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reduce redundancy

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RobinsAviary hace 1 mes
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Se han modificado 1 ficheros con 59 adiciones y 69 borrados
  1. +59
    -69
      examples/shapes/shapes_rlgl_color_wheel.c

+ 59
- 69
examples/shapes/shapes_rlgl_color_wheel.c Ver fichero

@ -37,7 +37,7 @@ int main(void)
// The minimum/maximum points the circle can have
const unsigned int pointsMin = 3;
const unsigned int pointsMax = 256;
// The current number of points and the radius of the circle
unsigned int triangleCount = 64;
float pointScale = 150.0f;
@ -144,25 +144,6 @@ int main(void)
if (sliderClicked && IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) sliderClicked = false;
// Update the current color based on the handle position
if (IsMouseButtonDown(MOUSE_BUTTON_LEFT) && settingColor)
{
circlePosition = GetMousePosition();
float distance = Vector2Distance(center, circlePosition) / pointScale;
float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
float angle360 = angle*360.0f;
if (distance > 1.0f)
{
circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center);
}
float valueActual = Clamp(distance, 0.0f, 1.0f);
color = ColorLerp((Color){ (int)(value*255.0f), (int)(value*255.0f), (int)(value*255.0f), 255 }, ColorFromHSV(angle360, Clamp(distance, 0.0f, 1.0f), 1.0f), valueActual);
}
// Update render mode accordingly
if (IsKeyPressed(KEY_SPACE)) renderType = RL_LINES;
@ -177,55 +158,55 @@ int main(void)
// Begin rendering color wheel
rlBegin(renderType);
for (unsigned int i = 0; i < triangleCount; i++)
for (unsigned int i = 0; i < triangleCount; i++)
{
float angleOffset = ((PI*2.0f)/(float)triangleCount);
float angle = angleOffset*(float)i;
float angleOffsetCalculated = ((float)i + 1)*angleOffset;
Vector2 scale = (Vector2){ pointScale, pointScale };
Vector2 offset = Vector2Multiply((Vector2){ sinf(angle), -cosf(angle) }, scale);
Vector2 offset2 = Vector2Multiply((Vector2){ sinf(angleOffsetCalculated), -cosf(angleOffsetCalculated) }, scale);
Vector2 position = Vector2Add(center, offset);
Vector2 position2 = Vector2Add(center, offset2);
float angleNonRadian = (angle/(2.0f*PI))*360.0f;
float angleNonRadianOffset = (angleOffset/(2.0f*PI))*360.0f;
Color currentColor = ColorFromHSV(angleNonRadian, 1.0f, 1.0f);
Color offsetColor = ColorFromHSV(angleNonRadian + angleNonRadianOffset, 1.0f, 1.0f);
// Input vertices differently depending on mode
if (renderType == RL_TRIANGLES)
{
// RL_TRIANGLES expects three vertices per triangle
rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
rlVertex2f(position.x, position.y);
rlColor4f(value, value, value, 1.0f);
rlVertex2f(center.x, center.y);
rlColor4ub(offsetColor.r, offsetColor.g, offsetColor.b, offsetColor.a);
rlVertex2f(position2.x, position2.y);
}
else if (renderType == RL_LINES)
{
float angleOffset = ((PI*2.0f)/(float)triangleCount);
float angle = angleOffset*(float)i;
float angleOffsetCalculated = ((float)i + 1)*angleOffset;
Vector2 scale = (Vector2){ pointScale, pointScale };
Vector2 offset = Vector2Multiply((Vector2){ sinf(angle), -cosf(angle) }, scale);
Vector2 offset2 = Vector2Multiply((Vector2){ sinf(angleOffsetCalculated), -cosf(angleOffsetCalculated) }, scale);
Vector2 position = Vector2Add(center, offset);
Vector2 position2 = Vector2Add(center, offset2);
float angleNonRadian = (angle/(2.0f*PI))*360.0f;
float angleNonRadianOffset = (angleOffset/(2.0f*PI))*360.0f;
Color currentColor = ColorFromHSV(angleNonRadian, 1.0f, 1.0f);
Color offsetColor = ColorFromHSV(angleNonRadian + angleNonRadianOffset, 1.0f, 1.0f);
// Input vertices differently depending on mode
if (renderType == RL_TRIANGLES)
{
// RL_TRIANGLES expects three vertices per triangle
rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
rlVertex2f(position.x, position.y);
rlColor4f(value, value, value, 1.0f);
rlVertex2f(center.x, center.y);
rlColor4ub(offsetColor.r, offsetColor.g, offsetColor.b, offsetColor.a);
rlVertex2f(position2.x, position2.y);
}
else if (renderType == RL_LINES)
{
// RL_LINES expects two vertices per line
rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
rlVertex2f(position.x, position.y);
rlColor4ub(WHITE.r, WHITE.g, WHITE.b, WHITE.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x, center.y);
rlColor4ub(offsetColor.r, offsetColor.g, offsetColor.b, offsetColor.a);
rlVertex2f(position2.x, position2.y);
rlVertex2f(position2.x, position2.y);
rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
rlVertex2f(position.x, position.y);
}
// RL_LINES expects two vertices per line
rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
rlVertex2f(position.x, position.y);
rlColor4ub(WHITE.r, WHITE.g, WHITE.b, WHITE.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x, center.y);
rlColor4ub(offsetColor.r, offsetColor.g, offsetColor.b, offsetColor.a);
rlVertex2f(position2.x, position2.y);
rlVertex2f(position2.x, position2.y);
rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
rlVertex2f(position.x, position.y);
}
}
rlEnd();
// Make the handle slightly more visible overtop darker colors
Color handleColor = BLACK;
@ -262,11 +243,20 @@ int main(void)
// Slider to change color's value
GuiSliderBar(sliderRectangle, "value: ", "", &value, 0.0f, 1.0f);
// If the slider was clicked, update the current color
if (sliderClicked)
// If the slider or the wheel was clicked, update the current color
if (settingColor || sliderClicked)
{
float distance = Vector2Distance(center, circlePosition)/pointScale;
if (settingColor) {
circlePosition = GetMousePosition();
}
float distance = Vector2Distance(center, circlePosition) / pointScale;
float angle = ((Vector2Angle((Vector2){ 0.0f, -pointScale }, Vector2Subtract(center, circlePosition))/PI + 1.0f)/2.0f);
if (settingColor && distance > 1.0f) {
circlePosition = Vector2Add((Vector2){ sinf(angle*(PI*2.0f))*pointScale, -cosf(angle*(PI* 2.0f))*pointScale }, center);
}
float angle360 = angle*360.0f;
float valueActual = Clamp(distance, 0.0f, 1.0f);

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