Support shapes drawing using only QUADS

Also added new compilation FLAGS for that pourpose
This commit is contained in:
raysan5 2018-04-29 12:53:32 +02:00
parent ada6668b24
commit 8d81b6e4e4
4 changed files with 225 additions and 187 deletions

View File

@ -25,6 +25,7 @@ set_property(CACHE OPENGL_VERSION PROPERTY STRINGS "3.3" "2.1" "1.1" "ES 2.0")
option(SUPPORT_BUSY_WAIT_LOOP "Use busy wait loop for timing sync instead of a high-resolution timer" ON)
option(SUPPORT_CAMERA_SYSTEM "Provide camera module (camera.h) with multiple predefined cameras: free, 1st/3rd person, orbital" ON)
option(SUPPORT_DEFAULT_FONT "Default font is loaded on window initialization to be available for the user to render simple text. If enabled, uses external module functions to load default raylib font (module: text)" ON)
option(SUPPORT_SCREEN_CAPTURE "Allow automatic screen capture of current screen pressing F12, defined in KeyCallback()" ON)
option(SUPPORT_GIF_RECORDING "Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback()" ON)
option(SUPPORT_GESTURES_SYSTEM "Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag" ON)
option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches and processed by gestures system" ON)
@ -33,10 +34,9 @@ option(SUPPORT_MOUSE_GESTURES "Mouse gestures are directly mapped like touches a
option(SUPPORT_VR_SIMULATOR "Support VR simulation functionality (stereo rendering)" ON)
option(SUPPORT_DISTORTION_SHADER "Include stereo rendering distortion shader (shader_distortion.h)" ON)
# models.c
option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON)
option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON)
option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON)
# shapes.c
option(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!" ON)
option(SUPPORT_QUADS_DRAW_MODE "Use QUADS instead of TRIANGLES for drawing when possible. Some lines-based shapes could still use lines" ON)
# textures.c
option(SUPPORT_IMAGE_GENERATION "Support proedural image generation functionality (gradient, spot, perlin-noise, cellular)" ON)
@ -53,6 +53,11 @@ option(SUPPORT_FILEFORMAT_PSD "Support loading PSD as textures" OFF)
option(SUPPORT_FILEFORMAT_PKM "Support loading PKM as textures" OFF)
option(SUPPORT_FILEFORMAT_PVR "Support loading PVR as textures" OFF)
# models.c
option(SUPPORT_FILEFORMAT_OBJ "Support loading OBJ file format" ON)
option(SUPPORT_FILEFORMAT_MTL "Support loading MTL file format" ON)
option(SUPPORT_MESH_GENERATION "Support procedural mesh generation functions, uses external par_shapes.h library. NOTE: Some generated meshes DO NOT include generated texture coordinates" ON)
# audio.c
option(SUPPORT_FILEFORMAT_WAV "Support loading WAV for sound" ON)
option(SUPPORT_FILEFORMAT_OGG "Support loading OGG for sound" ON)
@ -60,9 +65,6 @@ option(SUPPORT_FILEFORMAT_XM "Support loading XM for sound" ON)
option(SUPPORT_FILEFORMAT_MOD "Support loading MOD for sound" ON)
option(SUPPORT_FILEFORMAT_FLAC "Support loading FLAC for sound" OFF)
# shapes.c
option(USE_DEFAULT_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!" ON)
# utils.c
option(SUPPORT_SAVE_PNG "Support saving image data in PNG file format" ON)
option(SUPPORT_SAVE_BMP "Support saving image data in BMP file format" OFF)

View File

@ -59,6 +59,16 @@
#define SUPPORT_DISTORTION_SHADER 1
//------------------------------------------------------------------------------------
// Module: shapes - Configuration Flags
//------------------------------------------------------------------------------------
// 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_FONT_TEXTURE
// Use QUADS instead of TRIANGLES for drawing when possible
// Some lines-based shapes could still use lines
#define SUPPORT_QUADS_DRAW_MODE
//------------------------------------------------------------------------------------
// Module: textures - Configuration Flags
//------------------------------------------------------------------------------------

View File

@ -1,11 +1,28 @@
/* config.h.in */
// text.c
/* Default font is loaded on window initialization to be available for the user to render simple text. NOTE: If enabled, uses external module functions to load default raylib font (module: text) */
#cmakedefine SUPPORT_DEFAULT_FONT 1
/* Selected desired fileformats to be supported for loading. */
#cmakedefine SUPPORT_FILEFORMAT_FNT 1
#cmakedefine SUPPORT_FILEFORMAT_TTF 1
// core.c
/* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital */
#cmakedefine SUPPORT_CAMERA_SYSTEM 1
/* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag */
#cmakedefine SUPPORT_GESTURES_SYSTEM 1
/* Mouse gestures are directly mapped like touches and processed by gestures system. */
#cmakedefine SUPPORT_MOUSE_GESTURES 1
/* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used */
#cmakedefine SUPPORT_BUSY_WAIT_LOOP 1
/* Allow automatic screen capture of current screen pressing F12, defined in KeyCallback() */
#cmakedefine SUPPORT_SCREEN_CAPTURE 1
/* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() */
#cmakedefine SUPPORT_GIF_RECORDING 1
// rlgl.c
/* Support VR simulation functionality (stereo rendering) */
#cmakedefine SUPPORT_VR_SIMULATOR 1
/* Include stereo rendering distortion shader (shader_distortion.h) */
#cmakedefine SUPPORT_DISTORTION_SHADER 1
// shapes.c
#cmakedefine SUPPORT_FONT_TEXTURE 1
#cmakedefine SUPPORT_QUADS_DRAW_MODE 1
// textures.c
/* Selecte desired fileformats to be supported for image data loading. */
@ -28,23 +45,20 @@
/* Support proedural image generation functionality (gradient, spot, perlin-noise, cellular) */
#cmakedefine SUPPORT_IMAGE_GENERATION 1
// rlgl.c
/* Support VR simulation functionality (stereo rendering) */
#cmakedefine SUPPORT_VR_SIMULATOR 1
/* Include stereo rendering distortion shader (shader_distortion.h) */
#cmakedefine SUPPORT_DISTORTION_SHADER 1
// text.c
/* Default font is loaded on window initialization to be available for the user to render simple text. NOTE: If enabled, uses external module functions to load default raylib font (module: text) */
#cmakedefine SUPPORT_DEFAULT_FONT 1
/* Selected desired fileformats to be supported for loading. */
#cmakedefine SUPPORT_FILEFORMAT_FNT 1
#cmakedefine SUPPORT_FILEFORMAT_TTF 1
// core.c
/* Camera module is included (camera.h) and multiple predefined cameras are available: free, 1st/3rd person, orbital */
#cmakedefine SUPPORT_CAMERA_SYSTEM 1
/* Gestures module is included (gestures.h) to support gestures detection: tap, hold, swipe, drag */
#cmakedefine SUPPORT_GESTURES_SYSTEM 1
/* Mouse gestures are directly mapped like touches and processed by gestures system. */
#cmakedefine SUPPORT_MOUSE_GESTURES 1
/* Use busy wait loop for timing sync, if not defined, a high-resolution timer is setup and used */
#cmakedefine SUPPORT_BUSY_WAIT_LOOP 1
/* Allow automatic gif recording of current screen pressing CTRL+F12, defined in KeyCallback() */
#cmakedefine SUPPORT_GIF_RECORDING 1
// models.c
/* Selected desired fileformats to be supported for loading. */
#cmakedefine SUPPORT_FILEFORMAT_OBJ 1
#cmakedefine SUPPORT_FILEFORMAT_MTL 1
/* Support procedural mesh generation functions, uses external par_shapes.h library
* NOTE: Some generated meshes DO NOT include generated texture coordinates */
#cmakedefine SUPPORT_MESH_GENERATION 1
// audio.c
/* Desired fileformats to be supported for loading. */
@ -54,20 +68,9 @@
#cmakedefine SUPPORT_FILEFORMAT_MOD 1
#cmakedefine SUPPORT_FILEFORMAT_FLAC 1
// models.c
/* Selected desired fileformats to be supported for loading. */
#cmakedefine SUPPORT_FILEFORMAT_OBJ 1
#cmakedefine SUPPORT_FILEFORMAT_MTL 1
/* Support procedural mesh generation functions, uses external par_shapes.h library
* NOTE: Some generated meshes DO NOT include generated texture coordinates
*/
#cmakedefine SUPPORT_MESH_GENERATION 1
// utils.c
/* Show TraceLog() output messages. NOTE: By default LOG_DEBUG traces not shown */
#cmakedefine SUPPORT_TRACELOG 1
/* Support saving image data as PNG fileformat. NOTE: Requires stb_image_write library */
#cmakedefine SUPPORT_SAVE_PNG 1
/* Support saving image data as PMP fileformat. NOTE: Requires stb_image_write library */

