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@ -421,21 +421,25 @@ void DrawGameplayScreen(void) |
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DrawTextEx(font, FormatText("%02i%%", (int)((float)warpCounter/395.0f*100.0f)), (Vector2){754 + 390, 600}, font.baseSize, -2, SKYBLUE); |
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// Draw wave |
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// NOTE: Old drawing method, replaced by rendertarget |
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//DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON); |
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//DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY); |
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//DrawRectangleLines(20, 20, 1240, 140, DARKGRAY); |
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//DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY); |
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// Draw wave using render target |
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ClearBackground(BLANK); |
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BeginTextureMode(waveTarget); |
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DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); |
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EndTextureMode(); |
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// TODO: Apply antialiasing shader |
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DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); |
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DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); |
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if (waveTarget.texture.id <= 0) // Render target could not be loaded (OpenGL 1.1) |
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{ |
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// Draw wave directly on screen |
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DrawSamplesMap(samples, totalSamples, currentSample, waveRec, MAROON); |
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DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); |
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} |
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else |
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{ |
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// Draw wave using render target |
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ClearBackground(BLANK); |
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BeginTextureMode(waveTarget); |
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DrawSamplesMap(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON); |
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EndTextureMode(); |
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// TODO: Apply antialiasing shader |
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DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE); |
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DrawRectangle(waveRec.x + (int)currentSample*1215/totalSamples, waveRec.y, 2, 99, DARKGRAY); |
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} |
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} |
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// Gameplay Screen Unload logic |
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