLES and QUADS, by default TRIANGLES |
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* are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define |
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* |
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* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a |
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* user-provided texture with SetShapesTexture(), the pourpouse of this implementation |
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* is allowing to reduce draw calls when combined with a texture-atlas. |
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* |
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* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one |
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* white character of default font [rtext], this way, raylib text and shapes can be draw with |
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* a single draw call and it also allows users to configure it the same way with their own fonts. |
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* |
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* CONFIGURATION: |
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* #define SUPPORT_MODULE_RSHAPES |
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* rshapes module is included in the build |
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* |
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* #define SUPPORT_QUADS_DRAW_MODE |
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* Use QUADS instead of TRIANGLES for drawing when possible. Lines-based shapes still use LINES |
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* |
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* |
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* LICENSE: zlib/libpng |
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* |
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) |
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* |
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* This software is provided "as-is", without any express or implied warranty. In no event |
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* will the authors be held liable for any damages arising from the use of this software. |
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* |
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* Permission is granted to anyone to use this software for any purpose, including commercial |
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* applications, and to alter it and redistribute it freely, subject to the following restrictions: |
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* |
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* 1. The origin of this software must not be misrepresented; you must not claim that you |
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* wrote the original software. If you use this software in a product, an acknowledgment |
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* in the product documentation would be appreciated but is not required. |
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* |
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented |
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* as being the original software. |
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* |
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* 3. This notice may not be removed or altered from any source distribution. |
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* |
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**********************************************************************************************/ |
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#include "raylib.h" // Declares module functions |
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// Check if config flags have been externally provided on compilation line |
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#if !defined(EXTERNAL_CONFIG_FLAGS) |
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#include "config.h" // Defines module configuration flags |
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#endif |
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#if defined(SUPPORT_MODULE_RSHAPES) |
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#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 |
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#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf() |
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#include <float.h> // Required for: FLT_EPSILON |
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#include <stdlib.h> // Required for: RL_FREE |
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//---------------------------------------------------------------------------------- |
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// Defines and Macros |
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//---------------------------------------------------------------------------------- |
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// Error rate to calculate how many segments we need to draw a smooth circle, |
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// taken from https://stackoverflow.com/a/2244088 |
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#ifndef SMOOTH_CIRCLE_ERROR_RATE |
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#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate |
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#endif |
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#ifndef SPLINE_LINE_DIVISIONS |
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#define SPLINE_LINE_DIVISIONS 24 // Spline lines segment divisions |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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// Not here... |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (white pixel loaded by rlgl) |
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Rectangle texShapesRec = { 0.0f, 0.0f, 1.0f, 1.0f }; // Texture source rectangle used on shapes drawing |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Declaration |
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//---------------------------------------------------------------------------------- |
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static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing |
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//---------------------------------------------------------------------------------- |
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// Module Functions Definition |
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//---------------------------------------------------------------------------------- |
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// Set texture and rectangle to be used on shapes drawing |
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// NOTE: It can be useful when using basic shapes and one single font, |
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// defining a font char white rectangle would allow drawing everything in a single draw call |
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void SetShapesTexture(Texture2D texture, Rectangle source) |
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{ |
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// Reset texture to default pixel if required |
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// WARNING: Shapes texture should be probably better validated, |
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// it can break the rendering of all shapes if misused |
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if ((texture.id == 0) || (source.width == 0) || (source.height == 0)) |
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{ |
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texShapes = (Texture2D){ 1, 1, 1, 1, 7 }; |
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texShapesRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }; |
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} |
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else |
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{ |
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texShapes = texture; |
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texShapesRec = source; |
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} |
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} |
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// Draw a pixel |
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void DrawPixel(int posX, int posY, Color color) |
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{ |
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DrawPixelV((Vector2){ (float)posX, (float)posY }, color); |
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} |
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// Draw a pixel (Vector version) |
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void DrawPixelV(Vector2 position, Color color) |
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{ |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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rlSetTexture(texShapes.id); |
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rlBegin(RL_QUADS); |
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rlNormal3f(0.0f, 0.0f, 1.0f); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
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rlVertex2f(position.x, position.y); |
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rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
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rlVertex2f(position.x, position.y + 1); |
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
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rlVertex2f(position.x + 1, position.y + 1); |
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
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rlVertex2f(position.x + 1, position.y); |
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rlEnd(); |
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rlSetTexture(0); |
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#else |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(position.x, position.y); |
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rlVertex2f(position.x, position.y + 1); |
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rlVertex2f(position.x + 1, position.y); |
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rlVertex2f(position.x + 1, position.y); |
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rlVertex2f(position.x, position.y + 1); |
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rlVertex2f(position.x + 1, position.y + 1); |
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rlEnd(); |
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#endif |
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} |
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// Draw a line |
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, 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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rlVertex2f((float)startPosX, (float)startPosY); |
