|
|
@ -185,6 +185,8 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) |
|
|
|
// Draw a piece of a circle |
|
|
|
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) |
|
|
|
{ |
|
|
|
if(radius == 0) return; // Check this or we'll get a div by zero error otherwise |
|
|
|
|
|
|
|
// Function expects (endAngle > startAngle) |
|
|
|
if (endAngle < startAngle) |
|
|
|
{ |
|
|
@ -273,6 +275,70 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
|
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) |
|
|
|
{ |
|
|
|
if(radius == 0) return; // Check this or we'll get a div by zero error otherwise |
|
|
|
|
|
|
|
// Function expects (endAngle > startAngle) |
|
|
|
if (endAngle < startAngle) |
|
|
|
{ |
|
|
|
// Swap values |
|
|
|
int tmp = startAngle; |
|
|
|
startAngle = endAngle; |
|
|
|
endAngle = tmp; |
|
|
|
} |
|
|
|
|
|
|
|
if (segments < 4) |
|
|
|
{ |
|
|
|
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
|
|
|
#ifndef CIRCLE_ERROR_RATE |
|
|
|
#define CIRCLE_ERROR_RATE 0.5f |
|
|
|
#endif |
|
|
|
|
|
|
|
// Calculate the maximum angle between segments based on the error rate. |
|
|
|
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); |
|
|
|
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
|
|
|
|
|
|
|
if (segments <= 0) segments = 4; |
|
|
|
} |
|
|
|
|
|
|
|
float stepLength = (float)(endAngle - startAngle)/(float)segments; |
|
|
|
float angle = startAngle; |
|
|
|
|
|
|
|
// Hide the cap lines when the circle is full |
|
|
|
bool showCapLines = true; |
|
|
|
int limit = 2*(segments + 2); |
|
|
|
if((endAngle - startAngle) % 360 == 0) { limit = 2*segments; showCapLines = false; } |
|
|
|
|
|
|
|
if (rlCheckBufferLimit(limit)) rlglDraw(); |
|
|
|
|
|
|
|
rlBegin(RL_LINES); |
|
|
|
if(showCapLines) |
|
|
|
{ |
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
|
|
|
rlVertex2f(center.x, center.y); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
|
|
|
} |
|
|
|
|
|
|
|
for (int i = 0; i < segments; i++) |
|
|
|
{ |
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
|
|
|
|
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
|
|
|
|
|
|
|
angle += stepLength; |
|
|
|
} |
|
|
|
|
|
|
|
if(showCapLines) |
|
|
|
{ |
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
|
|
|
rlVertex2f(center.x, center.y); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
|
|
|
} |
|
|
|
rlEnd(); |
|
|
|
} |
|
|
|
|
|
|
|
// Draw a gradient-filled circle |
|
|
|
// NOTE: Gradient goes from center (color1) to border (color2) |
|
|
|
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) |
|
|
@ -316,6 +382,180 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) |
|
|
|
rlEnd(); |
|
|
|
} |
|
|
|
|
|
|
|
void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) |
|
|
|
{ |
|
|
|
if(startAngle == endAngle) return; |
|
|
|
|
|
|
|
// Function expects (outerRadius > innerRadius) |
|
|
|
if(outerRadius < innerRadius) |
|
|
|
{ |
|
|
|
float tmp = outerRadius; |
|
|
|
outerRadius = innerRadius; |
|
|
|
innerRadius = tmp; |
|
|
|
if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise |
|
|
|
} |
|
|
|
|
|
|
|
// Function expects (endAngle > startAngle) |
|
|
|
if (endAngle < startAngle) |
|
|
|
{ |
|
|
|
// Swap values |
|
|
|
int tmp = startAngle; |
|
|
|
startAngle = endAngle; |
|
|
|
endAngle = tmp; |
|
|
|
} |
|
|
|
|
|
|
|
if (segments < 4) |
|
|
|
{ |
|
|
|
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
|
|
|
#ifndef CIRCLE_ERROR_RATE |
|
|
|
#define CIRCLE_ERROR_RATE 0.5f |
|
|
|
#endif |
|
|
|
// Calculate the maximum angle between segments based on the error rate. |
|
|
|
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
|
|
|
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
|
|
|
|
|
|
|
if (segments <= 0) segments = 4; |
