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authorThomas <mail.thomasclement@gmail.com>2021-08-15 10:03:09 +0200
committerThomas <mail.thomasclement@gmail.com>2021-08-15 10:03:09 +0200
commit3a1d97f556bc4c5384799ac121640984b590c05c (patch)
tree20aeab4c18d76c344e2ce1f16913b39c447659b1 /libs/raylib/src/shapes.c
parenteebaddf29efad9bc7b82d8745d839931f08ef887 (diff)
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Updated to raylib 3.7
Diffstat (limited to 'libs/raylib/src/shapes.c')
-rw-r--r--libs/raylib/src/shapes.c738
1 files changed, 416 insertions, 322 deletions
diff --git a/libs/raylib/src/shapes.c b/libs/raylib/src/shapes.c
index 02c0eeb..ae26111 100644
--- a/libs/raylib/src/shapes.c
+++ b/libs/raylib/src/shapes.c
@@ -4,17 +4,13 @@
*
* CONFIGURATION:
*
-* #define SUPPORT_FONT_TEXTURE
-* Draw rectangle shapes using font texture white character instead of default white texture
-* Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
-*
* #define SUPPORT_QUADS_DRAW_MODE
* Use QUADS instead of TRIANGLES for drawing when possible.
* Some lines-based shapes could still use lines
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
+* Copyright (c) 2013-2021 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -47,7 +43,12 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-// Nop...
+
+// Error rate to calculate how many segments we need to draw a smooth circle,
+// taken from https://stackoverflow.com/a/2244088
+#ifndef SMOOTH_CIRCLE_ERROR_RATE
+ #define SMOOTH_CIRCLE_ERROR_RATE 0.5f
+#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -57,7 +58,8 @@
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
-// ...
+Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (usually a white pixel)
+Rectangle texShapesRec = { 0, 0, 1, 1 }; // Texture source rectangle used on shapes drawing
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
@@ -68,6 +70,15 @@ static float EaseCubicInOut(float t, float b, float c, float d); // Cubic eas
// Module Functions Definition
//----------------------------------------------------------------------------------
+// Set texture and rectangle to be used on shapes drawing
+// NOTE: It can be useful when using basic shapes and one single font,
+// defining a font char white rectangle would allow drawing everything in a single draw call
+void SetShapesTexture(Texture2D texture, Rectangle source)
+{
+ texShapes = texture;
+ texShapesRec = source;
+}
+
// Draw a pixel
void DrawPixel(int posX, int posY, Color color)
{
@@ -111,61 +122,62 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
// Draw a line defining thickness
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
- if (startPos.x > endPos.x)
- {
- Vector2 tempPos = startPos;
- startPos = endPos;
- endPos = tempPos;
- }
-
- float dx = endPos.x - startPos.x;
- float dy = endPos.y - startPos.y;
-
- float d = sqrtf(dx*dx + dy*dy);
- float angle = asinf(dy/d);
-
- rlEnableTexture(GetShapesTexture().id);
-
- rlPushMatrix();
- rlTranslatef((float)startPos.x, (float)startPos.y, 0.0f);
- rlRotatef(RAD2DEG*angle, 0.0f, 0.0f, 1.0f);
- rlTranslatef(0, (thick > 1.0f)? -thick/2.0f : -1.0f, 0.0f);
+ Vector2 delta = {endPos.x-startPos.x, endPos.y-startPos.y};
+ float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
- rlBegin(RL_QUADS);
- rlColor4ub(color.r, color.g, color.b, color.a);
- rlNormal3f(0.0f, 0.0f, 1.0f);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(0.0f, 0.0f);
-
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(0.0f, thick);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(d, thick);
-
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(d, 0.0f);
- rlEnd();
- rlPopMatrix();
+ if (length > 0 && thick > 0)
+ {
+ float scale = thick/(2*length);
+ Vector2 radius = {-scale*delta.y, scale*delta.x};
+ Vector2 strip[] = {{startPos.x-radius.x, startPos.y-radius.y}, {startPos.x+radius.x, startPos.y+radius.y},
+ {endPos.x-radius.x, endPos.y-radius.y}, {endPos.x+radius.x, endPos.y+radius.y}};
- rlDisableTexture();
+ DrawTriangleStrip(strip, 4, color);
+ }
}
// Draw line using cubic-bezier curves in-out
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
- #define LINE_DIVISIONS 24 // Bezier line divisions
+#ifndef BEZIER_LINE_DIVISIONS
+ #define BEZIER_LINE_DIVISIONS 24 // Bezier line divisions
+#endif
Vector2 previous = startPos;
Vector2 current;
- for (int i = 1; i <= LINE_DIVISIONS; i++)
+ for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
{
// Cubic easing in-out
// NOTE: Easing is calculated only for y position value
- current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)LINE_DIVISIONS);
- current.x = previous.x + (endPos.x - startPos.x)/ (float)LINE_DIVISIONS;
+ current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)BEZIER_LINE_DIVISIONS);
+ current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS;
+
+ DrawLineEx(previous, current, thick, color);
+
+ previous = current;
+ }
+}
+
+// Draw line using quadratic bezier curves with a control point
+void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
+{
+ const float step = 1.0f/BEZIER_LINE_DIVISIONS;
+
+ Vector2 previous = startPos;
+ Vector2 current = { 0 };
+ float t = 0.0f;
+
+ for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
+ {
+ t = step*i;
+ float a = powf(1 - t, 2);
+ float b = 2*(1 - t)*t;
+ float c = powf(t, 2);
+
+ // NOTE: The easing functions aren't suitable here because they don't take a control point
+ current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
+ current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
DrawLineEx(previous, current, thick, color);
@@ -178,7 +190,7 @@ void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 2)
{
- if (rlCheckBufferLimit(pointsCount)) rlglDraw();
+ rlCheckRenderBatchLimit(pointsCount);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -199,7 +211,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
}
// Draw a piece of a circle
-void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
+void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
@@ -207,30 +219,29 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
if (endAngle < startAngle)
{
// Swap values
- int tmp = startAngle;
+ float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
- if (segments < 4)
- {
- // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
- #define CIRCLE_ERROR_RATE 0.5f
+ int minSegments = (int)ceilf((endAngle - startAngle)/90);
- // Calculate the maximum angle between segments based on the error rate.
- float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
- segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+ if (segments < minSegments)
+ {
+ // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+ float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
+ segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
- if (segments <= 0) segments = 4;
+ if (segments <= 0) segments = minSegments;
}
- float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float stepLength = (endAngle - startAngle)/(float)segments;
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
- if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
+ rlCheckRenderBatchLimit(4*segments/2);
- rlEnableTexture(GetShapesTexture().id);
+ rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
// NOTE: Every QUAD actually represents two segments
@@ -238,16 +249,16 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
@@ -258,23 +269,23 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
}
rlEnd();
- rlDisableTexture();
+ rlSetTexture(0);
#else
- if (rlCheckBufferLimit(3*segments)) rlglDraw();
+ rlCheckRenderBatchLimit(3*segments);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < segments; i++)
@@ -291,7 +302,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
#endif
}
-void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
+void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
@@ -299,34 +310,31 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
if (endAngle < startAngle)
{
// Swap values
- int tmp = startAngle;
+ float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
- if (segments < 4)
- {
- // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
- #ifndef CIRCLE_ERROR_RATE
- #define CIRCLE_ERROR_RATE 0.5f
- #endif
+ int minSegments = (int)ceilf((endAngle - startAngle)/90);
- // Calculate the maximum angle between segments based on the error rate.
