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/******************************************************************************************* |
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* |
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* raylib [shapes] example - rlgl triangle |
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* |
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* Example complexity rating: [★★☆☆] 2/4 |
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* |
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev |
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* |
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software |
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* |
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* Copyright (c) 2025-2025 Robin (@RobinsAviary) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "rlgl.h" |
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#include "raymath.h" |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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SetConfigFlags(FLAG_MSAA_4X_HINT); |
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rlgl triangle"); |
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// Starting postions and rendered triangle positions |
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Vector2 startingPositions[] = {{ 400.0f, 150.0f }, { 300.0f, 300.0f }, { 500.0f, 300.0f }}; |
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Vector2 trianglePositions[] = { startingPositions[0], startingPositions[1], startingPositions[2] }; |
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// Currently selected vertex, -1 means none |
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int triangleIndex = -1; |
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SetTargetFPS(60); |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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// Reset index on release |
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if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) |
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{ |
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triangleIndex = -1; |
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} |
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// If the user has selected a vertex, offset it by the mouse's delta this frame |
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if (triangleIndex != -1) |
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{ |
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Vector2 *position = &trianglePositions[triangleIndex]; |
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Vector2 mouseDelta = GetMouseDelta(); |
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position->x += mouseDelta.x; |
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position->y += mouseDelta.y; |
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} |
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// Enable/disable backface culling (2-sided triangles, slower to render) |
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if (IsKeyPressed(KEY_LEFT)) |
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{ |
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rlEnableBackfaceCulling(); |
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} |
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if (IsKeyPressed(KEY_RIGHT)) |
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{ |
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rlDisableBackfaceCulling(); |
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} |
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// Reset triangle vertices to starting positions and reset backface culling |
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if (IsKeyPressed(KEY_R)) |
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{ |
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trianglePositions[0] = startingPositions[0]; |
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trianglePositions[1] = startingPositions[1]; |
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trianglePositions[2] = startingPositions[2]; |
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rlEnableBackfaceCulling(); |
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} |
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//---------------------------------------------------------------------------------- |
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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if (IsKeyDown(KEY_SPACE)) |
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{ |
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// Draw triangle with lines |
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rlBegin(RL_LINES); |
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// Three lines, six points |
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// Define color for next vertex |
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rlColor4ub(255, 0, 0, 255); |
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// Define vertex |
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rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); |
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rlColor4ub(0, 255, 0, 255); |
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rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); |
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rlColor4ub(0, 255, 0, 255); |
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rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); |
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rlColor4ub(0, 0, 255, 255); |
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rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); |
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rlColor4ub(0, 0, 255, 255); |
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rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); |
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rlColor4ub(255, 0, 0, 255); |
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rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); |
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rlEnd(); |
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} |
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else |
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{ |
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// Draw triangle as a triangle |
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rlBegin(RL_TRIANGLES); |
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// One triangle, three points |
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// Define color for next vertex |
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rlColor4ub(255, 0, 0, 255); |
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// Define vertex |
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rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); |
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rlColor4ub(0, 255, 0, 255); |
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rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); |
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rlColor4ub(0, 0, 255, 255); |
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rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); |
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rlEnd(); |
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} |
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// Render the vertex handles, reacting to mouse movement/input |
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for (unsigned int i = 0; i < 3; i++) |
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{ |
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Vector2 position = trianglePositions[i]; |
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float size = 4.0f; |
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Vector2 mousePosition = GetMousePosition(); |
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// If the cursor is within the handle circle |
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if (Vector2Distance(mousePosition, position) < size) |
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{ |
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float fillAlpha = 0.0f; |
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if (triangleIndex == -1) |
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{ |
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fillAlpha = 0.5f; |
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} |
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// If handle selected/clicked |
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if (i == triangleIndex) |
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{ |
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fillAlpha = 1.0f; |
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} |
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// If clicked, set selected index to handle index |
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) |
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{ |
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triangleIndex = i; |
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} |
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// If visible, draw DARKGRAY circle with varying alpha. |
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if (fillAlpha > 0.0f) |
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{ |
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Color fillColor = ColorAlpha(DARKGRAY, fillAlpha); |
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DrawCircleV(position, size, fillColor); |
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} |
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} |
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// Draw handle outline |
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DrawCircleLinesV(position, size, BLACK); |
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} |
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// Draw controls |
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DrawText("space for lines\nleft for backface culling\nright for no backface culling\nclick and drag points\nr to reset", 10, 10, 20, DARKGRAY); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |