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pull/2126/head
Ray il y a 3 ans
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révision
c82390e3f1
1 fichiers modifiés avec 26 ajouts et 9 suppressions
  1. +26
    -9
      src/rshapes.c

+ 26
- 9
src/rshapes.c Voir le fichier

@ -2,11 +2,24 @@
*
* rshapes - Basic functions to draw 2d shapes and check collisions
*
* NOTES:
* Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS.
* Some functions implement two drawing options: TRIANGLES and QUADS, by default TRIANGLES
* are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define
*
* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a
* user-provided texture with SetShapesTexture(), the pourpouse of this implementation
* is allowing to reduce draw calls when combined with a texture-atlas.
*
* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one
* white character of default font [rtext], this way, raylib text and shapes can be draw with
* a single draw call and it also allows users to configure it the same way with their own fonts.
*
* CONFIGURATION:
*
* #define SUPPORT_QUADS_DRAW_MODE
* Use QUADS instead of TRIANGLES for drawing when possible.
* Some lines-based shapes could still use lines
* Use QUADS instead of TRIANGLES for drawing when possible. Lines-based shapes still use LINES
*
*
* LICENSE: zlib/libpng
*
@ -44,12 +57,15 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Error rate to calculate how many segments we need to draw a smooth circle,
// taken from https://stackoverflow.com/a/2244088
#ifndef SMOOTH_CIRCLE_ERROR_RATE
#define SMOOTH_CIRCLE_ERROR_RATE 0.5f
#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate
#endif
#ifndef BEZIER_LINE_DIVISIONS
#define BEZIER_LINE_DIVISIONS 24 // Bezier line divisions
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -144,10 +160,6 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
// Draw line using cubic-bezier curves in-out
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
#ifndef BEZIER_LINE_DIVISIONS
#define BEZIER_LINE_DIVISIONS 24 // Bezier line divisions
#endif
Vector2 previous = startPos;
Vector2 current = { 0 };
@ -333,6 +345,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
#endif
}
// Draw a piece of a circle outlines
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
@ -468,6 +481,7 @@ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Co
rlEnd();
}
// Draw ring
void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
@ -561,6 +575,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA
#endif
}
// Draw ring outline
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
@ -1313,9 +1328,9 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
// NOTE: Vertex must be provided in counter-clockwise order
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlCheckRenderBatchLimit(4);
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
@ -1336,6 +1351,8 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
rlSetTexture(0);
#else
rlCheckRenderBatchLimit(3);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);

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