- float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
- segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+ if (segments < minSegments)
+ {
+ // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+ float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
+ segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
- if (segments <= 0) segments = 4;
+ if (segments <= 0) segments = minSegments;
}
- float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float stepLength = (endAngle - startAngle)/(float)segments;
float angle = startAngle;
// Hide the cap lines when the circle is full
bool showCapLines = true;
int limit = 2*(segments + 2);
- if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
+ if ((int)(endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
- if (rlCheckBufferLimit(limit)) rlglDraw();
+ rlCheckRenderBatchLimit(limit);
rlBegin(RL_LINES);
if (showCapLines)
@@ -359,23 +367,23 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end
// NOTE: Gradient goes from center (color1) to border (color2)
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
{
- if (rlCheckBufferLimit(3*36)) rlglDraw();
+ rlCheckRenderBatchLimit(3*36);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color1.r, color1.g, color1.b, color1.a);
- rlVertex2f(centerX, centerY);
+ rlVertex2f((float)centerX, (float)centerY);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
- rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
+ rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radius, (float)centerY + cosf(DEG2RAD*i)*radius);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
- rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
+ rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radius, (float)centerY + cosf(DEG2RAD*(i + 10))*radius);
}
rlEnd();
}
// Draw a color-filled circle (Vector version)
-// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawCircleV(Vector2 center, float radius, Color color)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
@@ -384,7 +392,7 @@ void DrawCircleV(Vector2 center, float radius, Color color)
// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{
- if (rlCheckBufferLimit(2*36)) rlglDraw();
+ rlCheckRenderBatchLimit(2*36);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -401,15 +409,15 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
// Draw ellipse
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color)
{
- if (rlCheckBufferLimit(3*36)) rlglDraw();
+ rlCheckRenderBatchLimit(3*36);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(centerX, centerY);
- rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV);
- rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV);
+ rlVertex2f((float)centerX, (float)centerY);
+ rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radiusH, (float)centerY + cosf(DEG2RAD*i)*radiusV);
+ rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radiusH, (float)centerY + cosf(DEG2RAD*(i + 10))*radiusV);
}
rlEnd();
}
@@ -417,7 +425,7 @@ void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color c
// Draw ellipse outline
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color)
{
- if (rlCheckBufferLimit(2*36)) rlglDraw();
+ rlCheckRenderBatchLimit(2*36);
rlBegin(RL_LINES);
for (int i = 0; i < 360; i += 10)
@@ -429,7 +437,7 @@ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Co
rlEnd();
}
-void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
+void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
@@ -447,23 +455,20 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
if (endAngle < startAngle)
{
// Swap values
- int tmp = startAngle;
+ float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
- if (segments < 4)
- {
- // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
- #ifndef CIRCLE_ERROR_RATE
- #define CIRCLE_ERROR_RATE 0.5f
- #endif
+ int minSegments = (int)ceilf((endAngle - startAngle)/90);
- // Calculate the maximum angle between segments based on the error rate.
- float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
- segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+ if (segments < minSegments)
+ {
+ // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+ float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
+ segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
- if (segments <= 0) segments = 4;
+ if (segments <= 0) segments = minSegments;
}
// Not a ring
@@ -473,38 +478,38 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
return;
}
- float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float stepLength = (endAngle - startAngle)/(float)segments;
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
- if (rlCheckBufferLimit(4*segments)) rlglDraw();
+ rlCheckRenderBatchLimit(4*segments);
- rlEnableTexture(GetShapesTexture().id);
+ rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
}
rlEnd();
- rlDisableTexture();
+ rlSetTexture(0);
#else
- if (rlCheckBufferLimit(6*segments)) rlglDraw();
+ rlCheckRenderBatchLimit(6*segments);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < segments; i++)
@@ -525,7 +530,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng
#endif
}
-void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
+void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
@@ -543,23 +548,20 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
if (endAngle < startAngle)
{
// Swap values
- int tmp = startAngle;
+ float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
- if (segments < 4)
- {
- // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
- #ifndef CIRCLE_ERROR_RATE
- #define CIRCLE_ERROR_RATE 0.5f
- #endif
+ int minSegments = (int)ceilf((endAngle - startAngle)/90);
- // Calculate the maximum angle between segments based on the error rate.
- float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
- segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+ if (segments < minSegments)
+ {
+ // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+ float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
+ segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
- if (segments <= 0) segments = 4;
+ if (segments <= 0) segments = minSegments;
