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@ -698,6 +698,401 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) |
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DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color); |
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} |
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// Draw rectangle with rounded edges. |
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void DrawRoundedRect(Rectangle rec, float roundness, int segments, Color color) |
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{ |
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// Not a rounded rectangle |
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if(roundness <= 0.0f || rec.width < 1 || rec.height < 1 ) |
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{ |
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DrawRectangleRec(rec, color); |
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return; |
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} |
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if(roundness >= 1.0f) roundness = 1.0f; |
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// Calculate corner radius |
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float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2; |
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if(radius <= 0.0f) return; |
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// Calculate number of segments to use for the corners |
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if (segments < 4) |
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{ |
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
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#ifndef CIRCLE_ERROR_RATE |
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#define CIRCLE_ERROR_RATE 0.5f |
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#endif |
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// Calculate the maximum angle between segments based on the error rate. |
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); |
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segments = ceilf(2*PI/th)/4; |
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if (segments <= 0) segments = 4; |
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} |
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float stepLength = 90.0f/(float)segments; |
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/* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below) |
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* Not my best attempt at ASCII art, just preted it's rounded rectangle :) |
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* P0 P1 |
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* ____________________ |
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* /| |\ |
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* /1| 2 |3\ |
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*P7 /__|____________________|__\ P2 |
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* | |P8 P9| | |
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* | 8 | 9 | 4 | |
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* | __|____________________|__ | |
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*P6 \ |P11 P10| / P3 |
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* \7| 6 |5/ |
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* \|____________________|/ |
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* P5 P4 |
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*/ |
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const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier) |
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{(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 |
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{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4 |
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{(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 |
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{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 |
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{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 |
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}; |
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const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; |
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw(); |
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rlBegin(RL_QUADS); |
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
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{ |
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float angle = angles[k]; |
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const Vector2 center = centers[k]; |
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// NOTE: Every QUAD actually represents two segments |
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for (int i = 0; i < segments/2; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x, center.y); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); |
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angle += (stepLength*2); |
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} |
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// NOTE: In case number of segments is odd, we add one last piece to the cake |
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if (segments%2) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x, center.y); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
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rlVertex2f(center.x, center.y); |
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} |
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} |
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// [2] Upper Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[1].x, point[1].y); |
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// [4] Right Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[2].x, point[2].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[3].x, point[3].y); |
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// [6] Bottom Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[5].x, point[5].y); |
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rlVertex2f(point[4].x, point[4].y); |
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rlVertex2f(point[10].x, point[10].y); |
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// [8] Left Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[6].x, point[6].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[8].x, point[8].y); |
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// [9] Middle Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlEnd(); |
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#else |
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if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each |
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rlBegin(RL_TRIANGLES); |
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
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{ |
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float angle = angles[k]; |
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const Vector2 center = centers[k]; |
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for (int i = 0; i < segments; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x, center.y); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
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angle += stepLength; |
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} |
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} |
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// [2] Upper Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[1].x, point[1].y); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[9].x, point[9].y); |
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// [4] Right Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[3].x, point[3].y); |
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rlVertex2f(point[2].x, point[2].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[3].x, point[3].y); |
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// [6] Bottom Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[5].x, point[5].y); |
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rlVertex2f(point[4].x, point[4].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[4].x, point[4].y); |
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// [8] Left Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[6].x, point[6].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[11].x, point[11].y); |
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// [9] Middle Rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlEnd(); |
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#endif |
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} |
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// Draw rounded rectangle outline |
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void DrawRoundedRectLines(Rectangle rec, float roundness, int segments, int lineThick, Color color) |
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{ |
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if(lineThick < 0) lineThick = 0; |
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// Not a rounded rectangle |
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if(roundness <= 0.0f ) |
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{ |
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DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color); |
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return; |
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} |
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if(roundness >= 1.0f) roundness = 1.0f; |
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// Calculate corner radius |
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float radius = rec.width > rec.height ? (rec.height*roundness)/2 : (rec.width*roundness)/2; |
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if(radius <= 0.0f) return; |
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// Calculate number of segments to use for the corners |
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if (segments < 4) |
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{ |
