REDESIGNED: DrawCircleSector()
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@ -1043,7 +1043,7 @@ RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
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RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
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RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
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74
src/shapes.c
74
src/shapes.c
@ -183,18 +183,40 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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}
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// Draw a piece of a circle
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// TODO: Support better angle resolution (now limited to CIRCLE_SECTOR_LENGTH)
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color)
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
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{
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#define CIRCLE_SECTOR_LENGTH 10
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// Function expects (endAngle > startAngle)
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if (endAngle < startAngle)
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{
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// Swap values
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int tmp = startAngle;
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startAngle = endAngle;
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endAngle = tmp;
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}
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if (segments < 4)
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{
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
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#define CIRCLE_ERROR_RATE 0.5f
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// Calculate the maximum angle between segments based on the error rate.
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
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if (segments <= 0) segments = 4;
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}
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float stepLength = (float)(endAngle - startAngle)/(float)segments;
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float angle = startAngle;
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(4*((360/CIRCLE_SECTOR_LENGTH)/2))) rlglDraw();
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if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
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rlEnableTexture(GetShapesTexture().id);
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rlBegin(RL_QUADS);
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for (int i = startAngle; i < endAngle; i += CIRCLE_SECTOR_LENGTH*2)
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// NOTE: Every QUAD actually represents two segments
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for (int i = 0; i < segments/2; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -202,28 +224,50 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
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rlVertex2f(center.x, center.y);
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH*2))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH*2))*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
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angle += (stepLength*2);
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}
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// NOTE: In case number of segments is odd, we add one last piece to the cake
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if (segments%2)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(center.x, center.y);
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(center.x, center.y);
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}
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rlEnd();
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rlDisableTexture();
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#else
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if (rlCheckBufferLimit(3*360/CIRCLE_SECTOR_LENGTH)) rlglDraw();
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if (rlCheckBufferLimit(3*segments)) rlglDraw();
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rlBegin(RL_TRIANGLES);
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for (int i = startAngle; i < endAngle; i += CIRCLE_SECTOR_LENGTH)
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for (int i = 0; i < segments; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
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angle += stepLength;
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}
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rlEnd();
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#endif
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@ -252,7 +296,7 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
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void DrawCircleV(Vector2 center, float radius, Color color)
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{
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DrawCircleSector(center, radius, 0, 360, color);
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DrawCircleSector(center, radius, 0, 360, 36, color);
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}
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// Draw circle outline
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