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@ -498,6 +498,13 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) |
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DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); |
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} |
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// Draw a color-filled circle (Vector version) |
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues |
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void DrawCircleV(Vector2 center, float radius, Color color) |
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{ |
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DrawCircleSector(center, radius, 0, 360, 36, color); |
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} |
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// Draw a piece of a circle |
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void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) |
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{ |
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@ -530,6 +537,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA |
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rlSetTexture(texShapes.id); |
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rlBegin(RL_QUADS); |
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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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@ -539,7 +547,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA |
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rlVertex2f(center.x, center.y); |
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
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rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*i">2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*i">2))*radius); |
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rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*f">2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*f">2.0f))*radius); |
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
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rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
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@ -547,11 +555,11 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA |
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rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
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rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
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angle += (stepLength*i">2); |
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angle += (stepLength*f">2.0f); |
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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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if (p">(segments%2) == 1) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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@ -567,6 +575,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA |
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
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rlVertex2f(center.x, center.y); |
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} |
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rlEnd(); |
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rlSetTexture(0); |
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@ -659,13 +668,6 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co |
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rlEnd(); |
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} |
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// Draw a color-filled circle (Vector version) |
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues |
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void DrawCircleV(Vector2 center, float radius, Color color) |
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{ |
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DrawCircleSector(center, radius, 0, 360, 36, color); |
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} |
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// Draw circle outline |
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void DrawCircleLines(int centerX, int centerY, float radius, Color color) |
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{ |
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