Fixed regular polygon shape rendering (#972)
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1f730b3b35
commit
acedf4a0d5
18
src/shapes.c
18
src/shapes.c
@ -1298,6 +1298,7 @@ void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
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{
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if (sides < 3) sides = 3;
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float internalAngle = 360.0f/(float)sides;
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if (rlCheckBufferLimit(4*(360/sides))) rlglDraw();
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@ -1309,7 +1310,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
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rlEnableTexture(GetShapesTexture().id);
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rlBegin(RL_QUADS);
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for (int i = 0; i < 360; i += 360/sides)
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for (int i = 0; i < sides; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -1317,25 +1318,28 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
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rlVertex2f(0, 0);
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
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internalAngle += 360.0f/(float)sides;
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
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}
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rlEnd();
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rlDisableTexture();
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#else
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 360/sides)
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for (int i = 0; i < sides; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(0, 0);
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
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rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
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internalAngle += 360.0f/(float)sides;
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius);
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}
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rlEnd();
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#endif
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