Merge pull request #786 from Demizdor/draw_ring

Added DrawRing(), DrawRingLines() and DrawCircleSectorLines()
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Ray 2019-03-29 17:28:37 +01:00 committed by GitHub
commit afab8b36ab
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2 changed files with 243 additions and 0 deletions

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@ -1041,9 +1041,12 @@ RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw circle sector outline
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
RLAPI void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring
RLAPI void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color); // Draw ring outline
RLAPI void DrawRectangle(int posX, int posY, int width, int height, Color color); // Draw a color-filled rectangle
RLAPI void DrawRectangleV(Vector2 position, Vector2 size, Color color); // Draw a color-filled rectangle (Vector version)
RLAPI void DrawRectangleRec(Rectangle rec, Color color); // Draw a color-filled rectangle

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@ -185,6 +185,8 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
// Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
@ -273,6 +275,70 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
#endif
}
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
if(radius == 0) return; // Check this or we'll get a div by zero error otherwise
// 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)
@ -316,6 +382,180 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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) return; // Check this or we'll get a div by zero error otherwise
}
// 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)
{
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(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.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) return; // Check this or we'll get a div by zero error otherwise
}
// 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)
{
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)
{