|
|
|
} |
|
|
|
|
|
|
|
// Not a ring |
|
|
|
if(innerRadius == 0) |
|
|
|
{ |
|
|
|
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); |
|
|
|
return; |
|
|
|
} |
|
|
|
|
|
|
|
float stepLength = (float)(endAngle - startAngle)/(float)segments; |
|
|
|
float angle = startAngle; |
|
|
|
|
|
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
|
|
|
if (rlCheckBufferLimit(4*segments)) rlglDraw(); |
|
|
|
|
|
|
|
rlEnableTexture(GetShapesTexture().id); |
|
|
|
|
|
|
|
rlBegin(RL_QUADS); |
|
|
|
for (int i = 0; i < segments; i++) |
|
|
|
{ |
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
|
|
|
|
|
|
|
rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
|
|
|
|
|
|
|
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
|
|
|
|
|
|
|
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
|
|
|
|
|
|
|
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
|
|
|
|
|
|
|
angle += stepLength; |
|
|
|
} |
|
|
|
rlEnd(); |
|
|
|
|
|
|
|
rlDisableTexture(); |
|
|
|
#else |
|
|
|
if (rlCheckBufferLimit(6*segments)) rlglDraw(); |
|
|
|
|
|
|
|
rlBegin(RL_TRIANGLES); |
|
|
|
for (int i = 0; i < segments; i++) |
|
|
|
{ |
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
|
|
|
|
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
|
|
|
|
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
|
|
|
|
|
|
|
angle += stepLength; |
|
|
|
} |
|
|
|
rlEnd(); |
|
|
|
#endif |
|
|
|
} |
|
|
|
|
|
|
|
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) |
|
|
|
{ |
|
|
|
if(startAngle == endAngle) return; |
|
|
|
|
|
|
|
// Function expects (outerRadius > innerRadius) |
|
|
|
if(outerRadius < innerRadius) |
|
|
|
{ |
|
|
|
float tmp = outerRadius; |
|
|
|
outerRadius = innerRadius; |
|
|
|
innerRadius = tmp; |
|
|
|
if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise |
|
|
|
} |
|
|
|
|
|
|
|
// Function expects (endAngle > startAngle) |
|
|
|
if (endAngle < startAngle) |
|
|
|
{ |
|
|
|
// Swap values |
|
|
|
int tmp = startAngle; |
|
|
|
startAngle = endAngle; |
|
|
|
endAngle = tmp; |
|
|
|
} |
|
|
|
|
|
|
|
if (segments < 4) |
|
|
|
{ |
|
|
|
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
|
|
|
#ifndef CIRCLE_ERROR_RATE |
|
|
|
#define CIRCLE_ERROR_RATE 0.5f |
|
|
|
#endif |
|
|
|
// Calculate the maximum angle between segments based on the error rate. |
|
|
|
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
|
|
|
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
|
|
|
|
|
|
|
if (segments <= 0) segments = 4; |
|
|
|
} |
|
|
|
|
|
|
|
if(innerRadius == 0) |
|
|
|
{ |
|
|
|
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); |
|
|
|
return; |
|
|
|
} |
|
|
|
|
|
|
|
float stepLength = (float)(endAngle - startAngle)/(float)segments; |
|
|
|
float angle = startAngle; |
|
|
|
|
|
|
|
bool showCapLines = true; |
|
|
|
int limit = 4*(segments + 1); |
|
|
|
if((endAngle - startAngle) % 360 == 0) { limit = 4*segments; showCapLines = false; } |
|
|
|
|
|
|
|
if (rlCheckBufferLimit(limit)) rlglDraw(); |
|
|
|
|
|
|
|
rlBegin(RL_LINES); |
|
|
|
if(showCapLines) |
|
|
|
{ |
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
|
|
|
} |
|
|
|
|
|
|
|
for (int i = 0; i < segments; i++) |
|
|
|
{ |
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
|
|
|
|
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
|
|
|
|
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
|
|
|
|
|
|
|
angle += stepLength; |
|
|
|
} |
|
|
|
|
|
|
|
if(showCapLines) |
|
|
|
{ |
|
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
|
|
|
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
|
|
|
} |
|
|
|
rlEnd(); |
|
|
|
} |
|
|
|
|
|
|
|
// Draw a color-filled rectangle |
|
|
|
void DrawRectangle(int posX, int posY, int width, int height, Color color) |
|
|
|
{ |
|
|
|