/******************************************************************************************* * * raylib [shapes] example - rlgl triangle * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev * * Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5) * * 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) 2025-2025 Robin (@RobinsAviary) * ********************************************************************************************/ #include "raylib.h" #include "rlgl.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rlgl triangle"); // Starting postions and rendered triangle positions Vector2 startingPositions[3] = {{ 400.0f, 150.0f }, { 300.0f, 300.0f }, { 500.0f, 300.0f }}; Vector2 trianglePositions[3] = { startingPositions[0], startingPositions[1], startingPositions[2] }; // Currently selected vertex, -1 means none int triangleIndex = -1; bool linesMode = false; float handleRadius = 8.0f; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsKeyPressed(KEY_SPACE)) linesMode = !linesMode; // Check selected vertex for (unsigned int i = 0; i < 3; i++) { // If the mouse is within the handle circle if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius) && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) { triangleIndex = i; break; } } // If the user has selected a vertex, offset it by the mouse's delta this frame if (triangleIndex != -1) { Vector2 *position = &trianglePositions[triangleIndex]; Vector2 mouseDelta = GetMouseDelta(); position->x += mouseDelta.x; position->y += mouseDelta.y; } // Reset index on release if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) triangleIndex = -1; // Enable/disable backface culling (2-sided triangles, slower to render) if (IsKeyPressed(KEY_LEFT)) rlEnableBackfaceCulling(); if (IsKeyPressed(KEY_RIGHT)) rlDisableBackfaceCulling(); // Reset triangle vertices to starting positions and reset backface culling if (IsKeyPressed(KEY_R)) { trianglePositions[0] = startingPositions[0]; trianglePositions[1] = startingPositions[1]; trianglePositions[2] = startingPositions[2]; rlEnableBackfaceCulling(); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); if (linesMode) { // Draw triangle with lines rlBegin(RL_LINES); // Three lines, six points // Define color for next vertex rlColor4ub(255, 0, 0, 255); // Define vertex rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); rlColor4ub(0, 255, 0, 255); rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); rlColor4ub(0, 255, 0, 255); rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); rlColor4ub(0, 0, 255, 255); rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); rlColor4ub(0, 0, 255, 255); rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); rlColor4ub(255, 0, 0, 255); rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); rlEnd(); } else { // Draw triangle as a triangle rlBegin(RL_TRIANGLES); // One triangle, three points // Define color for next vertex rlColor4ub(255, 0, 0, 255); // Define vertex rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); rlColor4ub(0, 255, 0, 255); rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); rlColor4ub(0, 0, 255, 255); rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); rlEnd(); } // Render the vertex handles, reacting to mouse movement/input for (unsigned int i = 0; i < 3; i++) { // Draw handle fill focused by mouse if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius)) DrawCircleV(trianglePositions[i], handleRadius, ColorAlpha(DARKGRAY, 0.5f)); // Draw handle fill selected if (i == triangleIndex) DrawCircleV(trianglePositions[i], handleRadius, DARKGRAY); // Draw handle outline DrawCircleLinesV(trianglePositions[i], handleRadius, BLACK); } // Draw controls DrawText("SPACE: Toggle lines mode", 10, 10, 20, DARKGRAY); DrawText("LEFT-RIGHT: Toggle backface culling", 10, 40, 20, DARKGRAY); DrawText("MOUSE: Click and drag vertex points", 10, 70, 20, DARKGRAY); DrawText("R: Reset triangle to start positions", 10, 100, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }