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Diffstat (limited to 'libs/raylib/src/shapes.c')
-rw-r--r-- | libs/raylib/src/shapes.c | 1568 |
1 files changed, 0 insertions, 1568 deletions
diff --git a/libs/raylib/src/shapes.c b/libs/raylib/src/shapes.c deleted file mode 100644 index 02c0eeb..0000000 --- a/libs/raylib/src/shapes.c +++ /dev/null @@ -1,1568 +0,0 @@ -/********************************************************************************************** -* -* raylib.shapes - Basic functions to draw 2d Shapes and check collisions -* -* 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) -* -* 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. -* -* Permission is granted to anyone to use this software for any purpose, including commercial -* applications, and to alter it and redistribute it freely, subject to the following restrictions: -* -* 1. The origin of this software must not be misrepresented; you must not claim that you -* wrote the original software. If you use this software in a product, an acknowledgment -* in the product documentation would be appreciated but is not required. -* -* 2. Altered source versions must be plainly marked as such, and must not be misrepresented -* as being the original software. -* -* 3. This notice may not be removed or altered from any source distribution. -* -**********************************************************************************************/ - -#include "raylib.h" // Declares module functions - -// Check if config flags have been externally provided on compilation line -#if !defined(EXTERNAL_CONFIG_FLAGS) - #include "config.h" // Defines module configuration flags -#endif - -#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 - -#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf() - -//---------------------------------------------------------------------------------- -// Defines and Macros -//---------------------------------------------------------------------------------- -// Nop... - -//---------------------------------------------------------------------------------- -// Types and Structures Definition -//---------------------------------------------------------------------------------- -// Not here... - -//---------------------------------------------------------------------------------- -// Global Variables Definition -//---------------------------------------------------------------------------------- -// ... - -//---------------------------------------------------------------------------------- -// Module specific Functions Declaration -//---------------------------------------------------------------------------------- -static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing - -//---------------------------------------------------------------------------------- -// Module Functions Definition -//---------------------------------------------------------------------------------- - -// Draw a pixel -void DrawPixel(int posX, int posY, Color color) -{ - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2i(posX, posY); - rlVertex2i(posX + 1, posY + 1); - rlEnd(); -} - -// Draw a pixel (Vector version) -void DrawPixelV(Vector2 position, Color color) -{ - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(position.x, position.y); - rlVertex2f(position.x + 1.0f, position.y + 1.0f); - rlEnd(); -} - -// Draw a line -void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) -{ - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2i(startPosX, startPosY); - rlVertex2i(endPosX, endPosY); - rlEnd(); -} - -// Draw a line (Vector version) -void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) -{ - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(startPos.x, startPos.y); - rlVertex2f(endPos.x, endPos.y); - rlEnd(); -} - -// 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); - - 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(); - - rlDisableTexture(); -} - -// 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 - - Vector2 previous = startPos; - Vector2 current; - - for (int i = 1; i <= 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; - - DrawLineEx(previous, current, thick, color); - - previous = current; - } -} - -// Draw lines sequence -void DrawLineStrip(Vector2 *points, int pointsCount, Color color) -{ - if (pointsCount >= 2) - { - if (rlCheckBufferLimit(pointsCount)) rlglDraw(); - - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - - for (int i = 0; i < pointsCount - 1; i++) - { - rlVertex2f(points[i].x, points[i].y); - rlVertex2f(points[i + 1].x, points[i + 1].y); - } - rlEnd(); - } -} - -// Draw a color-filled circle -void DrawCircle(int centerX, int centerY, float radius, Color color) -{ - DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); -} - -// Draw a piece of a circle -void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) -{ - if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero - - // Function expects (endAngle > startAngle) - if (endAngle < startAngle) - { - // Swap values - int 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 - - // 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 <= 0) segments = 4; - } - - float stepLength = (float)(endAngle - startAngle)/(float)segments; - float angle = startAngle; - -#if defined(SUPPORT_QUADS_DRAW_MODE) - if (rlCheckBufferLimit(4*segments/2)) rlglDraw(); - - rlEnableTexture(GetShapesTexture().id); - - rlBegin(RL_QUADS); - // 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); - rlVertex2f(center.x, center.y); - - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().