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rlVertex2f((float)endPosX, (float)endPosY); |
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rlEnd(); |
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} |
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// Draw a line (Vector version) |
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void DrawLineV(Vector2 startPos, Vector2 endPos, 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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rlVertex2f(startPos.x, startPos.y); |
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rlVertex2f(endPos.x, endPos.y); |
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rlEnd(); |
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} |
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// Draw a line defining thickness |
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) |
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{ |
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Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y }; |
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float length = sqrtf(delta.x*delta.x + delta.y*delta.y); |
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if ((length > 0) && (thick > 0)) |
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{ |
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float scale = thick/(2*length); |
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Vector2 radius = { -scale*delta.y, scale*delta.x }; |
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Vector2 strip[4] = { |
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{ startPos.x - radius.x, startPos.y - radius.y }, |
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{ startPos.x + radius.x, startPos.y + radius.y }, |
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{ endPos.x - radius.x, endPos.y - radius.y }, |
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{ endPos.x + radius.x, endPos.y + radius.y } |
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}; |
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DrawTriangleStrip(strip, 4, color); |
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} |
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} |
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// Draw line using cubic-bezier curves in-out |
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void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) |
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{ |
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Vector2 previous = startPos; |
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Vector2 current = { 0 }; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
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// Cubic easing in-out |
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// NOTE: Easing is calculated only for y position value |
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current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_LINE_DIVISIONS); |
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current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_LINE_DIVISIONS; |
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float dy = current.y - previous.y; |
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float dx = current.x - previous.x; |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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if (i == 1) |
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{ |
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points[0].x = previous.x + dy*size; |
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points[0].y = previous.y - dx*size; |
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points[1].x = previous.x - dy*size; |
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points[1].y = previous.y + dx*size; |
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} |
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points[2*i + 1].x = current.x - dy*size; |
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points[2*i + 1].y = current.y + dx*size; |
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points[2*i].x = current.x + dy*size; |
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points[2*i].y = current.y - dx*size; |
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| 238 |
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previous = current; |
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} |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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} |
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// Draw line using quadratic bezier curves with a control point |
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void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) |
| 246 |
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{ |
| 247 |
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const float step = 1.0f/SPLINE_LINE_DIVISIONS; |
| 248 |
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| 249 |
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Vector2 previous = startPos; |
| 250 |
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Vector2 current = { 0 }; |
| 251 |
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float t = 0.0f; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
| 254 |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
| 256 |
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{ |
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t = step*i; |
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float a = powf(1.0f - t, 2); |
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float b = 2.0f*(1.0f - t)*t; |
| 261 |
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float c = powf(t, 2); |
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// NOTE: The easing functions aren't suitable here because they don't take a control point |
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current.y = a*startPos.y + b*controlPos.y + c*endPos.y; |
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current.x = a*startPos.x + b*controlPos.x + c*endPos.x; |
| 266 |
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| 267 |
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float dy = current.y - previous.y; |
| 268 |
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float dx = current.x - previous.x; |
| 269 |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
| 270 |
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| 271 |
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if (i == 1) |
| 272 |
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{ |
| 273 |
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points[0].x = previous.x + dy*size; |
| 274 |
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points[0].y = previous.y - dx*size; |
| 275 |
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points[1].x = previous.x - dy*size; |
| 276 |
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points[1].y = previous.y + dx*size; |
| 277 |
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} |
| 278 |
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| 279 |
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points[2*i + 1].x = current.x - dy*size; |
| 280 |
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points[2*i + 1].y = current.y + dx*size; |
| 281 |
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points[2*i].x = current.x + dy*size; |
| 282 |
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points[2*i].y = current.y - dx*size; |
| 283 |
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| 284 |
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previous = current; |
| 285 |
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} |
| 286 |
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| 287 |
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✗ |
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
| 288 |
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} |
| 289 |
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| 290 |
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// Draw line using cubic bezier curves with 2 control points |
| 291 |
|
✗ |
void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color) |
| 292 |
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{ |
| 293 |
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const float step = 1.0f/SPLINE_LINE_DIVISIONS; |
| 294 |
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| 295 |
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Vector2 previous = startPos; |
| 296 |
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Vector2 current = { 0 }; |
| 297 |
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float t = 0.0f; |
| 298 |
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| 299 |
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✗ |
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
| 300 |
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| 301 |
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✗ |
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
| 302 |
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{ |
| 303 |
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✗ |
t = step*i; |
| 304 |
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| 305 |
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✗ |
float a = powf(1.0f - t, 3); |
| 306 |
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✗ |
float b = 3.0f*powf(1.0f - t, 2)*t; |
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✗ |
float c = 3.0f*(1.0f - t)*powf(t, 2); |
| 308 |
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✗ |
float d = powf(t, 3); |
| 309 |
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| 310 |
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✗ |
current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; |
| 311 |
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✗ |
current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x; |
| 312 |
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| 313 |
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✗ |
float dy = current.y - previous.y; |
| 314 |
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✗ |
float dx = current.x - previous.x; |
| 315 |
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✗ |
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
| 316 |
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| 317 |
|
✗ |
if (i == 1) |
| 318 |
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{ |
| 319 |
|
✗ |
points[0].x = previous.x + dy*size; |
| 320 |
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✗ |
points[0].y = previous.y - dx*size; |
| 321 |
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✗ |
points[1].x = previous.x - dy*size; |
| 322 |
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✗ |
points[1].y = previous.y + dx*size; |
| 323 |
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} |
| 324 |
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| 325 |
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✗ |
