/******************************************************************************************* * * raylib [shapes] example - triangle strip * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev * * Example contributed by Jopestpe (@jopestpe) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2018-2025 Jopestpe (@jopestpe) * ********************************************************************************************/ #include "raylib.h" #include #define RAYGUI_IMPLEMENTATION #include "raygui.h" // Required for GUI controls //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip"); Vector2 points[120] = { 0 }; Vector2 center = { (screenWidth/2.0f) - 125.f, screenHeight/2.0f }; float segments = 6.0f; float insideRadius = 100.0f; float outsideRadius = 150.0f; bool outline = true; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- int pointCount = (int)(segments); float angleStep = (360.0f/pointCount)*DEG2RAD; for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2) { float angle1 = i*angleStep; points[i2] = (Vector2){ center.x + cosf(angle1)*insideRadius, center.y + sinf(angle1)*insideRadius }; float angle2 = angle1 + angleStep/2.0f; points[i2 + 1] = (Vector2){ center.x + cosf(angle2)*outsideRadius, center.y + sinf(angle2)*outsideRadius }; } points[pointCount*2] = points[0]; points[pointCount*2 + 1] = points[1]; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2) { float angle1 = i*angleStep; Color color = ColorFromHSV(angle1*RAD2DEG, 1.0f, 1.0f); DrawTriangle(points[i2 + 2], points[i2 + 1], points[i2], color); if (outline) DrawTriangleLines(points[i2], points[i2 + 1], points[i2 + 2], BLACK); float angle2 = angle1 + angleStep/2.0f; color = ColorFromHSV(angle2*RAD2DEG, 1.0f, 1.0f); DrawTriangle(points[i2 + 3], points[i2 + 1], points[i2 + 2], color); if (outline) DrawTriangleLines(points[i2 + 2], points[i2 + 1], points[i2 + 3], BLACK); } DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 }); DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 }); // Draw GUI controls //------------------------------------------------------------------------------ GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.f); GuiCheckBox((Rectangle){ 640, 70, 20, 20 }, "Outline", &outline); //------------------------------------------------------------------------------ DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }