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/*******************************************************************************************
*
* 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"
#include "raymath.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[] = {{ 400.0f, 150.0f }, { 300.0f, 300.0f }, { 500.0f, 300.0f }};
Vector2 trianglePositions[] = { startingPositions[0], startingPositions[1], startingPositions[2] };
// Currently selected vertex, -1 means none
int triangleIndex = -1;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Reset index on release
if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT))
{
triangleIndex = -1;
}
// 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;
}
// 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 (IsKeyDown(KEY_SPACE))
{
// 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++)
{
Vector2 position = trianglePositions[i];
float size = 4.0f;
Vector2 mousePosition = GetMousePosition();
// If the cursor is within the handle circle
if (Vector2Distance(mousePosition, position) < size)
{
float fillAlpha = 0.0f;
if (triangleIndex == -1)
{
fillAlpha = 0.5f;
}
// If handle selected/clicked
if (i == triangleIndex)
{
fillAlpha = 1.0f;
}
// If clicked, set selected index to handle index
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
triangleIndex = i;
}
// If visible, draw DARKGRAY circle with varying alpha.
if (fillAlpha > 0.0f)
{
Color fillColor = ColorAlpha(DARKGRAY, fillAlpha);
DrawCircleV(position, size, fillColor);
}
}
// Draw handle outline
DrawCircleLinesV(position, size, BLACK);
}
// Draw controls
DrawText("space for lines\nleft for backface culling\nright for no backface culling\nclick and drag points\nr to reset", 10, 10, 20, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}