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); - 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); - 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); - rlVertex2f(center.x, center.y); - - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().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); - 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); - rlVertex2f(center.x, center.y); - } - rlEnd(); - - rlDisableTexture(); -#else - if (rlCheckBufferLimit(3*segments)) rlglDraw(); - - rlBegin(RL_TRIANGLES); - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex2f(center.x, center.y); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); - - angle += stepLength; - } - rlEnd(); -#endif -} - -void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) -{ - if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue - - // Function expects (endAngle > startAngle) - if (endAngle < startAngle) - { - // Swap values - int 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 - - // 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 <= 0) segments = 4; - } - - float stepLength = (float)(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 (rlCheckBufferLimit(limit)) rlglDraw(); - - rlBegin(RL_LINES); - if (showCapLines) - { - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x, center.y); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - } - - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); - - angle += stepLength; - } - - if (showCapLines) - { - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x, center.y); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - } - rlEnd(); -} - -// Draw a gradient-filled circle -// 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(); - - rlBegin(RL_TRIANGLES); - for (int i = 0; i < 360; i += 10) - { - rlColor4ub(color1.r, color1.g, color1.b, color1.a); - rlVertex2f(centerX, centerY); - rlColor4ub(color2.r, color2.g, color2.b, color2.a); - rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, 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); - } - 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) -void DrawCircleV(Vector2 center, float radius, Color color) -{ - DrawCircleSector(center, radius, 0, 360, 36, color); -} - -// Draw circle outline -void DrawCircleLines(int centerX, int centerY, float radius, Color color) -{ - if (rlCheckBufferLimit(2*36)) rlglDraw(); - - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - - // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) - for (int i = 0; i < 360; i += 10) - { - rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius); - rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius); - } - rlEnd(); -} - -// Draw ellipse -void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color) -{ - if (rlCheckBufferLimit(3*36)) rlglDraw(); - - 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); - } - rlEnd(); -} - -// Draw ellipse outline -void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color) -{ - if (rlCheckBufferLimit(2*36)) rlglDraw(); - - rlBegin(RL_LINES); - for (int i = 0; i < 360; i += 10) - { - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV); - rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV); - } - rlEnd(); -} - -void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) -{ - if (startAngle == endAngle) return; - - // Function expects (outerRadius > innerRadius) - if (outerRadius < innerRadius) - { - float tmp = outerRadius; - outerRadius = innerRadius; - innerRadius = tmp; - - if (outerRadius <= 0.0f) outerRadius = 0.1f; - } - - // Function expects (endAngle > startAngle) - if (endAngle < startAngle) - { - // Swap values - int 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 - - // 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 <= 0) segments = 4; - } - - // Not a ring - if (innerRadius <= 0.0f) - { - DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); - return; - } - - float stepLength = (float)(endAngle - startAngle)/(float)segments; - float angle = startAngle; - -#if defined(SUPPORT_QUADS_DRAW_MODE) - if (rlCheckBufferLimit(4*segments)) rlglDraw(); - - rlEnableTexture(GetShapesTexture().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); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().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); - 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); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - - angle += stepLength; - } - rlEnd(); - - rlDisableTexture(); -#else - if (rlCheckBufferLimit(6*segments)) rlglDraw(); - - rlBegin(RL_TRIANGLES); - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); - - angle += stepLength; - } - rlEnd(); -#endif -} - -void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) -{ - if (startAngle == endAngle) return; - - // Function expects (outerRadius > innerRadius) - if (outerRadius < innerRadius) - { - float tmp = outerRadius; - outerRadius = innerRadius; - innerRadius = tmp; - - if (outerRadius <= 0.0f) outerRadius = 0.1f; - } - - // Function expects (endAngle > startAngle) - if (endAngle < startAngle) - { - // Swap values - int 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 - - // 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 <= 