points[2*i + 1].x = current.x - dy*size; |
| 326 |
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✗ |
points[2*i + 1].y = current.y + dx*size; |
| 327 |
|
✗ |
points[2*i].x = current.x + dy*size; |
| 328 |
|
✗ |
points[2*i].y = current.y - dx*size; |
| 329 |
|
|
|
| 330 |
|
|
previous = current; |
| 331 |
|
|
} |
| 332 |
|
|
|
| 333 |
|
✗ |
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
| 334 |
|
|
} |
| 335 |
|
|
|
| 336 |
|
|
// Draw a B-Spline line, minimum 4 points |
| 337 |
|
✗ |
void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color) |
| 338 |
|
|
{ |
| 339 |
|
✗ |
if (pointCount < 4) return; |
| 340 |
|
|
|
| 341 |
|
|
float a[4] = { 0 }; |
| 342 |
|
|
float b[4] = { 0 }; |
| 343 |
|
|
float dy = 0.0f; |
| 344 |
|
|
float dx = 0.0f; |
| 345 |
|
|
float size = 0.0f; |
| 346 |
|
|
|
| 347 |
|
|
Vector2 currentPoint = { 0 }; |
| 348 |
|
|
Vector2 nextPoint = { 0 }; |
| 349 |
|
✗ |
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
| 350 |
|
|
|
| 351 |
|
✗ |
for (int i = 0; i < (pointCount - 3); i++) |
| 352 |
|
|
{ |
| 353 |
|
|
float t = 0.0f; |
| 354 |
|
✗ |
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; |
| 355 |
|
|
|
| 356 |
|
✗ |
a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f; |
| 357 |
|
✗ |
a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f; |
| 358 |
|
✗ |
a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f; |
| 359 |
|
✗ |
a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f; |
| 360 |
|
|
|
| 361 |
|
✗ |
b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f; |
| 362 |
|
✗ |
b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f; |
| 363 |
|
✗ |
b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f; |
| 364 |
|
✗ |
b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f; |
| 365 |
|
|
|
| 366 |
|
|
currentPoint.x = a[3]; |
| 367 |
|
|
currentPoint.y = b[3]; |
| 368 |
|
|
|
| 369 |
|
✗ |
if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap |
| 370 |
|
|
|
| 371 |
|
✗ |
if (i > 0) |
| 372 |
|
|
{ |
| 373 |
|
✗ |
vertices[0].x = currentPoint.x + dy*size; |
| 374 |
|
✗ |
vertices[0].y = currentPoint.y - dx*size; |
| 375 |
|
✗ |
vertices[1].x = currentPoint.x - dy*size; |
| 376 |
|
✗ |
vertices[1].y = currentPoint.y + dx*size; |
| 377 |
|
|
} |
| 378 |
|
|
|
| 379 |
|
✗ |
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) |
| 380 |
|
|
{ |
| 381 |
|
✗ |
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); |
| 382 |
|
|
|
| 383 |
|
✗ |
nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); |
| 384 |
|
✗ |
nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); |
| 385 |
|
|
|
| 386 |
|
✗ |
dy = nextPoint.y - currentPoint.y; |
| 387 |
|
✗ |
dx = nextPoint.x - currentPoint.x; |
| 388 |
|
✗ |
size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
| 389 |
|
|
|
| 390 |
|
✗ |
if ((i == 0) && (j == 1)) |
| 391 |
|
|
{ |
| 392 |
|
✗ |
vertices[0].x = currentPoint.x + dy*size; |
| 393 |
|
✗ |
vertices[0].y = currentPoint.y - dx*size; |
| 394 |
|
✗ |
vertices[1].x = currentPoint.x - dy*size; |
| 395 |
|
✗ |
vertices[1].y = currentPoint.y + dx*size; |
| 396 |
|
|
} |
| 397 |
|
|
|
| 398 |
|
✗ |
vertices[2*j + 1].x = nextPoint.x - dy*size; |
| 399 |
|
✗ |
vertices[2*j + 1].y = nextPoint.y + dx*size; |
| 400 |
|
✗ |
vertices[2*j].x = nextPoint.x + dy*size; |
| 401 |
|
✗ |
vertices[2*j].y = nextPoint.y - dx*size; |
| 402 |
|
|
|
| 403 |
|
|
currentPoint = nextPoint; |
| 404 |
|
|
} |
| 405 |
|
|
|
| 406 |
|
✗ |
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); |
| 407 |
|
|
} |
| 408 |
|
|
|
| 409 |
|
✗ |
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap |
| 410 |
|
|
} |
| 411 |
|
|
|
| 412 |
|
|
// Draw a Catmull Rom spline line, minimum 4 points |
| 413 |
|
✗ |
void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color) |
| 414 |
|
|
{ |
| 415 |
|
✗ |
if (pointCount < 4) return; |
| 416 |
|
|
|
| 417 |
|
|
float dy = 0.0f; |
| 418 |
|
|
float dx = 0.0f; |
| 419 |
|
|
float size = 0.0f; |
| 420 |
|
|
|
| 421 |
|
✗ |
Vector2 currentPoint = points[1]; |
| 422 |
|
|
Vector2 nextPoint = { 0 }; |
| 423 |
|
✗ |
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
| 424 |
|
|
|
| 425 |
|
✗ |
DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap |
| 426 |
|
|
|
| 427 |
|
✗ |
for (int i = 0; i < (pointCount - 3); i++) |
| 428 |
|
|
{ |
| 429 |
|
|
float t = 0.0f; |
| 430 |
|
✗ |
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; |
| 431 |
|
|
|
| 432 |
|
✗ |
if (i > 0) |
| 433 |
|
|
{ |
| 434 |
|
✗ |
vertices[0].x = currentPoint.x + dy*size; |
| 435 |
|
✗ |
vertices[0].y = currentPoint.y - dx*size; |
| 436 |
|
✗ |
vertices[1].x = currentPoint.x - dy*size; |
| 437 |
|
✗ |
vertices[1].y = currentPoint.y + dx*size; |
| 438 |
|
|
} |
| 439 |
|
|
|
| 440 |
|
✗ |
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) |
| 441 |
|
|
{ |
| 442 |
|
✗ |
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); |
| 443 |
|
|
|
| 444 |
|
✗ |
float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t); |
| 445 |
|
✗ |
float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f; |
| 446 |
|
✗ |
float q2 = (-3.0f*t*t*t) + (4.0f*t*t) + t; |
| 447 |
|
✗ |
float q3 = t*t*t - t*t; |
| 448 |
|
|
|
| 449 |
|
✗ |
nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); |
| 450 |
|
✗ |
nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3)); |
| 451 |
|
|
|
| 452 |
|
✗ |
dy = nextPoint.y - currentPoint.y; |
| 453 |
|
✗ |
dx = nextPoint.x - currentPoint.x; |
| 454 |
|
✗ |
size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); |
| 455 |
|
|
|
| 456 |
|
✗ |
if ((i == 0) && (j == 1)) |
| 457 |
|
|
{ |
| 458 |
|
✗ |
vertices[0].x = currentPoint.x + dy*size; |
| 459 |
|
✗ |
vertices[0].y = currentPoint.y - dx*size; |
| 460 |
|
✗ |
vertices[1].x = currentPoint.x - dy*size; |
| 461 |
|
✗ |
vertices[1].y = currentPoint.y + dx*size; |
| 462 |
|
|
} |
| 463 |
|
|
|
| 464 |
|
✗ |
vertices[2*j + 1].x = nextPoint.x - dy*size; |
| 465 |
|
✗ |
vertices[2*j + 1].y = nextPoint.y + dx*size; |
| 466 |
|
✗ |
vertices[2*j].x = nextPoint.x + dy*size; |
| 467 |
|
✗ |
vertices[2*j].y = nextPoint.y - dx*size; |
| 468 |
|
|
|
| 469 |
|
|
currentPoint = nextPoint; |
| 470 |
|
|
} |
| 471 |
|
|
|
| 472 |
|
✗ |
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); |
| 473 |
|
|
} |
| 474 |
|
|
|
| 475 |
|
✗ |
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap |
| 476 |
|
|
} |
| 477 |
|
|
|
| 478 |
|
|
// Draw lines sequence |
| 479 |
|
✗ |
void DrawLineStrip(Vector2 *points, int pointCount, Color color) |
| 480 |
|
|
{ |
| 481 |
|
✗ |
if (pointCount >= 2) |
| 482 |
|
|
{ |
| 483 |
|
✗ |
rlBegin(RL_LINES); |
| 484 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 485 |
|
|
|
| 486 |
|
✗ |
for (int i = 0; i < pointCount - 1; i++) |
| 487 |
|
|
{ |
| 488 |
|
✗ |
rlVertex2f(points[i].x, points[i].y); |
| 489 |
|
✗ |
rlVertex2f(points[i + 1].x, points[i + 1].y); |
| 490 |
|
|
} |
| 491 |
|
✗ |
rlEnd(); |
| 492 |
|
|
} |
| 493 |
|
|
} |
| 494 |
|
|
|
| 495 |
|
|
// Draw a color-filled circle |
| 496 |
|
✗ |
void DrawCircle(int centerX, int centerY, float radius, Color color) |
| 497 |
|
|
{ |
| 498 |
|
✗ |
DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); |
| 499 |
|
|
} |
| 500 |
|
|
|
| 501 |
|
|
// Draw a color-filled circle (Vector version) |
| 502 |
|
|
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues |
| 503 |
|
✗ |
void DrawCircleV(Vector2 center, float radius, Color color) |
| 504 |
|
|
{ |
| 505 |
|
✗ |
DrawCircleSector(center, radius, 0, 360, 36, color); |
| 506 |
|
|
} |
| 507 |
|
|
|
| 508 |
|
|
// Draw a piece of a circle |
| 509 |
|
✗ |
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) |
| 510 |
|
|
{ |
| 511 |
|
✗ |
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero |
| 512 |
|
|
|
| 513 |
|
|
// Function expects (endAngle > startAngle) |
| 514 |
|
✗ |
if (endAngle < startAngle) |
| 515 |
|
|
{ |
| 516 |
|
|
// Swap values |
| 517 |
|
|
float tmp = startAngle; |
| 518 |
|
|
startAngle = endAngle; |
| 519 |
|
|
endAngle = tmp; |
| 520 |
|
|
} |
| 521 |
|
|
|
| 522 |
|
✗ |
int minSegments = (int)ceilf((endAngle - startAngle)/90); |
| 523 |
|
|
|
| 524 |
|
✗ |
if (segments < minSegments) |
| 525 |
|
|
{ |
| 526 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
| 527 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); |
| 528 |
|
✗ |
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); |
| 529 |
|
|
|
| 530 |
|
✗ |
if (segments <= 0) segments = minSegments; |
| 531 |
|
|
} |
| 532 |
|
|
|
| 533 |
|
✗ |
float stepLength = (endAngle - startAngle)/(float)segments; |
| 534 |
|
|
float angle = startAngle; |
| 535 |
|
|
|
| 536 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 537 |
|
✗ |
rlSetTexture(texShapes.id); |
| 538 |
|
|
|
| 539 |
|
✗ |
rlBegin(RL_QUADS); |
| 540 |
|
|
|
| 541 |
|
|
// NOTE: Every QUAD actually represents two segments |
| 542 |
|
✗ |
for (int i = 0; i < segments/2; i++) |
| 543 |
|
|
{ |
| 544 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 545 |
|
|
|
| 546 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 547 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 548 |
|
|
|
| 549 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 550 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius); |
| 551 |
|
|
|
| 552 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 553 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
| 554 |
|
|
|
| 555 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 556 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 557 |
|
|
|
| 558 |
|
|
angle += (stepLength*2.0f); |
| 559 |
|
|
} |
| 560 |
|
|
|
| 561 |
|
|
// NOTE: In case number of segments is odd, we add one last piece to the cake |
| 562 |
|
✗ |
if ((segments%2) == 1) |
| 563 |
|
|
{ |
| 564 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 565 |
|
|
|
| 566 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 567 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 568 |
|
|
|
| 569 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 570 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
| 571 |
|
|
|
| 572 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 573 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 574 |
|
|
|
| 575 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 576 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 577 |
|
|
} |
| 578 |
|
|
|
| 579 |
|
✗ |
rlEnd(); |
| 580 |
|
|
|
| 581 |
|
✗ |
rlSetTexture(0); |
| 582 |
|
|
#else |
| 583 |
|
|
rlBegin(RL_TRIANGLES); |
| 584 |
|
|
for (int i = 0; i < segments; i++) |
| 585 |
|
|
{ |
| 586 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 587 |
|
|
|
| 588 |
|
|
rlVertex2f(center.x, center.y); |
| 589 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
| 590 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 591 |
|
|
|
| 592 |
|
|
angle += stepLength; |
| 593 |
|
|
} |
| 594 |
|
|
rlEnd(); |
| 595 |
|
|
#endif |
| 596 |
|
|
} |
| 597 |
|
|
|
| 598 |
|
|
// Draw a piece of a circle outlines |
| 599 |
|
✗ |
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) |
| 600 |
|
|
{ |
| 601 |
|
✗ |
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue |
| 602 |
|
|
|
| 603 |
|
|
// Function expects (endAngle > startAngle) |
| 604 |
|
✗ |
if (endAngle < startAngle) |
| 605 |
|
|
{ |
| 606 |
|
|
// Swap values |
| 607 |
|
|
float tmp = startAngle; |
| 608 |
|
|
startAngle = endAngle; |
| 609 |
|
|
endAngle = tmp; |
| 610 |
|
|
} |
| 611 |
|
|
|
| 612 |
|
✗ |
int minSegments = (int)ceilf((endAngle - startAngle)/90); |
| 613 |
|
|
|
| 614 |
|
✗ |
if (segments < minSegments) |
| 615 |
|
|
{ |
| 616 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
| 617 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); |
| 618 |
|
✗ |
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); |
| 619 |
|
|
|
| 620 |
|
✗ |
if (segments <= 0) segments = minSegments; |
| 621 |
|
|
} |
| 622 |
|
|
|
| 623 |
|
✗ |
float stepLength = (endAngle - startAngle)/(float)segments; |
| 624 |
|
|
float angle = startAngle; |
| 625 |
|
|
bool showCapLines = true; |
| 626 |
|
|
|
| 627 |
|
✗ |
rlBegin(RL_LINES); |
| 628 |
|
|
if (showCapLines) |
| 629 |
|
|
{ |
| 630 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 631 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 632 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 633 |
|
|
} |
| 634 |
|
|
|
| 635 |
|
✗ |
for (int i = 0; i < segments; i++) |
| 636 |
|
|
{ |
| 637 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 638 |
|
|
|
| 639 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 640 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
| 641 |
|
|
|
| 642 |
|
|
angle += stepLength; |
| 643 |
|
|
} |
| 644 |
|
|
|
| 645 |
|
|
if (showCapLines) |
| 646 |
|
|
{ |
| 647 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 648 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 649 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 650 |
|
|
} |
| 651 |
|
✗ |
rlEnd(); |
| 652 |
|
|
} |
| 653 |
|
|
|
| 654 |
|
|
// Draw a gradient-filled circle |
| 655 |
|
|
// NOTE: Gradient goes from center (color1) to border (color2) |
| 656 |
|
✗ |
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) |
| 657 |
|
|
{ |
| 658 |
|
✗ |
rlBegin(RL_TRIANGLES); |
| 659 |
|
✗ |
for (int i = 0; i < 360; i += 10) |
| 660 |
|
|
{ |
| 661 |
|
✗ |
rlColor4ub(color1.r, color1.g, color1.b, color1.a); |
| 662 |
|
✗ |
rlVertex2f((float)centerX, (float)centerY); |
| 663 |
|
✗ |
rlColor4ub(color2.r, color2.g, color2.b, color2.a); |
| 664 |
|
✗ |
rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radius, (float)centerY + sinf(DEG2RAD*(i + 10))*radius); |
| 665 |
|
✗ |
rlColor4ub(color2.r, color2.g, color2.b, color2.a); |
| 666 |
|
✗ |
rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radius, (float)centerY + sinf(DEG2RAD*i)*radius); |
| 667 |
|
|
} |
| 668 |
|
✗ |
rlEnd(); |
| 669 |
|
|
} |
| 670 |
|
|
|
| 671 |
|
|
// Draw circle outline |
| 672 |
|
✗ |
void DrawCircleLines(int centerX, int centerY, float radius, Color color) |
| 673 |
|
|
{ |
| 674 |
|
✗ |
rlBegin(RL_LINES); |
| 675 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 676 |
|
|
|
| 677 |
|
|
// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) |
| 678 |
|
✗ |
for (int i = 0; i < 360; i += 10) |
| 679 |
|
|
{ |
| 680 |
|
✗ |
rlVertex2f(centerX + cosf(DEG2RAD*i)*radius, centerY + sinf(DEG2RAD*i)*radius); |
| 681 |
|
✗ |
rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radius, centerY + sinf(DEG2RAD*(i + 10))*radius); |
| 682 |
|
|
} |
| 683 |
|
✗ |
rlEnd(); |
| 684 |
|
|
} |
| 685 |
|
|
|
| 686 |
|
|
// Draw ellipse |
| 687 |
|
✗ |
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color) |
| 688 |
|
|
{ |
| 689 |
|
✗ |
rlBegin(RL_TRIANGLES); |
| 690 |
|
✗ |
for (int i = 0; i < 360; i += 10) |
| 691 |
|
|
{ |
| 692 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 693 |
|
✗ |
rlVertex2f((float)centerX, (float)centerY); |
| 694 |
|
✗ |
rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radiusH, (float)centerY + sinf(DEG2RAD*(i + 10))*radiusV); |
| 695 |
|
✗ |
rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radiusH, (float)centerY + sinf(DEG2RAD*i)*radiusV); |
| 696 |
|
|
} |
| 697 |
|
✗ |
rlEnd(); |
| 698 |
|
|
} |
| 699 |
|
|
|
| 700 |
|
|
// Draw ellipse outline |
| 701 |
|
✗ |
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color) |
| 702 |
|
|
{ |
| 703 |
|
✗ |
rlBegin(RL_LINES); |
| 704 |
|
✗ |
for (int i = 0; i < 360; i += 10) |
| 705 |
|
|
{ |
| 706 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 707 |
|
✗ |
rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radiusH, centerY + sinf(DEG2RAD*(i + 10))*radiusV); |
| 708 |
|
✗ |
rlVertex2f(centerX + cosf(DEG2RAD*i)*radiusH, centerY + sinf(DEG2RAD*i)*radiusV); |
| 709 |
|
|
} |
| 710 |
|
✗ |
rlEnd(); |
| 711 |
|
|
} |
| 712 |
|
|
|
| 713 |
|
|
// Draw ring |
| 714 |
|
✗ |
void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) |
| 715 |
|
|
{ |
| 716 |
|
✗ |
if (startAngle == endAngle) return; |
| 717 |
|
|
|
| 718 |
|
|
// Function expects (outerRadius > innerRadius) |
| 719 |
|
✗ |
if (outerRadius < innerRadius) |
| 720 |
|
|
{ |
| 721 |
|
|
float tmp = outerRadius; |
| 722 |
|
|
outerRadius = innerRadius; |
| 723 |
|
|
innerRadius = tmp; |
| 724 |
|
|
|
| 725 |
|
✗ |
if (outerRadius <= 0.0f) outerRadius = 0.1f; |
| 726 |
|
|
} |
| 727 |
|
|
|
| 728 |
|
|
// Function expects (endAngle > startAngle) |
| 729 |
|
✗ |
if (endAngle < startAngle) |
| 730 |
|
|
{ |
| 731 |
|
|
// Swap values |
| 732 |
|
|
float tmp = startAngle; |
| 733 |
|
|
startAngle = endAngle; |
| 734 |
|
|
endAngle = tmp; |
| 735 |
|
|
} |
| 736 |
|
|
|
| 737 |
|
✗ |
int minSegments = (int)ceilf((endAngle - startAngle)/90); |
| 738 |
|
|
|
| 739 |
|
✗ |
if (segments < minSegments) |
| 740 |
|
|
{ |
| 741 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
| 742 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
| 743 |
|
✗ |
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); |
| 744 |
|
|
|
| 745 |
|
✗ |
if (segments <= 0) segments = minSegments; |
| 746 |
|
|
} |
| 747 |
|
|
|
| 748 |
|
|
// Not a ring |
| 749 |
|
✗ |
if (innerRadius <= 0.0f) |
| 750 |
|
|
{ |
| 751 |
|
✗ |
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); |
| 752 |
|
✗ |
return; |
| 753 |
|
|
} |
| 754 |
|
|
|
| 755 |
|
✗ |
float stepLength = (endAngle - startAngle)/(float)segments; |
| 756 |
|
|
float angle = startAngle; |
| 757 |
|
|
|
| 758 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 759 |
|
✗ |
rlSetTexture(texShapes.id); |
| 760 |
|
|
|
| 761 |
|
✗ |
rlBegin(RL_QUADS); |
| 762 |
|
✗ |
for (int i = 0; i < segments; i++) |
| 763 |
|
|
{ |
| 764 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 765 |
|
|
|
| 766 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 767 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 768 |
|
|
|
| 769 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 770 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
| 771 |
|
|
|
| 772 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 773 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 774 |
|
|
|
| 775 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 776 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 777 |
|
|
|
| 778 |
|
|
angle += stepLength; |
| 779 |
|
|
} |
| 780 |
|
✗ |
rlEnd(); |
| 781 |
|
|
|
| 782 |
|
✗ |
rlSetTexture(0); |
| 783 |
|
|
#else |
| 784 |
|
|
rlBegin(RL_TRIANGLES); |
| 785 |
|
|
for (int i = 0; i < segments; i++) |
| 786 |
|
|
{ |
| 787 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 788 |
|
|
|
| 789 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
| 790 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 791 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 792 |
|
|
|
| 793 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 794 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 795 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 796 |
|
|
|
| 797 |
|
|
angle += stepLength; |
| 798 |
|
|
} |
| 799 |
|
|
rlEnd(); |
| 800 |
|
|
#endif |
| 801 |
|
|
} |
| 802 |
|
|
|
| 803 |
|
|
// Draw ring outline |
| 804 |
|
✗ |
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) |
| 805 |
|
|
{ |
| 806 |
|
✗ |
if (startAngle == endAngle) return; |
| 807 |
|
|
|
| 808 |
|
|
// Function expects (outerRadius > innerRadius) |
| 809 |
|
✗ |
if (outerRadius < innerRadius) |
| 810 |
|
|
{ |
| 811 |
|
|
float tmp = outerRadius; |
| 812 |
|
|
outerRadius = innerRadius; |
| 813 |
|
|
innerRadius = tmp; |
| 814 |
|
|
|
| 815 |
|
✗ |
if (outerRadius <= 0.0f) outerRadius = 0.1f; |
| 816 |
|
|
} |
| 817 |
|
|
|
| 818 |
|
|
// Function expects (endAngle > startAngle) |
| 819 |
|
✗ |
if (endAngle < startAngle) |
| 820 |
|
|
{ |
| 821 |
|
|
// Swap values |
| 822 |
|
|
float tmp = startAngle; |
| 823 |
|
|
startAngle = endAngle; |
| 824 |
|
|
endAngle = tmp; |
| 825 |
|
|
} |
| 826 |
|
|
|
| 827 |
|
✗ |
int minSegments = (int)ceilf((endAngle - startAngle)/90); |
| 828 |
|
|
|
| 829 |
|
✗ |
if (segments < minSegments) |
| 830 |
|
|
{ |
| 831 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
| 832 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
| 833 |
|
✗ |
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); |
| 834 |
|
|
|
| 835 |
|
✗ |
if (segments <= 0) segments = minSegments; |
| 836 |
|
|
} |
| 837 |
|
|
|
| 838 |
|
✗ |
if (innerRadius <= 0.0f) |
| 839 |
|
|
{ |
| 840 |
|
✗ |
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); |
| 841 |
|
✗ |
return; |
| 842 |
|
|
} |
| 843 |
|
|
|
| 844 |
|
✗ |
float stepLength = (endAngle - startAngle)/(float)segments; |
| 845 |
|
|
float angle = startAngle; |
| 846 |
|
|
bool showCapLines = true; |
| 847 |
|
|
|
| 848 |
|
✗ |
rlBegin(RL_LINES); |
| 849 |
|
|
if (showCapLines) |
| 850 |
|
|
{ |
| 851 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 852 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 853 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
| 854 |
|
|
} |
| 855 |
|
|
|
| 856 |
|
✗ |
for (int i = 0; i < segments; i++) |
| 857 |
|
|
{ |
| 858 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 859 |
|
|
|
| 860 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 861 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 862 |
|
|
|
| 863 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
| 864 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 865 |
|
|
|
| 866 |
|
|
angle += stepLength; |
| 867 |
|
|
} |
| 868 |
|
|
|
| 869 |
|
|
if (showCapLines) |
| 870 |
|
|
{ |
| 871 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 872 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 873 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
| 874 |
|
|
} |
| 875 |
|
✗ |
rlEnd(); |
| 876 |
|
|
} |
| 877 |
|
|
|
| 878 |
|
|
// Draw a color-filled rectangle |
| 879 |
|
✗ |
void DrawRectangle(int posX, int posY, int width, int height, Color color) |
| 880 |
|
|
{ |
| 881 |
|
✗ |
DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color); |
| 882 |
|
|
} |
| 883 |
|
|
|
| 884 |
|
|
// Draw a color-filled rectangle (Vector version) |
| 885 |
|
|
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues |
| 886 |
|
✗ |
void DrawRectangleV(Vector2 position, Vector2 size, Color color) |
| 887 |
|
|
{ |
| 888 |
|
✗ |
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color); |
| 889 |
|
|
} |
| 890 |
|
|
|
| 891 |
|
|
// Draw a color-filled rectangle |
| 892 |
|
✗ |
void DrawRectangleRec(Rectangle rec, Color color) |
| 893 |
|
|
{ |
| 894 |
|
✗ |
DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color); |
| 895 |
|
|
} |
| 896 |
|
|
|
| 897 |
|
|
// Draw a color-filled rectangle with pro parameters |
| 898 |
|
✗ |
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) |
| 899 |
|
|
{ |
| 900 |
|
|
Vector2 topLeft = { 0 }; |
| 901 |
|
|
Vector2 topRight = { 0 }; |