}
if (innerRadius <= 0.0f)
@@ -568,14 +570,14 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta
return;
}
- float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float stepLength = (endAngle - startAngle)/(float)segments;
float angle = startAngle;
bool showCapLines = true;
int limit = 4*(segments + 1);
- if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
+ if ((int)(endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
- if (rlCheckBufferLimit(limit)) rlglDraw();
+ rlCheckRenderBatchLimit(limit);
rlBegin(RL_LINES);
if (showCapLines)
@@ -614,7 +616,7 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color)
}
// Draw a color-filled rectangle (Vector version)
-// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
@@ -629,32 +631,65 @@ void DrawRectangleRec(Rectangle rec, Color color)
// Draw a color-filled rectangle with pro parameters
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
{
- rlEnableTexture(GetShapesTexture().id);
+ rlCheckRenderBatchLimit(4);
- rlPushMatrix();
- rlTranslatef(rec.x, rec.y, 0.0f);
- rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
- rlTranslatef(-origin.x, -origin.y, 0.0f);
+ Vector2 topLeft = { 0 };
+ Vector2 topRight = { 0 };
+ Vector2 bottomLeft = { 0 };
+ Vector2 bottomRight = { 0 };
- rlBegin(RL_QUADS);
- rlNormal3f(0.0f, 0.0f, 1.0f);
- rlColor4ub(color.r, color.g, color.b, color.a);
+ // Only calculate rotation if needed
+ if (rotation == 0.0f)
+ {
+ float x = rec.x - origin.x;
+ float y = rec.y - origin.y;
+ topLeft = (Vector2){ x, y };
+ topRight = (Vector2){ x + rec.width, y };
+ bottomLeft = (Vector2){ x, y + rec.height };
+ bottomRight = (Vector2){ x + rec.width, y + rec.height };
+ }
+ else
+ {
+ float sinRotation = sinf(rotation*DEG2RAD);
+ float cosRotation = cosf(rotation*DEG2RAD);
+ float x = rec.x;
+ float y = rec.y;
+ float dx = -origin.x;
+ float dy = -origin.y;
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(0.0f, 0.0f);
+ topLeft.x = x + dx*cosRotation - dy*sinRotation;
+ topLeft.y = y + dx*sinRotation + dy*cosRotation;
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(0.0f, rec.height);
+ topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation;
+ topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation;
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
- rlVertex2f(rec.width, rec.height);
+ bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation;
+ bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation;
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
- rlVertex2f(rec.width, 0.0f);
- rlEnd();
- rlPopMatrix();
+ bottomRight.x = x + (dx + rec.width)*cosRotation - (dy + rec.height)*sinRotation;
+ bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation;
+ }
+
+ rlSetTexture(texShapes.id);
+ rlBegin(RL_QUADS);
+
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+ rlVertex2f(topLeft.x, topLeft.y);
+
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(bottomLeft.x, bottomLeft.y);
+
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(bottomRight.x, bottomRight.y);
+
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+ rlVertex2f(topRight.x, topRight.y);
- rlDisableTexture();
+ rlEnd();
+ rlSetTexture(0);
}
// Draw a vertical-gradient-filled rectangle
@@ -675,7 +710,7 @@ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color col
// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
{
- rlEnableTexture(GetShapesTexture().id);
+ rlSetTexture(texShapes.id);
rlPushMatrix();
rlBegin(RL_QUADS);
@@ -683,28 +718,28 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
// NOTE: Default raylib font character 95 is a white square
rlColor4ub(col1.r, col1.g, col1.b, col1.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(rec.x, rec.y);
rlColor4ub(col2.r, col2.g, col2.b, col2.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(rec.x, rec.y + rec.height);
rlColor4ub(col3.r, col3.g, col3.b, col3.a);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(rec.x + rec.width, rec.y + rec.height);
rlColor4ub(col4.r, col4.g, col4.b, col4.a);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(rec.x + rec.width, rec.y);
rlEnd();
rlPopMatrix();
- rlDisableTexture();
+ rlSetTexture(0);
}
// Draw rectangle outline
-// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
@@ -733,16 +768,32 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
// Draw rectangle outline with extended parameters
void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
{
- if (lineThick > rec.width || lineThick > rec.height)
+ if ((lineThick > rec.width) || (lineThick > rec.height))
{
if (rec.width > rec.height) lineThick = (int)rec.height/2;
else if (rec.width < rec.height) lineThick = (int)rec.width/2;
}
- DrawRectangle( (int)rec.x, (int)rec.y, (int)rec.width, lineThick, color);
- DrawRectangle( (int)(rec.x - lineThick + rec.width), (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2.0f), color);
- DrawRectangle( (int)rec.x, (int)(rec.y + rec.height - lineThick), (int)rec.width, lineThick, color);
- DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
+ // When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following
+ // four rectangles are drawn ([T]op, [B]ottom, [L]eft, [R]ight):
+ //
+ // TTTTTTTT
+ // TTTTTTTT
+ // LL RR
+ // LL RR
+ // BBBBBBBB
+ // BBBBBBBB
+ //
+ float thick = (float)lineThick;
+ Rectangle top = { rec.x, rec.y, rec.width, thick };
+ Rectangle bottom = { rec.x, rec.y - thick + rec.height, rec.width, thick };
+ Rectangle left = { rec.x, rec.y + thick, thick, rec.height - thick*2.0f };
+ Rectangle right = { rec.x - thick + rec.width, rec.y + thick, thick, rec.height - thick*2.0f };
+
+ DrawRectangleRec(top, color);
+ DrawRectangleRec(bottom, color);
+ DrawRectangleRec(left, color);
+ DrawRectangleRec(right, color);
}
// Draw rectangle with rounded edges
@@ -764,39 +815,36 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
// Calculate number of segments to use for the corners
if (segments < 4)
{
- // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
- #ifndef CIRCLE_ERROR_RATE
- #define CIRCLE_ERROR_RATE 0.5f
- #endif
- // Calculate the maximum angle between segments based on the error rate.
- float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
- segments = ceilf(2*PI/th)/4;
+ // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+ float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
+ segments = (int)(ceilf(2*PI/th)/4.0f);
if (segments <= 0) segments = 4;
}
float stepLength = 90.0f/(float)segments;
- /* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below)
- * Not my best attempt at ASCII art, just preted it's rounded rectangle :)
- * P0 P1
- * ____________________
- * /| |\
- * /1| 2 |3\
- *P7 /__|____________________|__\ P2
- * | |P8 P9| |
- * | 8 | 9 | 4 |
- * | __|____________________|__ |
- *P6 \ |P11 P10| / P3
- * \7| 6 |5/
- * \|____________________|/
- * P5 P4
- */
-
- const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
- {(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2
- {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
- {(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7
- {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
+ /*
+ Quick sketch to make sense of all of this,
+ there are 9 parts to draw, also mark the 12 points we'll use
+
+ P0____________________P1
+ /| |\
+ /1| 2 |3\
+ P7 /__|____________________|__\ P2
+ | |P8 P9| |
+ | 8 | 9 | 4 |
+ | __|____________________|__ |
+ P6 \ |P11 P10| / P3
+ \7| 6 |5/
+ \|____________________|/
+ P5 P4
+ */
+ // Coordinates of the 12 points that define the rounded rect
+ const Vector2 point[12] = {
+ {(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2
+ {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
+ {(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7
+ {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11
};
@@ -804,9 +852,9 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
#if defined(SUPPORT_QUADS_DRAW_MODE)
- if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
+ rlCheckRenderBatchLimit(16*segments/2 + 5*4);
- rlEnableTexture(GetShapesTexture().id);
+ rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
@@ -814,96 +862,99 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
{
float angle = angles[k];
const Vector2 center = centers[k];
+
// NOTE: Every QUAD actually represents two segments
for (int i = 0; i < segments/2; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
}
+
// NOTE: In case number of segments is odd, we add one last piece to the cake
if (segments%2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
}
}
// [2] Upper Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[0].x, point[0].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[8].x, point[8].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[9].x, point[9].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[1].x, point[1].y);
// [4] Right Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[2].x, point[2].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[9].x, point[9].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[10].x, point[10].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[11].x, point[11].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[5].x, point[5].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[4].x, point[4].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[10].x, point[10].y);
// [8] Left Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[7].x, point[7].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[6].x, point[6].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[11].x, point[11].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[8].x, point[8].y);
// [9] Middle Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[8].x, point[8].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[11].x, point[11].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[10].x, point[10].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[9].x, point[9].y);
rlEnd();
- rlDisableTexture();
+ rlSetTexture(0);
#else
- if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
+ rlCheckRenderBatchLimit(12*segments + 5*6); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
rlBegin(RL_TRIANGLES);
+
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
@@ -988,35 +1039,31 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
// Calculate number of segments to use for the corners
if (segments < 4)
{
- // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
- #ifndef CIRCLE_ERROR_RATE
- #define CIRCLE_ERROR_RATE 0.5f
- #endif
- // Calculate the maximum angle between segments based on the error rate.
- float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
- segments = ceilf(2*PI/th)/2;
+ // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
+ float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
+ segments = (int)(ceilf(2*PI/th)/2.0f);
if (segments <= 0) segments = 4;
}
float stepLength = 90.0f/(float)segments;
const float outerRadius = radius + (float)lineThick, innerRadius = radius;
- /* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
- * Not my best attempt at ASCII art, just preted it's rounded rectangle :)
- * P0 P1
- * ====================
- * // P8 P9 \\
- * // \\
- *P7 // P15 P10 \\ P2
- * || *P16 P17* ||
- * || ||
- * || P14 P11 ||
- *P6 \\ *P19 P18* // P3
- * \\ //
- * \\ P13 P12 //
- * ====================
- * P5 P4
- */
+ /*
+ Quick sketch to make sense of all of this,
+ marks the 16 + 4(corner centers P16-19) points we'll use
+
+ P0 ================== P1
+ // P8 P9 \\
+ // \\
+ P7 // P15 P10 \\ P2
+ || *P16 P17* ||
+ || ||
+ || P14 P11 ||
+ P6 \\ *P19 P18* // P3
+ \\ //
+ \\ P13 P12 //
+ P5 ================== P4
+ */
const Vector2 point[16] = {
{(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2
{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
@@ -1037,11 +1084,12 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
if (lineThick > 1)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
- if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
+ rlCheckRenderBatchLimit(4*4*segments + 4*4); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
- rlEnableTexture(GetShapesTexture().id);
+ rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
+
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
@@ -1050,13 +1098,13 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
@@ -1065,52 +1113,52 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
// Upper rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[0].x, point[0].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[8].x, point[8].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[9].x, point[9].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[1].x, point[1].y);
// Right rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[2].x, point[2].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[10].x, point[10].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[11].x, point[11].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[3].x, point[3].y);
// Lower rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[13].x, point[13].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[5].x, point[5].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[4].x, point[4].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[12].x, point[12].y);
// Left rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[15].x, point[15].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[7].x, point[7].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(point[6].x, point[6].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(point[14].x, point[14].y);
rlEnd();
- rlDisableTexture();
+ rlSetTexture(0);
#else
- if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
+ rlCheckRenderBatchLimit(4*6*segments + 4*6); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
rlBegin(RL_TRIANGLES);
@@ -1177,7 +1225,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
else
{
// Use LINES to draw the outline
- if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
+ rlCheckRenderBatchLimit(8*segments + 4*2); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
rlBegin(RL_LINES);
@@ -1195,13 +1243,15 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
angle += stepLength;
}
}
+
// And now the remaining 4 lines
- for(int i = 0; i < 8; i += 2)
+ for (int i = 0; i < 8; i += 2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[i].x, point[i].y);
rlVertex2f(point[i + 1].x, point[i + 1].y);
}
+
rlEnd();
}
}
@@ -1210,28 +1260,28 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
// NOTE: Vertex must be provided in counter-clockwise order
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
- if (rlCheckBufferLimit(4)) rlglDraw();
+ rlCheckRenderBatchLimit(4);
#if defined(SUPPORT_QUADS_DRAW_MODE)
- rlEnableTexture(GetShapesTexture().id);
+ rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(v1.x, v1.y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(v2.x, v2.y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(v2.x, v2.y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(v3.x, v3.y);
rlEnd();
- rlDisableTexture();
+ rlSetTexture(0);
#else
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -1246,7 +1296,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
// NOTE: Vertex must be provided in counter-clockwise order
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
- if (rlCheckBufferLimit(6)) rlglDraw();
+ rlCheckRenderBatchLimit(6);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -1263,32 +1313,33 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
// Draw a triangle fan defined by points
// NOTE: First vertex provided is the center, shared by all triangles
+// By default, following vertex should be provided in counter-clockwise order
void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 3)
{
- if (rlCheckBufferLimit((pointsCount - 2)*4)) rlglDraw();
+ rlCheckRenderBatchLimit((pointsCount - 2)*4);
- rlEnableTexture(GetShapesTexture().id);
+ rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 1; i < pointsCount - 1; i++)
{
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(points[0].x, points[0].y);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(points[i].x, points[i].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(points[i + 1].x, points[i + 1].y);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
- rlDisableTexture();
+ rlSetTexture(0);
}
}
@@ -1298,7 +1349,7 @@ void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 3)
{
- if (rlCheckBufferLimit(pointsCount)) rlglDraw();
+ rlCheckRenderBatchLimit(3*(pointsCount - 2));
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -1328,35 +1379,35 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
if (sides < 3) sides = 3;
float centralAngle = 0.0f;
- if (rlCheckBufferLimit(4*(360/sides))) rlglDraw();
+ rlCheckRenderBatchLimit(4*(360/sides));
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
#if defined(SUPPORT_QUADS_DRAW_MODE)
- rlEnableTexture(GetShapesTexture().id);
+ rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(0, 0);
- rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
- rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
- rlDisableTexture();
+ rlSetTexture(0);
#else
rlBegin(RL_TRIANGLES);
for (int i = 0; i < sides; i++)
@@ -1380,7 +1431,7 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo
if (sides < 3) sides = 3;
float centralAngle = 0.0f;
- if (rlCheckBufferLimit(3*(360/sides))) rlglDraw();
+ rlCheckRenderBatchLimit(3*(360/sides));
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
@@ -1432,7 +1483,7 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2
float gamma = 1.0f - alpha - beta;
- if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true;
+ if ((alpha > 0) && (beta > 0) && (gamma > 0)) collision = true;
return collision;
}
@@ -1485,10 +1536,53 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
return (cornerDistanceSq <= (radius*radius));
}
+// Check the collision between two lines defined by two points each, returns collision point by reference
+bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint)
+{
+ const float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y);
+
+ if (div == 0.0f) return false; // WARNING: This check could not work due to float precision rounding issues...