0) segments = 4; - } - - if (innerRadius <= 0.0f) - { - DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); - return; - } - - float stepLength = (float)(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 (rlCheckBufferLimit(limit)) rlglDraw(); - - rlBegin(RL_LINES); - if (showCapLines) - { - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - } - - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); - - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - - angle += stepLength; - } - - if (showCapLines) - { - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - } - rlEnd(); -} - -// Draw a color-filled rectangle -void DrawRectangle(int posX, int posY, int width, int height, Color color) -{ - DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, 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) -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); -} - -// Draw a color-filled rectangle -void DrawRectangleRec(Rectangle rec, Color color) -{ - DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color); -} - -// Draw a color-filled rectangle with pro parameters -void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) -{ - rlEnableTexture(GetShapesTexture().id); - - rlPushMatrix(); - rlTranslatef(rec.x, rec.y, 0.0f); - rlRotatef(rotation, 0.0f, 0.0f, 1.0f); - rlTranslatef(-origin.x, -origin.y, 0.0f); - - rlBegin(RL_QUADS); - rlNormal3f(0.0f, 0.0f, 1.0f); - rlColor4ub(color.r, color.g, color.b, color.a); - - 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, rec.height); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(rec.width, rec.height); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(rec.width, 0.0f); - rlEnd(); - rlPopMatrix(); - - rlDisableTexture(); -} - -// Draw a vertical-gradient-filled rectangle -// NOTE: Gradient goes from bottom (color1) to top (color2) -void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2) -{ - DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1); -} - -// Draw a horizontal-gradient-filled rectangle -// NOTE: Gradient goes from bottom (color1) to top (color2) -void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2) -{ - DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2); -} - -// Draw a gradient-filled rectangle -// 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); - - rlPushMatrix(); - rlBegin(RL_QUADS); - rlNormal3f(0.0f, 0.0f, 1.0f); - - // 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); - 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); - 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); - 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); - rlVertex2f(rec.x + rec.width, rec.y); - rlEnd(); - rlPopMatrix(); - - rlDisableTexture(); -} - -// Draw rectangle outline -// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw) -void DrawRectangleLines(int posX, int posY, int width, int height, Color color) -{ -#if defined(SUPPORT_QUADS_DRAW_MODE) - DrawRectangle(posX, posY, width, 1, color); - DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color); - DrawRectangle(posX, posY + height - 1, width, 1, color); - DrawRectangle(posX, posY + 1, 1, height - 2, color); -#else - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2i(posX + 1, posY + 1); - rlVertex2i(posX + width, posY + 1); - - rlVertex2i(posX + width, posY + 1); - rlVertex2i(posX + width, posY + height); - - rlVertex2i(posX + width, posY + height); - rlVertex2i(posX + 1, posY + height); - - rlVertex2i(posX + 1, posY + height); - rlVertex2i(posX + 1, posY + 1); - rlEnd(); -#endif -} - -// Draw rectangle outline with extended parameters -void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) -{ - 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); -} - -// Draw rectangle with rounded edges -void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) -{ - // Not a rounded rectangle - if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) - { - DrawRectangleRec(rec, color); - return; - } - - if (roundness >= 1.0f) roundness = 1.0f; - - // Calculate corner radius - float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; - if (radius <= 0.0f) return; - - // 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; - 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 - {(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 - }; - - const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; - 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(); - - rlEnableTexture(GetShapesTexture().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 - for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop - { - 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); - rlVertex2f(center.x, center.y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().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); - 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); - 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); - rlVertex2f(center.x, center.y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().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); - 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); - 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); - rlVertex2f(point[0].x, point[0].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[8].x, point[8].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[9].x, point[9].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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); - rlVertex2f(point[2].x, point[2].