View File

@ -4,10 +4,13 @@
*
* CONFIGURATION:
*
* #define USE_DEFAULT_FONT_TEXTURE
* #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
*
@ -30,13 +33,12 @@
*
**********************************************************************************************/
#include "config.h"
#include "raylib.h"
#include "config.h" // Defines module configuration flags
#include "raylib.h" // Declares module functions
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
#include <stdlib.h> // Required for: abs()
#include <stdlib.h> // Required for: abs(), fabs()
#include <math.h> // Required for: sinf(), cosf(), sqrtf()
//----------------------------------------------------------------------------------
@ -188,37 +190,34 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
// 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)
{
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
}
rlEnd();
}
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetTextureDefault().id); // Default white texture
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetTextureDefault().id); // Default white texture
rlBegin(RL_QUADS);
for (int i = 0; i < 360; i += 20)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 20))*radius, center.y + cosf(DEG2RAD*(i + 20))*radius);
}
rlEnd();
rlBegin(RL_QUADS);
for (int i = 0; i < 360; i += 20)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 20))*radius, center.y + cosf(DEG2RAD*(i + 20))*radius);
}
rlEnd();
rlDisableTexture();
}
rlDisableTexture();
#else
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
}
rlEnd();
#endif
}
// Draw circle outline
@ -249,72 +248,69 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color)
// 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)
{
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
#if defined(SUPPORT_QUADS_DRAW_MODE)
#if defined(SUPPORT_FONT_TEXTURE)
// Draw rectangle using font texture white character
rlEnableTexture(GetDefaultFont().texture.id);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
#if defined(USE_DEFAULT_FONT_TEXTURE)
// Draw rectangle using font texture white character
rlEnableTexture(GetDefaultFont().texture.id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
// NOTE: Default raylib font character 95 is a white square
rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
rlVertex2f(position.x, position.y);
rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
rlVertex2f(position.x, position.y + size.y);
rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
rlVertex2f(position.x + size.x, position.y + size.y);
rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
rlVertex2f(position.x + size.x, position.y);
rlEnd();
// NOTE: Default raylib font character 95 is a white square
rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
rlVertex2f(position.x, position.y);
rlDisableTexture();
rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
rlVertex2f(position.x, position.y + size.y);
rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
rlVertex2f(position.x + size.x, position.y + size.y);
rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
rlVertex2f(position.x + size.x, position.y);
rlEnd();
rlDisableTexture();
#else
rlEnableTexture(GetTextureDefault().id); // Default white texture
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(position.x, position.y);
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(position.x, position.y + size.y);
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(position.x + size.x, position.y + size.y);
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(position.x + size.x, position.y);
rlEnd();
rlDisableTexture();
#endif // SUPPORT_FONT_TEXTURE
#else
rlEnableTexture(GetTextureDefault().id); // Default white texture
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(position.x, position.y);
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(position.x, position.y + size.y);
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(position.x + size.x, position.y + size.y);
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(position.x + size.x, position.y);
rlEnd();
rlDisableTexture();
#endif
}
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
#endif // SUPPORT_QUADS_DRAW_MODE
}
// Draw a color-filled rectangle
@ -364,7 +360,7 @@ 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)
{
#if defined(USE_DEFAULT_FONT_TEXTURE)
#if defined(SUPPORT_FONT_TEXTURE)
// Draw rectangle using font texture white character
rlEnableTexture(GetDefaultFont().texture.id);
@ -425,30 +421,27 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3,
// 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 (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(posX + 1, posY + 1);
rlVertex2i(posX + width, posY + 1);
#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 + 1);
rlVertex2i(posX + width, posY + height);
rlVertex2i(posX + width, posY + height);
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + width, posY + height);
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
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);
}
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
#endif
}
// Draw rectangle outline with extended parameters
@ -469,31 +462,29 @@ void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
// Draw a triangle
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
if (rlGetVersion() == OPENGL_11)
{
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();
}
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetTextureDefault().id); // Default white texture
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetTextureDefault().id); // Default white texture
rlBegin(RL_QUADS);
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);
rlEnd();
rlDisableTexture();
}
rlBegin(RL_QUADS);
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);
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
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
rlBegin(RL_LINES);
@ -517,7 +508,23 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0);
rlRotatef(rotation, 0, 0, 1);
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetTextureDefault().id); // Default white texture
rlBegin(RL_QUADS);
for (int i = 0; i < 360; i += 360/sides)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(0, 0);
rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
}
rlEnd();
rlDisableTexture();
#else
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 360/sides)
{
@ -528,38 +535,54 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
}
rlEnd();
#endif
rlPopMatrix();
}
// Draw a closed polygon defined by points
// NOTE: Array num elements MUST be passed as parameter to function
void DrawPolyEx(Vector2 *points, int numPoints, Color color)
void DrawPolyEx(Vector2 *points, int pointsCount, Color color)
{
if (numPoints >= 3)
if (pointsCount >= 3)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetTextureDefault().id); // Default white texture
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 1; i < pointsCount - 1; i++)
{
rlVertex2f(points[0].x, points[0].y);
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
rlDisableTexture();
#else
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 1; i < numPoints - 1; i++)
for (int i = 1; i < pointsCount - 1; i++)
{
rlVertex2f(points[0].x, points[0].y);
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
#endif
}
}
// Draw polygon lines
// NOTE: Array num elements MUST be passed as parameter to function
void DrawPolyExLines(Vector2 *points, int numPoints, Color color)
// Draw polygon using lines
void DrawPolyExLines(Vector2 *points, int pointsCount, Color color)
{
if (numPoints >= 2)
if (pointsCount >= 2)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < numPoints - 1; i++)
for (int i = 0; i < pointsCount - 1; i++)
{
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);