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