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[9].x, point[9].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[10].x, point[10].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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); - rlVertex2f(point[11].x, point[11].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[5].x, point[5].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[4].x, point[4].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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); - rlVertex2f(point[7].x, point[7].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[6].x, point[6].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[11].x, point[11].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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); - rlVertex2f(point[8].x, point[8].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[11].x, point[11].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[10].x, point[10].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(point[9].x, point[9].y); - - rlEnd(); - rlDisableTexture(); -#else - if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 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 - { - float angle = angles[k]; - const Vector2 center = centers[k]; - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x, center.y); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); - angle += stepLength; - } - } - - // [2] Upper Rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[0].x, point[0].y); - rlVertex2f(point[8].x, point[8].y); - rlVertex2f(point[9].x, point[9].y); - rlVertex2f(point[1].x, point[1].y); - rlVertex2f(point[0].x, point[0].y); - rlVertex2f(point[9].x, point[9].y); - - // [4] Right Rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[9].x, point[9].y); - rlVertex2f(point[10].x, point[10].y); - rlVertex2f(point[3].x, point[3].y); - rlVertex2f(point[2].x, point[2].y); - rlVertex2f(point[9].x, point[9].y); - rlVertex2f(point[3].x, point[3].y); - - // [6] Bottom Rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[11].x, point[11].y); - rlVertex2f(point[5].x, point[5].y); - rlVertex2f(point[4].x, point[4].y); - rlVertex2f(point[10].x, point[10].y); - rlVertex2f(point[11].x, point[11].y); - rlVertex2f(point[4].x, point[4].y); - - // [8] Left Rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[7].x, point[7].y); - rlVertex2f(point[6].x, point[6].y); - rlVertex2f(point[11].x, point[11].y); - rlVertex2f(point[8].x, point[8].y); - rlVertex2f(point[7].x, point[7].y); - rlVertex2f(point[11].x, point[11].y); - - // [9] Middle Rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[8].x, point[8].y); - rlVertex2f(point[11].x, point[11].y); - rlVertex2f(point[10].x, point[10].y); - rlVertex2f(point[9].x, point[9].y); - rlVertex2f(point[8].x, point[8].y); - rlVertex2f(point[10].x, point[10].y); - rlEnd(); -#endif -} - -// Draw rectangle with rounded edges outline -void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color) -{ - if (lineThick < 0) lineThick = 0; - - // Not a rounded rectangle - if (roundness <= 0.0f) - { - DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color); - return; - } - - if (roundness >= 1.0f) roundness = 1.0f; - - // Calculate corner radius - float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; - if (radius <= 0.0f) return; - - // 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; - 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 - */ - 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 - {(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7 - {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 - { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 - {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 - { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 - }; - - const Vector2 centers[4] = { - {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 - {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 - }; - - const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f }; - - 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 - - rlEnableTexture(GetShapesTexture().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 - { - float angle = angles[k]; - const Vector2 center = centers[k]; - 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); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().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); - 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); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - - angle += stepLength; - } - } - - // Upper rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(point[0].x, point[0].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[8].x, point[8].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[9].x, point[9].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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); - rlVertex2f(point[2].x, point[2].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[10].x, point[10].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[11].x, point[11].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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); - rlVertex2f(point[13].x, point[13].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[5].x, point[5].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[4].x, point[4].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().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); - rlVertex2f(point[15].x, point[15].y); - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[7].x, point[7].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(point[6].x, point[6].y); - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(point[14].x, point[14].y); - - rlEnd(); - rlDisableTexture(); -#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 - - rlBegin(RL_TRIANGLES); - - // 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 - { - float angle = angles[k]; - const Vector2 center = centers[k]; - - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); - - angle += stepLength; - } - } - - // Upper rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[0].x, point[0].y); - rlVertex2f(point[8].x, point[8].y); - rlVertex2f(point[9].x, point[9].y); - rlVertex2f(point[1].x, point[1].y); - rlVertex2f(point[0].x, point[0].y); - rlVertex2f(point[9].x, point[9].y); - - // Right rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[10].x, point[10].y); - rlVertex2f(point[11].x, point[11].y); - rlVertex2f(point[3].x, point[3].y); - rlVertex2f(point[2].x, point[2].y); - rlVertex2f(point[10].x, point[10].y); - rlVertex2f(point[3].x, point[3].y); - - // Lower rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[13].x, point[13].y); - rlVertex2f(point[5].x, point[5].y); - rlVertex2f(point[4].x, point[4].y); - rlVertex2f(point[12].x, point[12].y); - rlVertex2f(point[13].x, point[13].y); - rlVertex2f(point[4].x, point[4].y); - - // Left rectangle - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(point[7].x, point[7].y); - rlVertex2f(point[6].x, point[6].y); - rlVertex2f(point[14].x, point[14].y); - rlVertex2f(point[15].x, point[15].y); - rlVertex2f(point[7].x, point[7].y); - rlVertex2f(point[14].x, point[14].y); - rlEnd(); -#endif - } - 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 - - rlBegin(RL_LINES); - - // 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 - { - float angle = angles[k]; - const Vector2 center = centers[k]; - - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); - angle += stepLength; - } - } - // And now the remaining 4 lines - 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(); - } -} - -// Draw a triangle -// NOTE: Vertex must be provided in counter-clockwise order -void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) -{ - if (rlCheckBufferLimit(4)) rlglDraw(); - -#if defined(SUPPORT_QUADS_DRAW_MODE) - rlEnableTexture(GetShapesTexture().id); - - rlBegin(RL_QUADS); - rlColor4ub(color.r, color.g, color.b, color.a); - - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(v1.x, v1.y); - - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(v2.x, v2.y); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(v2.x, v2.y); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(v3.x, v3.y); - rlEnd(); - - rlDisableTexture(); -#else - rlBegin(RL_TRIANGLES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(v1.x, v1.y); - rlVertex2f(v2.x, v2.y); - rlVertex2f(v3.x, v3.y); - rlEnd(); -#endif -} - -// Draw a triangle using lines -// NOTE: Vertex must be provided in counter-clockwise order -void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) -{ - if (rlCheckBufferLimit(6)) rlglDraw(); - - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(v1.x, v1.y); - rlVertex2f(v2.x, v2.y); - - rlVertex2f(v2.x, v2.y); - rlVertex2f(v3.x, v3.y); - - rlVertex2f(v3.x, v3.y); - rlVertex2f(v1.x, v1.y); - rlEnd(); -} - -// Draw a triangle fan defined by points -// NOTE: First vertex provided is the center, shared by all triangles -void DrawTriangleFan(Vector2 *points, int pointsCount, Color color) -{ - if (pointsCount >= 3) - { - if (rlCheckBufferLimit((pointsCount - 2)*4)) rlglDraw(); - - rlEnableTexture(GetShapesTexture().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); - rlVertex2f(points[0].x, points[0].y); - - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(points[i].x, points[i].y); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(points[i + 1].x, points[i + 1].y); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); - rlVertex2f(points[i + 1].x, points[i + 1].y); - } - rlEnd(); - rlDisableTexture(); - } -} - -// Draw a triangle strip defined by points -// NOTE: Every new vertex connects with previous two -void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color) -{ - if (pointsCount >= 3) - { - if (rlCheckBufferLimit(pointsCount)) rlglDraw(); - - rlBegin(RL_TRIANGLES); - rlColor4ub(color.r, color.g, color.b, color.a); - - for (int i = 2; i < pointsCount; i++) - { - if ((i%2) == 0) - { - rlVertex2f(points[i].x, points[i].y); - rlVertex2f(points[i - 2].x, points[i - 2].y); - rlVertex2f(points[i - 1].x, points[i - 1].y); - } - else - { - rlVertex2f(points[i].x, points[i].y); - rlVertex2f(points[i - 1].x, points[i - 1].y); - rlVertex2f(points[i - 2].x, points[i - 2].y); - } - } - rlEnd(); - } -} - -// Draw a regular polygon of n sides (Vector version) -void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) -{ - if (sides < 3) sides = 3; - float centralAngle = 0.0f; - - if (rlCheckBufferLimit(4*(360/sides))) rlglDraw(); - - 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); - - 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); - rlVertex2f(0, 0); - - rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); - rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); - - rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().