| 902 |
|
|
Vector2 bottomLeft = { 0 }; |
| 903 |
|
|
Vector2 bottomRight = { 0 }; |
| 904 |
|
|
|
| 905 |
|
|
// Only calculate rotation if needed |
| 906 |
|
✗ |
if (rotation == 0.0f) |
| 907 |
|
|
{ |
| 908 |
|
✗ |
float x = rec.x - origin.x; |
| 909 |
|
✗ |
float y = rec.y - origin.y; |
| 910 |
|
|
topLeft = (Vector2){ x, y }; |
| 911 |
|
✗ |
topRight = (Vector2){ x + rec.width, y }; |
| 912 |
|
✗ |
bottomLeft = (Vector2){ x, y + rec.height }; |
| 913 |
|
|
bottomRight = (Vector2){ x + rec.width, y + rec.height }; |
| 914 |
|
|
} |
| 915 |
|
|
else |
| 916 |
|
|
{ |
| 917 |
|
✗ |
float sinRotation = sinf(rotation*DEG2RAD); |
| 918 |
|
✗ |
float cosRotation = cosf(rotation*DEG2RAD); |
| 919 |
|
|
float x = rec.x; |
| 920 |
|
|
float y = rec.y; |
| 921 |
|
✗ |
float dx = -origin.x; |
| 922 |
|
✗ |
float dy = -origin.y; |
| 923 |
|
|
|
| 924 |
|
✗ |
topLeft.x = x + dx*cosRotation - dy*sinRotation; |
| 925 |
|
✗ |
topLeft.y = y + dx*sinRotation + dy*cosRotation; |
| 926 |
|
|
|
| 927 |
|
✗ |
topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation; |
| 928 |
|
✗ |
topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation; |
| 929 |
|
|
|
| 930 |
|
✗ |
bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation; |
| 931 |
|
✗ |
bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation; |
| 932 |
|
|
|
| 933 |
|
✗ |
bottomRight.x = x + (dx + rec.width)*cosRotation - (dy + rec.height)*sinRotation; |
| 934 |
|
✗ |
bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation; |
| 935 |
|
|
} |
| 936 |
|
|
|
| 937 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 938 |
|
✗ |
rlSetTexture(texShapes.id); |
| 939 |
|
|
|
| 940 |
|
✗ |
rlBegin(RL_QUADS); |
| 941 |
|
|
|
| 942 |
|
✗ |
rlNormal3f(0.0f, 0.0f, 1.0f); |
| 943 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 944 |
|
|
|
| 945 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 946 |
|
✗ |
rlVertex2f(topLeft.x, topLeft.y); |
| 947 |
|
|
|
| 948 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 949 |
|
✗ |
rlVertex2f(bottomLeft.x, bottomLeft.y); |
| 950 |
|
|
|
| 951 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 952 |
|
✗ |
rlVertex2f(bottomRight.x, bottomRight.y); |
| 953 |
|
|
|
| 954 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 955 |
|
✗ |
rlVertex2f(topRight.x, topRight.y); |
| 956 |
|
|
|
| 957 |
|
✗ |
rlEnd(); |
| 958 |
|
|
|
| 959 |
|
✗ |
rlSetTexture(0); |
| 960 |
|
|
#else |
| 961 |
|
|
rlBegin(RL_TRIANGLES); |
| 962 |
|
|
|
| 963 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 964 |
|
|
|
| 965 |
|
|
rlVertex2f(topLeft.x, topLeft.y); |
| 966 |
|
|
rlVertex2f(bottomLeft.x, bottomLeft.y); |
| 967 |
|
|
rlVertex2f(topRight.x, topRight.y); |
| 968 |
|
|
|
| 969 |
|
|
rlVertex2f(topRight.x, topRight.y); |
| 970 |
|
|
rlVertex2f(bottomLeft.x, bottomLeft.y); |
| 971 |
|
|
rlVertex2f(bottomRight.x, bottomRight.y); |
| 972 |
|
|
|
| 973 |
|
|
rlEnd(); |
| 974 |
|
|
#endif |
| 975 |
|
|
} |
| 976 |
|
|
|
| 977 |
|
|
// Draw a vertical-gradient-filled rectangle |
| 978 |
|
|
// NOTE: Gradient goes from bottom (color1) to top (color2) |
| 979 |
|
✗ |
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2) |
| 980 |
|
|
{ |
| 981 |
|
✗ |
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1); |
| 982 |
|
|
} |
| 983 |
|
|
|
| 984 |
|
|
// Draw a horizontal-gradient-filled rectangle |
| 985 |
|
|
// NOTE: Gradient goes from bottom (color1) to top (color2) |
| 986 |
|
✗ |
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2) |
| 987 |
|
|
{ |
| 988 |
|
✗ |
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2); |
| 989 |
|
|
} |
| 990 |
|
|
|
| 991 |
|
|
// Draw a gradient-filled rectangle |
| 992 |
|
|
// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise |
| 993 |
|
✗ |
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4) |
| 994 |
|
|
{ |
| 995 |
|
✗ |
rlSetTexture(texShapes.id); |
| 996 |
|
|
|
| 997 |
|
✗ |
rlBegin(RL_QUADS); |
| 998 |
|
✗ |
rlNormal3f(0.0f, 0.0f, 1.0f); |
| 999 |
|
|
|
| 1000 |
|
|
// NOTE: Default raylib font character 95 is a white square |
| 1001 |
|
✗ |
rlColor4ub(col1.r, col1.g, col1.b, col1.a); |
| 1002 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1003 |
|
✗ |
rlVertex2f(rec.x, rec.y); |
| 1004 |
|
|
|
| 1005 |
|
✗ |
rlColor4ub(col2.r, col2.g, col2.b, col2.a); |
| 1006 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1007 |
|
✗ |
rlVertex2f(rec.x, rec.y + rec.height); |
| 1008 |
|
|
|
| 1009 |
|
✗ |
rlColor4ub(col3.r, col3.g, col3.b, col3.a); |
| 1010 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1011 |
|
✗ |
rlVertex2f(rec.x + rec.width, rec.y + rec.height); |
| 1012 |
|
|
|
| 1013 |
|
✗ |
rlColor4ub(col4.r, col4.g, col4.b, col4.a); |
| 1014 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1015 |
|
✗ |
rlVertex2f(rec.x + rec.width, rec.y); |
| 1016 |
|
✗ |
rlEnd(); |
| 1017 |
|
|
|
| 1018 |
|
✗ |
rlSetTexture(0); |
| 1019 |
|
|
} |
| 1020 |
|
|
|
| 1021 |
|
|
// Draw rectangle outline |
| 1022 |
|
|
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues |
| 1023 |
|
✗ |
void DrawRectangleLines(int posX, int posY, int width, int height, Color color) |
| 1024 |
|
|
{ |
| 1025 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1026 |
|
✗ |
DrawRectangle(posX, posY, width, 1, color); |
| 1027 |
|
✗ |
DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color); |
| 1028 |
|
✗ |
DrawRectangle(posX, posY + height - 1, width, 1, color); |
| 1029 |
|
✗ |
DrawRectangle(posX, posY + 1, 1, height - 2, color); |
| 1030 |
|
|
#else |
| 1031 |
|
|
rlBegin(RL_LINES); |
| 1032 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1033 |
|
|
rlVertex2f(posX + 1, posY + 1); |
| 1034 |
|
|
rlVertex2f(posX + width, posY + 1); |
| 1035 |
|
|
|
| 1036 |
|
|
rlVertex2f(posX + width, posY + 1); |
| 1037 |
|
|
rlVertex2f(posX + width, posY + height); |
| 1038 |
|
|
|
| 1039 |
|
|
rlVertex2f(posX + width, posY + height); |
| 1040 |
|
|
rlVertex2f(posX + 1, posY + height); |
| 1041 |
|
|
|
| 1042 |
|
|
rlVertex2f(posX + 1, posY + height); |
| 1043 |
|
|
rlVertex2f(posX + 1, posY + 1); |
| 1044 |
|
|
rlEnd(); |
| 1045 |
|
|
#endif |
| 1046 |
|
|
} |
| 1047 |
|
|
|
| 1048 |
|
|
// Draw rectangle outline with extended parameters |
| 1049 |
|
✗ |
void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color) |
| 1050 |
|
|
{ |
| 1051 |
|
✗ |
if ((lineThick > rec.width) || (lineThick > rec.height)) |
| 1052 |
|
|
{ |
| 1053 |
|
✗ |
if (rec.width > rec.height) lineThick = rec.height/2; |
| 1054 |
|
✗ |
else if (rec.width < rec.height) lineThick = rec.width/2; |
| 1055 |
|
|
} |
| 1056 |
|
|
|
| 1057 |
|
|
// When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following |
| 1058 |
|
|
// four rectangles are drawn ([T]op, [B]ottom, [L]eft, [R]ight): |
| 1059 |
|
|
// |
| 1060 |
|
|
// TTTTTTTT |
| 1061 |
|
|
// TTTTTTTT |
| 1062 |
|
|
// LL RR |
| 1063 |
|
|
// LL RR |
| 1064 |
|
|
// BBBBBBBB |
| 1065 |
|
|
// BBBBBBBB |
| 1066 |
|
|
// |
| 1067 |
|
|
|
| 1068 |
|
✗ |
Rectangle top = { rec.x, rec.y, rec.width, lineThick }; |
| 1069 |
|
✗ |
Rectangle bottom = { rec.x, rec.y - lineThick + rec.height, rec.width, lineThick }; |
| 1070 |
|
✗ |
Rectangle left = { rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f }; |
| 1071 |
|
✗ |
Rectangle right = { rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f }; |
| 1072 |
|
|
|
| 1073 |
|
✗ |
DrawRectangleRec(top, color); |
| 1074 |
|
✗ |
DrawRectangleRec(bottom, color); |
| 1075 |
|
✗ |
DrawRectangleRec(left, color); |
| 1076 |
|
✗ |
DrawRectangleRec(right, color); |
| 1077 |
|
|
} |
| 1078 |
|
|
|
| 1079 |
|
|
// Draw rectangle with rounded edges |
| 1080 |
|
✗ |
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) |
| 1081 |
|
|
{ |
| 1082 |
|
|
// Not a rounded rectangle |
| 1083 |
|
✗ |
if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) |
| 1084 |
|
|
{ |
| 1085 |
|
✗ |
DrawRectangleRec(rec, color); |
| 1086 |
|
✗ |
return; |
| 1087 |
|
|
} |
| 1088 |
|
|
|
| 1089 |
|
✗ |
if (roundness >= 1.0f) roundness = 1.0f; |
| 1090 |
|
|
|
| 1091 |
|
|
// Calculate corner radius |
| 1092 |
|
✗ |
float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; |
| 1093 |
|
✗ |
if (radius <= 0.0f) return; |
| 1094 |
|
|
|
| 1095 |
|
|
// Calculate number of segments to use for the corners |
| 1096 |
|
✗ |
if (segments < 4) |
| 1097 |
|
|
{ |
| 1098 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
| 1099 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); |
| 1100 |
|
✗ |
segments = (int)(ceilf(2*PI/th)/4.0f); |
| 1101 |
|
✗ |
if (segments <= 0) segments = 4; |
| 1102 |
|
|
} |
| 1103 |
|
|
|
| 1104 |
|
✗ |
float stepLength = 90.0f/(float)segments; |
| 1105 |
|
|
|
| 1106 |
|
|
/* |
| 1107 |
|
|
Quick sketch to make sense of all of this, |
| 1108 |
|
|
there are 9 parts to draw, also mark the 12 points we'll use |
| 1109 |
|
|
|
| 1110 |
|
|
P0____________________P1 |
| 1111 |
|
|
/| |\ |
| 1112 |
|
|
/1| 2 |3\ |
| 1113 |
|
|
P7 /__|____________________|__\ P2 |
| 1114 |
|
|
| |P8 P9| | |
| 1115 |
|
|
| 8 | 9 | 4 | |
| 1116 |
|
|
| __|____________________|__ | |
| 1117 |
|
|
P6 \ |P11 P10| / P3 |
| 1118 |
|
|
\7| 6 |5/ |
| 1119 |
|
|
\|____________________|/ |
| 1120 |
|
|
P5 P4 |
| 1121 |
|
|
*/ |
| 1122 |
|
|
// Coordinates of the 12 points that define the rounded rect |
| 1123 |
|
|
const Vector2 point[12] = { |
| 1124 |
|
✗ |
{(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2 |
| 1125 |
|
✗ |
{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4 |
| 1126 |
|
|
{(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7 |
| 1127 |
|
|
{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 |
| 1128 |
|
|
{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 |
| 1129 |
|
|
}; |
| 1130 |
|
|
|
| 1131 |
|
✗ |
const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; |
| 1132 |
|
✗ |
const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; |
| 1133 |
|
|
|
| 1134 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1135 |
|
✗ |
rlSetTexture(texShapes.id); |
| 1136 |
|
|
|
| 1137 |
|
✗ |
rlBegin(RL_QUADS); |
| 1138 |
|
|
// Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
| 1139 |
|
✗ |
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 1140 |
|
|
{ |
| 1141 |
|
✗ |
float angle = angles[k]; |
| 1142 |
|
✗ |
const Vector2 center = centers[k]; |
| 1143 |
|
|
|
| 1144 |
|
|
// NOTE: Every QUAD actually represents two segments |
| 1145 |
|
✗ |
for (int i = 0; i < segments/2; i++) |
| 1146 |
|
|
{ |
| 1147 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1148 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1149 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 1150 |
|
|
|
| 1151 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1152 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius); |
| 1153 |
|
|
|
| 1154 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1155 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
| 1156 |
|
|
|
| 1157 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1158 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 1159 |
|
|
|
| 1160 |
|
|
angle += (stepLength*2); |
| 1161 |
|
|
} |
| 1162 |
|
|
|
| 1163 |
|
|
// NOTE: In case number of segments is odd, we add one last piece to the cake |
| 1164 |
|
✗ |
if (segments%2) |
| 1165 |
|
|
{ |
| 1166 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1167 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1168 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 1169 |