+
+ const float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
+ const float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div;
+
+ if (xi < fminf(startPos1.x, endPos1.x) || xi > fmaxf(startPos1.x, endPos1.x)) return false;
+ if (xi < fminf(startPos2.x, endPos2.x) || xi > fmaxf(startPos2.x, endPos2.x)) return false;
+ if (yi < fminf(startPos1.y, endPos1.y) || yi > fmaxf(startPos1.y, endPos1.y)) return false;
+ if (yi < fminf(startPos2.y, endPos2.y) || yi > fmaxf(startPos2.y, endPos2.y)) return false;
+
+ if (collisionPoint != 0)
+ {
+ collisionPoint->x = xi;
+ collisionPoint->y = yi;
+ }
+
+ return true;
+}
+
+// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
+bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold)
+{
+ bool collision = false;
+ float dxc = point.x - p1.x;
+ float dyc = point.y - p1.y;
+ float dxl = p2.x - p1.x;
+ float dyl = p2.y - p1.y;
+ float cross = dxc*dyl - dyc*dxl;
+
+ if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl))))
+ {
+ if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x));
+ else collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y));
+ }
+
+ return collision;
+}
+
// Get collision rectangle for two rectangles collision
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{
- Rectangle retRec = { 0, 0, 0, 0 };
+ Rectangle rec = { 0, 0, 0, 0 };
if (CheckCollisionRecs(rec1, rec2))
{
@@ -1499,57 +1593,57 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{
if (rec1.y <= rec2.y)
{
- retRec.x = rec2.x;
- retRec.y = rec2.y;
- retRec.width = rec1.width - dxx;
- retRec.height = rec1.height - dyy;
+ rec.x = rec2.x;
+ rec.y = rec2.y;
+ rec.width = rec1.width - dxx;
+ rec.height = rec1.height - dyy;
}
else
{
- retRec.x = rec2.x;
- retRec.y = rec1.y;
- retRec.width = rec1.width - dxx;
- retRec.height = rec2.height - dyy;
+ rec.x = rec2.x;
+ rec.y = rec1.y;
+ rec.width = rec1.width - dxx;
+ rec.height = rec2.height - dyy;
}
}
else
{
if (rec1.y <= rec2.y)
{
- retRec.x = rec1.x;
- retRec.y = rec2.y;
- retRec.width = rec2.width - dxx;
- retRec.height = rec1.height - dyy;
+ rec.x = rec1.x;
+ rec.y = rec2.y;
+ rec.width = rec2.width - dxx;
+ rec.height = rec1.height - dyy;
}
else
{
- retRec.x = rec1.x;
- retRec.y = rec1.y;
- retRec.width = rec2.width - dxx;
- retRec.height = rec2.height - dyy;
+ rec.x = rec1.x;
+ rec.y = rec1.y;
+ rec.width = rec2.width - dxx;
+ rec.height = rec2.height - dyy;
}
}
if (rec1.width > rec2.width)
{
- if (retRec.width >= rec2.width) retRec.width = rec2.width;
+ if (rec.width >= rec2.width) rec.width = rec2.width;
}
else
{
- if (retRec.width >= rec1.width) retRec.width = rec1.width;
+ if (rec.width >= rec1.width) rec.width = rec1.width;
}
if (rec1.height > rec2.height)
{
- if (retRec.height >= rec2.height) retRec.height = rec2.height;
+ if (rec.height >= rec2.height) rec.height = rec2.height;
}
else
{
- if (retRec.height >= rec1.height) retRec.height = rec1.height;
+ if (rec.height >= rec1.height) rec.height = rec1.height;
}
}
- return retRec;
+ return rec;
}
//----------------------------------------------------------------------------------