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
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#ifndef CIRCLE_ERROR_RATE |
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#define CIRCLE_ERROR_RATE 0.5f |
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#endif |
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// Calculate the maximum angle between segments based on the error rate. |
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); |
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segments = ceilf(2*PI/th)/2; |
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if (segments <= 0) segments = 4; |
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} |
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float stepLength = 90.0f/(float)segments; |
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const float outerRadius = radius + (float)lineThick, innerRadius = radius; |
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/* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below) |
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* Not my best attempt at ASCII art, just preted it's rounded rectangle :) |
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* P0 P1 |
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* ==================== |
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* // P8 P9 \\ |
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* // \\ |
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*P7 // P15 P10 \\ P2 |
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* || *P16 P17* || |
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* || || |
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* || P14 P11 || |
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*P6 \\ *P19 P18* // P3 |
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* \\ // |
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* \\ P13 P12 // |
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* ==================== |
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* P5 P4 |
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*/ |
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const Vector2 point[16] = { |
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{(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 |
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{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 |
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{(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 |
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{(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 |
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{ rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 |
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{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 |
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{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 |
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}; |
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const Vector2 centers[4] = { |
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{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 |
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{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 |
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}; |
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const float angles[4] = {180.0f, 90.0f, 0.0f, 270.0f }; |
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if(lineThick > 1) |
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{ |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each |
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rlBegin(RL_QUADS); |
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
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{ |
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float angle = angles[k]; |
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const Vector2 center = centers[k]; |
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for (int i = 0; i < segments; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
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angle += stepLength; |
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} |
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} |
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// Upper rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[1].x, point[1].y); |
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// Right rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[2].x, point[2].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[3].x, point[3].y); |
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// Lower rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[13].x, point[13].y); |
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rlVertex2f(point[5].x, point[5].y); |
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rlVertex2f(point[4].x, point[4].y); |
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rlVertex2f(point[12].x, point[12].y); |
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// Left rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[15].x, point[15].y); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[6].x, point[6].y); |
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rlVertex2f(point[14].x, point[14].y); |
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rlEnd(); |
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#else |
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if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each |
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rlBegin(RL_TRIANGLES); |
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
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{ |
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float angle = angles[k]; |
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const Vector2 center = centers[k]; |
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for (int i = 0; i < segments; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
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angle += stepLength; |
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} |
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} |
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// Upper rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[8].x, point[8].y); |
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rlVertex2f(point[9].x, point[9].y); |
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rlVertex2f(point[1].x, point[1].y); |
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rlVertex2f(point[0].x, point[0].y); |
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rlVertex2f(point[9].x, point[9].y); |
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// Right rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[11].x, point[11].y); |
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rlVertex2f(point[3].x, point[3].y); |
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rlVertex2f(point[2].x, point[2].y); |
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rlVertex2f(point[10].x, point[10].y); |
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rlVertex2f(point[3].x, point[3].y); |
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// Lower rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[13].x, point[13].y); |
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rlVertex2f(point[5].x, point[5].y); |
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rlVertex2f(point[4].x, point[4].y); |
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rlVertex2f(point[12].x, point[12].y); |
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rlVertex2f(point[13].x, point[13].y); |
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rlVertex2f(point[4].x, point[4].y); |
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// Left rectangle |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[6].x, point[6].y); |
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rlVertex2f(point[14].x, point[14].y); |
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rlVertex2f(point[15].x, point[15].y); |
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rlVertex2f(point[7].x, point[7].y); |
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rlVertex2f(point[14].x, point[14].y); |
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rlEnd(); |
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#endif |
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} |
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else |
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{ |
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// Use LINES to draw the outline |
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if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each |
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rlBegin(RL_LINES); |
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
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for(int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
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{ |
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float angle = angles[k]; |
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const Vector2 center = centers[k]; |
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for (int i = 0; i < segments; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
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angle += stepLength; |
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} |
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} |
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// And now the remaining 4 lines |
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for(int i=0; i<8; i+=2) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(point[i].x, point[i].y); |
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rlVertex2f(point[i+1].x, point[i+1].y); |
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} |
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rlEnd(); |
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} |
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} |
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// Draw a triangle |
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
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{ |
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