|
|
|
| 1170 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1171 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
| 1172 |
|
|
|
| 1173 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1174 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 1175 |
|
|
|
| 1176 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1177 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 1178 |
|
|
} |
| 1179 |
|
|
} |
| 1180 |
|
|
|
| 1181 |
|
|
// [2] Upper Rectangle |
| 1182 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1183 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1184 |
|
✗ |
rlVertex2f(point[0].x, point[0].y); |
| 1185 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1186 |
|
✗ |
rlVertex2f(point[8].x, point[8].y); |
| 1187 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1188 |
|
✗ |
rlVertex2f(point[9].x, point[9].y); |
| 1189 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1190 |
|
✗ |
rlVertex2f(point[1].x, point[1].y); |
| 1191 |
|
|
|
| 1192 |
|
|
// [4] Right Rectangle |
| 1193 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1194 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1195 |
|
✗ |
rlVertex2f(point[2].x, point[2].y); |
| 1196 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1197 |
|
✗ |
rlVertex2f(point[9].x, point[9].y); |
| 1198 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1199 |
|
✗ |
rlVertex2f(point[10].x, point[10].y); |
| 1200 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1201 |
|
✗ |
rlVertex2f(point[3].x, point[3].y); |
| 1202 |
|
|
|
| 1203 |
|
|
// [6] Bottom Rectangle |
| 1204 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1205 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1206 |
|
✗ |
rlVertex2f(point[11].x, point[11].y); |
| 1207 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1208 |
|
✗ |
rlVertex2f(point[5].x, point[5].y); |
| 1209 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1210 |
|
✗ |
rlVertex2f(point[4].x, point[4].y); |
| 1211 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1212 |
|
✗ |
rlVertex2f(point[10].x, point[10].y); |
| 1213 |
|
|
|
| 1214 |
|
|
// [8] Left Rectangle |
| 1215 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1216 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1217 |
|
✗ |
rlVertex2f(point[7].x, point[7].y); |
| 1218 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1219 |
|
✗ |
rlVertex2f(point[6].x, point[6].y); |
| 1220 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1221 |
|
✗ |
rlVertex2f(point[11].x, point[11].y); |
| 1222 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1223 |
|
✗ |
rlVertex2f(point[8].x, point[8].y); |
| 1224 |
|
|
|
| 1225 |
|
|
// [9] Middle Rectangle |
| 1226 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1227 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1228 |
|
✗ |
rlVertex2f(point[8].x, point[8].y); |
| 1229 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1230 |
|
✗ |
rlVertex2f(point[11].x, point[11].y); |
| 1231 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1232 |
|
✗ |
rlVertex2f(point[10].x, point[10].y); |
| 1233 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1234 |
|
✗ |
rlVertex2f(point[9].x, point[9].y); |
| 1235 |
|
|
|
| 1236 |
|
✗ |
rlEnd(); |
| 1237 |
|
✗ |
rlSetTexture(0); |
| 1238 |
|
|
#else |
| 1239 |
|
|
rlBegin(RL_TRIANGLES); |
| 1240 |
|
|
|
| 1241 |
|
|
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
| 1242 |
|
|
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 1243 |
|
|
{ |
| 1244 |
|
|
float angle = angles[k]; |
| 1245 |
|
|
const Vector2 center = centers[k]; |
| 1246 |
|
|
for (int i = 0; i < segments; i++) |
| 1247 |
|
|
{ |
| 1248 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1249 |
|
|
rlVertex2f(center.x, center.y); |
| 1250 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
| 1251 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
| 1252 |
|
|
angle += stepLength; |
| 1253 |
|
|
} |
| 1254 |
|
|
} |
| 1255 |
|
|
|
| 1256 |
|
|
// [2] Upper Rectangle |
| 1257 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1258 |
|
|
rlVertex2f(point[0].x, point[0].y); |
| 1259 |
|
|
rlVertex2f(point[8].x, point[8].y); |
| 1260 |
|
|
rlVertex2f(point[9].x, point[9].y); |
| 1261 |
|
|
rlVertex2f(point[1].x, point[1].y); |
| 1262 |
|
|
rlVertex2f(point[0].x, point[0].y); |
| 1263 |
|
|
rlVertex2f(point[9].x, point[9].y); |
| 1264 |
|
|
|
| 1265 |
|
|
// [4] Right Rectangle |
| 1266 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1267 |
|
|
rlVertex2f(point[9].x, point[9].y); |
| 1268 |
|
|
rlVertex2f(point[10].x, point[10].y); |
| 1269 |
|
|
rlVertex2f(point[3].x, point[3].y); |
| 1270 |
|
|
rlVertex2f(point[2].x, point[2].y); |
| 1271 |
|
|
rlVertex2f(point[9].x, point[9].y); |
| 1272 |
|
|
rlVertex2f(point[3].x, point[3].y); |
| 1273 |
|
|
|
| 1274 |
|
|
// [6] Bottom Rectangle |
| 1275 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1276 |
|
|
rlVertex2f(point[11].x, point[11].y); |
| 1277 |
|
|
rlVertex2f(point[5].x, point[5].y); |
| 1278 |
|
|
rlVertex2f(point[4].x, point[4].y); |
| 1279 |
|
|
rlVertex2f(point[10].x, point[10].y); |
| 1280 |
|
|
rlVertex2f(point[11].x, point[11].y); |
| 1281 |
|
|
rlVertex2f(point[4].x, point[4].y); |
| 1282 |
|
|
|
| 1283 |
|
|
// [8] Left Rectangle |
| 1284 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1285 |
|
|
rlVertex2f(point[7].x, point[7].y); |
| 1286 |
|
|
rlVertex2f(point[6].x, point[6].y); |
| 1287 |
|
|
rlVertex2f(point[11].x, point[11].y); |
| 1288 |
|
|
rlVertex2f(point[8].x, point[8].y); |
| 1289 |
|
|
rlVertex2f(point[7].x, point[7].y); |
| 1290 |
|
|
rlVertex2f(point[11].x, point[11].y); |
| 1291 |
|
|
|
| 1292 |
|
|
// [9] Middle Rectangle |
| 1293 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1294 |
|
|
rlVertex2f(point[8].x, point[8].y); |
| 1295 |
|
|
rlVertex2f(point[11].x, point[11].y); |
| 1296 |
|
|
rlVertex2f(point[10].x, point[10].y); |
| 1297 |
|
|
rlVertex2f(point[9].x, point[9].y); |
| 1298 |
|
|
rlVertex2f(point[8].x, point[8].y); |
| 1299 |
|
|
rlVertex2f(point[10].x, point[10].y); |
| 1300 |
|
|
rlEnd(); |
| 1301 |
|
|
#endif |
| 1302 |
|
|
} |
| 1303 |
|
|
|
| 1304 |
|
|
// Draw rectangle with rounded edges outline |
| 1305 |
|
✗ |
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color) |
| 1306 |
|
|
{ |
| 1307 |
|
✗ |
if (lineThick < 0) lineThick = 0; |
| 1308 |
|
|
|
| 1309 |
|
|
// Not a rounded rectangle |
| 1310 |
|
✗ |
if (roundness <= 0.0f) |
| 1311 |
|
|
{ |
| 1312 |
|
✗ |
DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color); |
| 1313 |
|
|
return; |
| 1314 |
|
|
} |
| 1315 |
|
|
|
| 1316 |
|
✗ |
if (roundness >= 1.0f) roundness = 1.0f; |
| 1317 |
|
|
|
| 1318 |
|
|
// Calculate corner radius |
| 1319 |
|
✗ |
float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; |
| 1320 |
|
✗ |
if (radius <= 0.0f) return; |
| 1321 |
|
|
|
| 1322 |
|
|
// Calculate number of segments to use for the corners |
| 1323 |
|
✗ |
if (segments < 4) |
| 1324 |
|
|
{ |
| 1325 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
| 1326 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); |
| 1327 |
|
✗ |
segments = (int)(ceilf(2*PI/th)/2.0f); |
| 1328 |
|
✗ |
if (segments <= 0) segments = 4; |
| 1329 |
|
|
} |
| 1330 |
|
|
|
| 1331 |
|
✗ |
float stepLength = 90.0f/(float)segments; |
| 1332 |
|
✗ |
const float outerRadius = radius + lineThick, innerRadius = radius; |
| 1333 |
|
|
|
| 1334 |
|
|
/* |
| 1335 |
|
|
Quick sketch to make sense of all of this, |
| 1336 |
|
|
marks the 16 + 4(corner centers P16-19) points we'll use |
| 1337 |
|
|
|
| 1338 |
|
|
P0 ================== P1 |
| 1339 |
|
|
// P8 P9 \\ |
| 1340 |
|
|
// \\ |
| 1341 |
|
|
P7 // P15 P10 \\ P2 |
| 1342 |
|
|
|| *P16 P17* || |
| 1343 |
|
|
|| || |
| 1344 |
|
|
|| P14 P11 || |
| 1345 |
|
|
P6 \\ *P19 P18* // P3 |
| 1346 |
|
|
\\ // |
| 1347 |
|
|
\\ P13 P12 // |
| 1348 |
|
|
P5 ================== P4 |
| 1349 |
|
|
*/ |
| 1350 |
|
✗ |
const Vector2 point[16] = { |
| 1351 |
|
✗ |
{(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2 |
| 1352 |
|
✗ |
{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 |
| 1353 |
|
✗ |
{(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7 |
| 1354 |
|
|
{(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 |
| 1355 |
|
|
{ rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 |
| 1356 |
|
|
{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 |
| 1357 |
|
|
{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 |
| 1358 |
|
|
}; |
| 1359 |
|
|
|
| 1360 |
|
✗ |
const Vector2 centers[4] = { |
| 1361 |
|
|
{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 |
| 1362 |
|
|
{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 |
| 1363 |
|
|
}; |
| 1364 |
|
|
|
| 1365 |
|
✗ |
const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; |
| 1366 |
|
|
|
| 1367 |
|
✗ |
if (lineThick > 1) |
| 1368 |
|
|
{ |
| 1369 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1370 |
|
✗ |
rlSetTexture(texShapes.id); |
| 1371 |
|
|
|
| 1372 |
|
✗ |
rlBegin(RL_QUADS); |
| 1373 |
|
|
|
| 1374 |
|
|
// Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
| 1375 |
|
✗ |
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 1376 |
|
|
{ |
| 1377 |
|
✗ |
float angle = angles[k]; |
| 1378 |
|
✗ |
const Vector2 center = centers[k]; |
| 1379 |
|
✗ |
for (int i = 0; i < segments; i++) |
| 1380 |
|
|
{ |
| 1381 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1382 |
|
|
|
| 1383 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1384 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
| 1385 |
|
|
|
| 1386 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1387 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 1388 |
|
|
|
| 1389 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1390 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 1391 |
|
|
|
| 1392 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1393 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 1394 |
|
|
|
| 1395 |
|
|
angle += stepLength; |
| 1396 |
|
|
} |
| 1397 |
|
|
} |
| 1398 |
|
|
|
| 1399 |
|
|
// Upper rectangle |
| 1400 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1401 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1402 |
|
✗ |
rlVertex2f(point[0].x, point[0].y); |
| 1403 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1404 |
|
✗ |
rlVertex2f(point[8].x, point[8].y); |
| 1405 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1406 |
|
✗ |
rlVertex2f(point[9].x, point[9].y); |
| 1407 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1408 |
|
✗ |
rlVertex2f(point[1].x, point[1].y); |
| 1409 |
|
|
|
| 1410 |
|
|
// Right rectangle |
| 1411 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1412 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1413 |
|
✗ |
rlVertex2f(point[2].x, point[2].y); |
| 1414 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1415 |
|
✗ |
rlVertex2f(point[10].x, point[10].y); |
| 1416 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1417 |
|
✗ |
rlVertex2f(point[11].x, point[11].y); |
| 1418 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1419 |
|
✗ |
rlVertex2f(point[3].x, point[3].y); |
| 1420 |
|
|
|
| 1421 |
|
|
// Lower rectangle |
| 1422 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1423 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1424 |
|
✗ |
