Fixed regular polygon shape rendering (#972)

This commit is contained in:
AlexHCC 2019-09-22 22:25:39 +03:00 committed by Ray
parent 1f730b3b35
commit acedf4a0d5

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@ -1183,7 +1183,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
if (rlCheckBufferLimit(4)) rlglDraw();
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetShapesTexture().id);
@ -1219,7 +1219,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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);
@ -1298,6 +1298,7 @@ void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
{
if (sides < 3) sides = 3;
float internalAngle = 360.0f/(float)sides;
if (rlCheckBufferLimit(4*(360/sides))) rlglDraw();
@ -1309,7 +1310,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
for (int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@ -1317,25 +1318,28 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
rlVertex2f(0, 0);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
internalAngle += 360.0f/(float)sides;
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
}
rlEnd();
rlDisableTexture();
#else
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 360/sides)
for (int i = 0; i < sides; i++)
{
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 + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
internalAngle += 360.0f/(float)sides;
rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
}
rlEnd();
#endif
@ -1511,9 +1515,9 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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;
}