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); - rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); - } - rlEnd(); - rlDisableTexture(); -#else - rlBegin(RL_TRIANGLES); - for (int i = 0; i < sides; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex2f(0, 0); - rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); - - centralAngle += 360.0f/(float)sides; - rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); - } - rlEnd(); -#endif - rlPopMatrix(); -} - -// Draw a polygon outline of n sides -void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) -{ - if (sides < 3) sides = 3; - float centralAngle = 0.0f; - - if (rlCheckBufferLimit(3*(360/sides))) rlglDraw(); - - rlPushMatrix(); - rlTranslatef(center.x, center.y, 0.0f); - rlRotatef(rotation, 0.0f, 0.0f, 1.0f); - - rlBegin(RL_LINES); - for (int i = 0; i < sides; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); - centralAngle += 360.0f/(float)sides; - rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); - } - rlEnd(); - rlPopMatrix(); -} - -//---------------------------------------------------------------------------------- -// Module Functions Definition - Collision Detection functions -//---------------------------------------------------------------------------------- - -// Check if point is inside rectangle -bool CheckCollisionPointRec(Vector2 point, Rectangle rec) -{ - bool collision = false; - - if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true; - - return collision; -} - -// Check if point is inside circle -bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) -{ - return CheckCollisionCircles(point, 0, center, radius); -} - -// Check if point is inside a triangle defined by three points (p1, p2, p3) -bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) -{ - bool collision = false; - - float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) / - ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); - - float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) / - ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); - - float gamma = 1.0f - alpha - beta; - - if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true; - - return collision; -} - -// Check collision between two rectangles -bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) -{ - bool collision = false; - - if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) && - (rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) collision = true; - - return collision; -} - -// Check collision between two circles -bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) -{ - bool collision = false; - - float dx = center2.x - center1.x; // X distance between centers - float dy = center2.y - center1.y; // Y distance between centers - - float distance = sqrtf(dx*dx + dy*dy); // Distance between centers - - if (distance <= (radius1 + radius2)) collision = true; - - return collision; -} - -// Check collision between circle and rectangle -// NOTE: Reviewed version to take into account corner limit case -bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) -{ - int recCenterX = (int)(rec.x + rec.width/2.0f); - int recCenterY = (int)(rec.y + rec.height/2.0f); - - float dx = fabsf(center.x - (float)recCenterX); - float dy = fabsf(center.y - (float)recCenterY); - - if (dx > (rec.width/2.0f + radius)) { return false; } - if (dy > (rec.height/2.0f + radius)) { return false; } - - if (dx <= (rec.width/2.0f)) { return true; } - if (dy <= (rec.height/2.0f)) { return true; } - - float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) + - (dy - rec.height/2.0f)*(dy - rec.height/2.0f); - - return (cornerDistanceSq <= (radius*radius)); -} - -// Get collision rectangle for two rectangles collision -Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) -{ - Rectangle retRec = { 0, 0, 0, 0 }; - - if (CheckCollisionRecs(rec1, rec2)) - { - float dxx = fabsf(rec1.x - rec2.x); - float dyy = fabsf(rec1.y - rec2.y); - - if (rec1.x <= rec2.x) - { - if (rec1.y <= rec2.y) - { - retRec.x = rec2.x; - retRec.y = rec2.y; - retRec.width = rec1.width - dxx; - retRec.height = rec1.height - dyy; - } - else - { - retRec.x = rec2.x; - retRec.y = rec1.y; - retRec.width = rec1.width - dxx; - retRec.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; - } - else - { - retRec.x = rec1.x; - retRec.y = rec1.y; - retRec.width = rec2.width - dxx; - retRec.height = rec2.height - dyy; - } - } - - if (rec1.width > rec2.width) - { - if (retRec.width >= rec2.width) retRec.width = rec2.width; - } - else - { - if (retRec.width >= rec1.width) retRec.width = rec1.width; - } - - if (rec1.height > rec2.height) - { - if (retRec.height >= rec2.height) retRec.height = rec2.height; - } - else - { - if (retRec.height >= rec1.height) retRec.height = rec1.height; - } - } - - return retRec; -} - -//---------------------------------------------------------------------------------- -// Module specific Functions Definition -//---------------------------------------------------------------------------------- - -// Cubic easing in-out -// NOTE: Required for DrawLineBezier() -static float EaseCubicInOut(float t, float b, float c, float d) -{ - if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b; - - t -= 2; - - return 0.5f*c*(t*t*t + 2.0f) + b; -} |