rlVertex2f(point[13].x, point[13].y); |
| 1425 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1426 |
|
✗ |
rlVertex2f(point[5].x, point[5].y); |
| 1427 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1428 |
|
✗ |
rlVertex2f(point[4].x, point[4].y); |
| 1429 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1430 |
|
✗ |
rlVertex2f(point[12].x, point[12].y); |
| 1431 |
|
|
|
| 1432 |
|
|
// Left rectangle |
| 1433 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1434 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1435 |
|
✗ |
rlVertex2f(point[15].x, point[15].y); |
| 1436 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1437 |
|
✗ |
rlVertex2f(point[7].x, point[7].y); |
| 1438 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1439 |
|
✗ |
rlVertex2f(point[6].x, point[6].y); |
| 1440 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1441 |
|
✗ |
rlVertex2f(point[14].x, point[14].y); |
| 1442 |
|
|
|
| 1443 |
|
✗ |
rlEnd(); |
| 1444 |
|
✗ |
rlSetTexture(0); |
| 1445 |
|
|
#else |
| 1446 |
|
|
rlBegin(RL_TRIANGLES); |
| 1447 |
|
|
|
| 1448 |
|
|
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
| 1449 |
|
|
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 1450 |
|
|
{ |
| 1451 |
|
|
float angle = angles[k]; |
| 1452 |
|
|
const Vector2 center = centers[k]; |
| 1453 |
|
|
|
| 1454 |
|
|
for (int i = 0; i < segments; i++) |
| 1455 |
|
|
{ |
| 1456 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1457 |
|
|
|
| 1458 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
| 1459 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 1460 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 1461 |
|
|
|
| 1462 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 1463 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 1464 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 1465 |
|
|
|
| 1466 |
|
|
angle += stepLength; |
| 1467 |
|
|
} |
| 1468 |
|
|
} |
| 1469 |
|
|
|
| 1470 |
|
|
// Upper rectangle |
| 1471 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1472 |
|
|
rlVertex2f(point[0].x, point[0].y); |
| 1473 |
|
|
rlVertex2f(point[8].x, point[8].y); |
| 1474 |
|
|
rlVertex2f(point[9].x, point[9].y); |
| 1475 |
|
|
rlVertex2f(point[1].x, point[1].y); |
| 1476 |
|
|
rlVertex2f(point[0].x, point[0].y); |
| 1477 |
|
|
rlVertex2f(point[9].x, point[9].y); |
| 1478 |
|
|
|
| 1479 |
|
|
// Right rectangle |
| 1480 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1481 |
|
|
rlVertex2f(point[10].x, point[10].y); |
| 1482 |
|
|
rlVertex2f(point[11].x, point[11].y); |
| 1483 |
|
|
rlVertex2f(point[3].x, point[3].y); |
| 1484 |
|
|
rlVertex2f(point[2].x, point[2].y); |
| 1485 |
|
|
rlVertex2f(point[10].x, point[10].y); |
| 1486 |
|
|
rlVertex2f(point[3].x, point[3].y); |
| 1487 |
|
|
|
| 1488 |
|
|
// Lower rectangle |
| 1489 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1490 |
|
|
rlVertex2f(point[13].x, point[13].y); |
| 1491 |
|
|
rlVertex2f(point[5].x, point[5].y); |
| 1492 |
|
|
rlVertex2f(point[4].x, point[4].y); |
| 1493 |
|
|
rlVertex2f(point[12].x, point[12].y); |
| 1494 |
|
|
rlVertex2f(point[13].x, point[13].y); |
| 1495 |
|
|
rlVertex2f(point[4].x, point[4].y); |
| 1496 |
|
|
|
| 1497 |
|
|
// Left rectangle |
| 1498 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1499 |
|
|
rlVertex2f(point[7].x, point[7].y); |
| 1500 |
|
|
rlVertex2f(point[6].x, point[6].y); |
| 1501 |
|
|
rlVertex2f(point[14].x, point[14].y); |
| 1502 |
|
|
rlVertex2f(point[15].x, point[15].y); |
| 1503 |
|
|
rlVertex2f(point[7].x, point[7].y); |
| 1504 |
|
|
rlVertex2f(point[14].x, point[14].y); |
| 1505 |
|
|
rlEnd(); |
| 1506 |
|
|
#endif |
| 1507 |
|
|
} |
| 1508 |
|
|
else |
| 1509 |
|
|
{ |
| 1510 |
|
|
// Use LINES to draw the outline |
| 1511 |
|
✗ |
rlBegin(RL_LINES); |
| 1512 |
|
|
|
| 1513 |
|
|
// Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
| 1514 |
|
✗ |
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 1515 |
|
|
{ |
| 1516 |
|
✗ |
float angle = angles[k]; |
| 1517 |
|
✗ |
const Vector2 center = centers[k]; |
| 1518 |
|
|
|
| 1519 |
|
✗ |
for (int i = 0; i < segments; i++) |
| 1520 |
|
|
{ |
| 1521 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1522 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
| 1523 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 1524 |
|
|
angle += stepLength; |
| 1525 |
|
|
} |
| 1526 |
|
|
} |
| 1527 |
|
|
|
| 1528 |
|
|
// And now the remaining 4 lines |
| 1529 |
|
✗ |
for (int i = 0; i < 8; i += 2) |
| 1530 |
|
|
{ |
| 1531 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1532 |
|
✗ |
rlVertex2f(point[i].x, point[i].y); |
| 1533 |
|
✗ |
rlVertex2f(point[i + 1].x, point[i + 1].y); |
| 1534 |
|
|
} |
| 1535 |
|
|
|
| 1536 |
|
✗ |
rlEnd(); |
| 1537 |
|
|
} |
| 1538 |
|
|
} |
| 1539 |
|
|
|
| 1540 |
|
|
// Draw a triangle |
| 1541 |
|
|
// NOTE: Vertex must be provided in counter-clockwise order |
| 1542 |
|
✗ |
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
| 1543 |
|
|
{ |
| 1544 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1545 |
|
✗ |
rlSetTexture(texShapes.id); |
| 1546 |
|
|
|
| 1547 |
|
✗ |
rlBegin(RL_QUADS); |
| 1548 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1549 |
|
|
|
| 1550 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1551 |
|
✗ |
rlVertex2f(v1.x, v1.y); |
| 1552 |
|
|
|
| 1553 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1554 |
|
✗ |
rlVertex2f(v2.x, v2.y); |
| 1555 |
|
|
|
| 1556 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1557 |
|
✗ |
rlVertex2f(v2.x, v2.y); |
| 1558 |
|
|
|
| 1559 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1560 |
|
✗ |
rlVertex2f(v3.x, v3.y); |
| 1561 |
|
✗ |
rlEnd(); |
| 1562 |
|
|
|
| 1563 |
|
✗ |
rlSetTexture(0); |
| 1564 |
|
|
#else |
| 1565 |
|
|
rlBegin(RL_TRIANGLES); |
| 1566 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1567 |
|
|
rlVertex2f(v1.x, v1.y); |
| 1568 |
|
|
rlVertex2f(v2.x, v2.y); |
| 1569 |
|
|
rlVertex2f(v3.x, v3.y); |
| 1570 |
|
|
rlEnd(); |
| 1571 |
|
|
#endif |
| 1572 |
|
|
} |
| 1573 |
|
|
|
| 1574 |
|
|
// Draw a triangle using lines |
| 1575 |
|
|
// NOTE: Vertex must be provided in counter-clockwise order |
| 1576 |
|
✗ |
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
| 1577 |
|
|
{ |
| 1578 |
|
✗ |
rlBegin(RL_LINES); |
| 1579 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1580 |
|
✗ |
rlVertex2f(v1.x, v1.y); |
| 1581 |
|
✗ |
rlVertex2f(v2.x, v2.y); |
| 1582 |
|
|
|
| 1583 |
|
✗ |
rlVertex2f(v2.x, v2.y); |
| 1584 |
|
✗ |
rlVertex2f(v3.x, v3.y); |
| 1585 |
|
|
|
| 1586 |
|
✗ |
rlVertex2f(v3.x, v3.y); |
| 1587 |
|
✗ |
rlVertex2f(v1.x, v1.y); |
| 1588 |
|
✗ |
rlEnd(); |
| 1589 |
|
|
} |
| 1590 |
|
|
|
| 1591 |
|
|
// Draw a triangle fan defined by points |
| 1592 |
|
|
// NOTE: First vertex provided is the center, shared by all triangles |
| 1593 |
|
|
// By default, following vertex should be provided in counter-clockwise order |
| 1594 |
|
✗ |
void DrawTriangleFan(Vector2 *points, int pointCount, Color color) |
| 1595 |
|
|
{ |
| 1596 |
|
✗ |
if (pointCount >= 3) |
| 1597 |
|
|
{ |
| 1598 |
|
✗ |
rlSetTexture(texShapes.id); |
| 1599 |
|
✗ |
rlBegin(RL_QUADS); |
| 1600 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1601 |
|
|
|
| 1602 |
|
✗ |
for (int i = 1; i < pointCount - 1; i++) |
| 1603 |
|
|
{ |
| 1604 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1605 |
|
✗ |
rlVertex2f(points[0].x, points[0].y); |
| 1606 |
|
|
|
| 1607 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1608 |
|
✗ |
rlVertex2f(points[i].x, points[i].y); |
| 1609 |
|
|
|
| 1610 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1611 |
|
✗ |
rlVertex2f(points[i + 1].x, points[i + 1].y); |
| 1612 |
|
|
|
| 1613 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1614 |
|
✗ |
rlVertex2f(points[i + 1].x, points[i + 1].y); |
| 1615 |
|
|
} |
| 1616 |
|
✗ |
rlEnd(); |
| 1617 |
|
✗ |
rlSetTexture(0); |
| 1618 |
|
|
} |
| 1619 |
|
|
} |
| 1620 |
|
|
|
| 1621 |
|
|
// Draw a triangle strip defined by points |
| 1622 |
|
|
// NOTE: Every new vertex connects with previous two |
| 1623 |
|
✗ |
void DrawTriangleStrip(Vector2 *points, int pointCount, Color color) |
| 1624 |
|
|
{ |
| 1625 |
|
✗ |
if (pointCount >= 3) |
| 1626 |
|
|
{ |
| 1627 |
|
✗ |
rlBegin(RL_TRIANGLES); |
| 1628 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1629 |
|
|
|
| 1630 |
|
✗ |
for (int i = 2; i < pointCount; i++) |
| 1631 |
|
|
{ |
| 1632 |
|
✗ |
if ((i%2) == 0) |
| 1633 |
|
|
{ |
| 1634 |
|
✗ |
rlVertex2f(points[i].x, points[i].y); |
| 1635 |
|
✗ |
rlVertex2f(points[i - 2].x, points[i - 2].y); |
| 1636 |
|
✗ |
rlVertex2f(points[i - 1].x, points[i - 1].y); |
| 1637 |
|
|
} |
| 1638 |
|
|
else |
| 1639 |
|
|
{ |
| 1640 |
|
✗ |
rlVertex2f(points[i].x, points[i].y); |
| 1641 |
|
✗ |
rlVertex2f(points[i - 1].x, points[i - 1].y); |
| 1642 |
|
✗ |
rlVertex2f(points[i - 2].x, points[i - 2].y); |
| 1643 |
|
|
} |
| 1644 |
|
|
} |
| 1645 |
|
✗ |
rlEnd(); |
| 1646 |
|
|
} |
| 1647 |
|
|
} |
| 1648 |
|
|
|
| 1649 |
|
|
// Draw a regular polygon of n sides (Vector version) |
| 1650 |
|
✗ |
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) |
| 1651 |
|
|
{ |
| 1652 |
|
|
if (sides < 3) sides = 3; |
| 1653 |
|
✗ |
float centralAngle = rotation*DEG2RAD; |
| 1654 |
|
✗ |
float angleStep = 360.0f/(float)sides*DEG2RAD; |
| 1655 |
|
|
|
| 1656 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1657 |
|
✗ |
rlSetTexture(texShapes.id); |
| 1658 |
|
|
|
| 1659 |
|
✗ |
rlBegin(RL_QUADS); |
| 1660 |
|
✗ |
for (int i = 0; i < sides; i++) |
| 1661 |
|
|
{ |
| 1662 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1663 |
|
✗ |
float nextAngle = centralAngle + angleStep; |
| 1664 |
|
|
|
| 1665 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1666 |
|
✗ |
rlVertex2f(center.x, center.y); |
| 1667 |
|
|
|
| 1668 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1669 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
| 1670 |
|
|
|
| 1671 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1672 |
|
✗ |
rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); |
| 1673 |
|
|
|
| 1674 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1675 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
| 1676 |
|
|
|
| 1677 |
|
|
centralAngle = nextAngle; |
| 1678 |
|
|
} |
| 1679 |
|
✗ |
rlEnd(); |
| 1680 |
|
✗ |
rlSetTexture(0); |
| 1681 |
|
|
#else |
| 1682 |
|
|
rlBegin(RL_TRIANGLES); |
| 1683 |
|
|
for (int i = 0; i < sides; i++) |
| 1684 |
|
|
{ |
| 1685 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1686 |
|
|
|
| 1687 |
|
|
rlVertex2f(center.x, center.y); |
| 1688 |
|
|
rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius); |
| 1689 |
|
|
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
| 1690 |
|
|
|
| 1691 |
|
|
centralAngle += angleStep; |
| 1692 |
|
|
} |
| 1693 |
|
|
rlEnd(); |
| 1694 |
|
|
#endif |
| 1695 |
|
|
} |
| 1696 |
|
|
|
| 1697 |
|
|
// Draw a polygon outline of n sides |
| 1698 |
|
✗ |
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) |
| 1699 |
|
|
{ |
| 1700 |
|
|
if (sides < 3) sides = 3; |
| 1701 |
|
✗ |
float centralAngle = rotation*DEG2RAD; |
| 1702 |
|
✗ |
float angleStep = 360.0f/(float)sides*DEG2RAD; |
| 1703 |
|
|
|
| 1704 |
|
✗ |
rlBegin(RL_LINES); |
| 1705 |
|
✗ |
for (int i = 0; i < sides; i++) |
| 1706 |
|
|
{ |
| 1707 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1708 |
|
|
|
| 1709 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
| 1710 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius); |
| 1711 |
|
|
|
| 1712 |
|
|
centralAngle += angleStep; |
| 1713 |
|
|
} |
| 1714 |
|
✗ |
rlEnd(); |
| 1715 |
|
|
} |
| 1716 |
|
|
|
| 1717 |
|
✗ |
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color) |
| 1718 |
|
|
{ |
| 1719 |
|
|
if (sides < 3) sides = 3; |
| 1720 |
|
✗ |
float centralAngle = rotation*DEG2RAD; |
| 1721 |
|
✗ |
float exteriorAngle = 360.0f/(float)sides*DEG2RAD; |
| 1722 |
|
✗ |
float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f)); |
| 1723 |
|
|
|
| 1724 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1725 |
|
✗ |
rlSetTexture(texShapes.id); |
| 1726 |
|
|
|
| 1727 |
|
✗ |
rlBegin(RL_QUADS); |
| 1728 |
|
✗ |
for (int i = 0; i < sides; i++) |
| 1729 |
|
|
{ |
| 1730 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1731 |
|
✗ |
float nextAngle = centralAngle + exteriorAngle; |
| 1732 |
|
|
|
| 1733 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1734 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
| 1735 |
|
|
|
| 1736 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
| 1737 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); |
| 1738 |
|
|
|
| 1739 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
| 1740 |
|
✗ |
rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius); |
| 1741 |
|
|
|
| 1742 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
| 1743 |
|
✗ |
rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); |
| 1744 |
|
|
|
| 1745 |
|
|
centralAngle = nextAngle; |
| 1746 |
|
|
} |
| 1747 |
|
✗ |
rlEnd(); |
| 1748 |
|
✗ |
rlSetTexture(0); |
| 1749 |
|
|
#else |
| 1750 |
|
|
rlBegin(RL_TRIANGLES); |
| 1751 |
|
|
for (int i = 0; i < sides; i++) |
| 1752 |
|
|
{ |
| 1753 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
| 1754 |
|
|
float nextAngle = centralAngle + exteriorAngle; |
| 1755 |
|
|
|
| 1756 |
|
|
rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); |
| 1757 |
|
|
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
| 1758 |
|
|
rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); |
| 1759 |
|
|
|
| 1760 |
|
|
rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); |
| 1761 |
|
|
rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius); |
| 1762 |
|
|
rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); |
| 1763 |
|
|
|
| 1764 |
|
|
centralAngle = nextAngle; |
| 1765 |
|
|
} |
| 1766 |
|
|
rlEnd(); |
| 1767 |
|
|
#endif |
| 1768 |
|
|
} |
| 1769 |
|
|
|
| 1770 |
|
|
//---------------------------------------------------------------------------------- |
| 1771 |
|
|
// Module Functions Definition - Collision Detection functions |
| 1772 |
|
|
//---------------------------------------------------------------------------------- |
| 1773 |
|
|
|
| 1774 |
|
|
// Check if point is inside rectangle |
| 1775 |
|
✗ |
bool CheckCollisionPointRec(Vector2 point, Rectangle rec) |
| 1776 |
|
|
{ |
| 1777 |
|
|
bool collision = false; |
| 1778 |
|
|
|
| 1779 |
|
✗ |
if ((point.x >= rec.x) && (point.x < (rec.x + rec.width)) && (point.y >= rec.y) && (point.y < (rec.y + rec.height))) collision = true; |
| 1780 |
|
|
|
| 1781 |
|
✗ |
return collision; |
| 1782 |
|
|
} |
| 1783 |
|
|
|
| 1784 |
|
|
// Check if point is inside circle |
| 1785 |
|
✗ |
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) |
| 1786 |
|
|
{ |
| 1787 |
|
|
bool collision = false; |
| 1788 |
|
|
|
| 1789 |
|
✗ |
collision = CheckCollisionCircles(point, 0, center, radius); |
| 1790 |
|
|
|
| 1791 |
|
✗ |
return collision; |
| 1792 |
|
|
} |
| 1793 |
|
|
|
| 1794 |
|
|
// Check if point is inside a triangle defined by three points (p1, p2, p3) |
| 1795 |
|
✗ |
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) |
| 1796 |
|
|
{ |
| 1797 |
|
|
bool collision = false; |
| 1798 |
|
|
|
| 1799 |
|
✗ |
float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) / |
| 1800 |
|
✗ |
((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); |
| 1801 |
|
|
|
| 1802 |
|
✗ |
float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) / |
| 1803 |
|
|
((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); |
| 1804 |
|
|
|
| 1805 |
|
✗ |
float gamma = 1.0f - alpha - beta; |
| 1806 |
|
|
|
| 1807 |
|
✗ |
if ((alpha > 0) && (beta > 0) && (gamma > 0)) collision = true; |
| 1808 |
|
|
|
| 1809 |
|
✗ |
return collision; |
| 1810 |
|
|
} |
| 1811 |
|
|
|
| 1812 |
|
|
// Check if point is within a polygon described by array of vertices |
| 1813 |
|
|
// NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php |
| 1814 |
|
✗ |
bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount) |
| 1815 |
|
|
{ |
| 1816 |
|
|
bool collision = false; |
| 1817 |
|
|
|
| 1818 |
|
✗ |
if (pointCount > 2) |
| 1819 |
|
|
{ |
| 1820 |
|
✗ |
for (int i = 0; i < pointCount - 1; i++) |
| 1821 |
|
|
{ |
| 1822 |
|
✗ |
Vector2 vc = points[i]; |
| 1823 |
|
✗ |
Vector2 vn = points[i + 1]; |
| 1824 |
|
|
|
| 1825 |
|
✗ |
if ((((vc.y >= point.y) && (vn.y < point.y)) || ((vc.y < point.y) && (vn.y >= point.y))) && |
| 1826 |
|
✗ |
(point.x < ((vn.x - vc.x)*(point.y - vc.y)/(vn.y - vc.y) + vc.x))) collision = !collision; |
| 1827 |
|
|
} |
| 1828 |
|
|
} |
| 1829 |
|
|
|
| 1830 |
|
✗ |
return collision; |
| 1831 |
|
|
} |
| 1832 |
|
|
|
| 1833 |
|
|
// Check collision between two rectangles |
| 1834 |
|
✗ |
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) |
| 1835 |
|
|
{ |
| 1836 |
|
|
bool collision = false; |
| 1837 |
|
|
|
| 1838 |
|
✗ |
if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) && |
| 1839 |
|
✗ |
(rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) collision = true; |
| 1840 |
|
|
|
| 1841 |
|
✗ |
return collision; |
| 1842 |
|
|
} |
| 1843 |
|
|
|
| 1844 |
|
|
// Check collision between two circles |
| 1845 |
|
✗ |
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) |
| 1846 |
|
|
{ |
| 1847 |
|
|
bool collision = false; |
| 1848 |
|
|
|
| 1849 |
|
✗ |
float dx = center2.x - center1.x; // X distance between centers |
| 1850 |
|
✗ |
float dy = center2.y - center1.y; // Y distance between centers |
| 1851 |
|
|
|
| 1852 |
|
✗ |
float distance = sqrtf(dx*dx + dy*dy); // Distance between centers |
| 1853 |
|
|
|
| 1854 |
|
✗ |
if (distance <= (radius1 + radius2)) collision = true; |
| 1855 |
|
|
|
| 1856 |
|
✗ |
return collision; |
| 1857 |
|
|
} |
| 1858 |
|
|
|
| 1859 |
|
|
// Check collision between circle and rectangle |
| 1860 |
|
|
// NOTE: Reviewed version to take into account corner limit case |
| 1861 |
|
✗ |
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) |
| 1862 |
|
|
{ |
| 1863 |
|
|
bool collision = false; |
| 1864 |
|
|
|
| 1865 |
|
✗ |
int recCenterX = (int)(rec.x + rec.width/2.0f); |
| 1866 |
|
✗ |
int recCenterY = (int)(rec.y + rec.height/2.0f); |
| 1867 |
|
|
|
| 1868 |
|
✗ |
float dx = fabsf(center.x - (float)recCenterX); |
| 1869 |
|
✗ |
float dy = fabsf(center.y - (float)recCenterY); |
| 1870 |
|
|
|
| 1871 |
|
✗ |
if (dx > (rec.width/2.0f + radius)) { return false; } |
| 1872 |
|
✗ |
if (dy > (rec.height/2.0f + radius)) { return false; } |
| 1873 |
|
|
|
| 1874 |
|
✗ |
if (dx <= (rec.width/2.0f)) { return true; } |
| 1875 |
|
✗ |
if (dy <= (rec.height/2.0f)) { return true; } |
| 1876 |
|
|
|
| 1877 |
|
✗ |
float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) + |
| 1878 |
|
✗ |
(dy - rec.height/2.0f)*(dy - rec.height/2.0f); |
| 1879 |
|
|
|
| 1880 |
|
✗ |
collision = (cornerDistanceSq <= (radius*radius)); |
| 1881 |
|
|
|
| 1882 |
|
✗ |
return collision; |
| 1883 |
|
|
} |
| 1884 |
|
|
|
| 1885 |
|
|
// Check the collision between two lines defined by two points each, returns collision point by reference |
| 1886 |
|
✗ |
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint) |
| 1887 |
|
|
{ |
| 1888 |
|
|
bool collision = false; |
| 1889 |
|
|
|
| 1890 |
|
✗ |
float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y); |
| 1891 |
|
|
|
| 1892 |
|
✗ |
if (fabsf(div) >= FLT_EPSILON) |
| 1893 |
|
|
{ |
| 1894 |
|
|
collision = true; |
| 1895 |
|
|
|
| 1896 |
|
✗ |
float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div; |
| 1897 |
|
✗ |
float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div; |
| 1898 |
|
|
|
| 1899 |
|
✗ |
if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) || |
| 1900 |
|
✗ |
((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) || |
| 1901 |
|
✗ |
((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) || |
| 1902 |
|
✗ |
((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false; |
| 1903 |
|
|
|
| 1904 |
|
✗ |
if (collision && (collisionPoint != 0)) |
| 1905 |
|
|
{ |
| 1906 |
|
✗ |
collisionPoint->x = xi; |
| 1907 |
|
✗ |
collisionPoint->y = yi; |
| 1908 |
|
|
} |
| 1909 |
|
|
} |
| 1910 |
|
|
|
| 1911 |
|
✗ |
return collision; |
| 1912 |
|
|
} |
| 1913 |
|
|
|
| 1914 |
|
|
// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] |
| 1915 |
|
✗ |
bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold) |
| 1916 |
|
|
{ |
| 1917 |
|
|
bool collision = false; |
| 1918 |
|
|
|
| 1919 |
|
✗ |
float dxc = point.x - p1.x; |
| 1920 |
|
✗ |
float dyc = point.y - p1.y; |
| 1921 |
|
✗ |
float dxl = p2.x - p1.x; |
| 1922 |
|
✗ |
float dyl = p2.y - p1.y; |
| 1923 |
|
✗ |
float cross = dxc*dyl - dyc*dxl; |
| 1924 |
|
|
|
| 1925 |
|
✗ |
if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl)))) |
| 1926 |
|
|
{ |
| 1927 |
|
✗ |
if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x)); |
| 1928 |
|
✗ |
else collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y)); |
| 1929 |
|
|
} |
| 1930 |
|
|
|
| 1931 |
|
✗ |
return collision; |
| 1932 |
|
|
} |
| 1933 |
|
|
|
| 1934 |
|
|
// Get collision rectangle for two rectangles collision |
| 1935 |
|
✗ |
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) |
| 1936 |
|
|
{ |
| 1937 |
|
|
Rectangle overlap = { 0 }; |
| 1938 |
|
|
|
| 1939 |
|
✗ |
float left = (rec1.x > rec2.x)? rec1.x : rec2.x; |
| 1940 |
|
✗ |
float right1 = rec1.x + rec1.width; |
| 1941 |
|
✗ |
float right2 = rec2.x + rec2.width; |
| 1942 |
|
✗ |
float right = (right1 < right2)? right1 : right2; |
| 1943 |
|
✗ |
float top = (rec1.y > rec2.y)? rec1.y : rec2.y; |
| 1944 |
|
✗ |
float bottom1 = rec1.y + rec1.height; |
| 1945 |
|
✗ |
float bottom2 = rec2.y + rec2.height; |
| 1946 |
|
✗ |
float bottom = (bottom1 < bottom2)? bottom1 : bottom2; |
| 1947 |
|
|
|
| 1948 |
|
✗ |
if ((left < right) && (top < bottom)) |
| 1949 |
|
|
{ |
| 1950 |
|
|
overlap.x = left; |
| 1951 |
|
|
overlap.y = top; |
| 1952 |
|
✗ |
overlap.width = right - left; |
| 1953 |
|
✗ |
overlap.height = bottom - top; |
| 1954 |
|
|
} |
| 1955 |
|
|
|
| 1956 |
|
✗ |
return overlap; |
| 1957 |
|
|
} |
| 1958 |
|
|
|
| 1959 |
|
|
//---------------------------------------------------------------------------------- |
| 1960 |
|
|
// Module specific Functions Definition |
| 1961 |
|
|
//---------------------------------------------------------------------------------- |
| 1962 |
|
|
|
| 1963 |
|
|
// Cubic easing in-out |
| 1964 |
|
|
// NOTE: Used by DrawLineBezier() only |
| 1965 |
|
|
static float EaseCubicInOut(float t, float b, float c, float d) |
| 1966 |
|
|
{ |
| 1967 |
|
✗ |
if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b; |
| 1968 |
|
|
|
| 1969 |
|
✗ |
t -= 2; |
| 1970 |
|
|
|
| 1971 |
|
✗ |
return 0.5f*c*(t*t*t + 2.0f) + b; |
| 1972 |
|
|
} |
| 1973 |
|
|
|
| 1974 |
|
|
#endif // SUPPORT_MODULE_RSHAPES |
| 1975 |
|
|
|