Improved 2D-3D drawing
Depth test disabled for 2D and only used on 3D; consequently LINES vs TRIANGLES vs QUADS buffers drawing order maters... but blending also works ok.
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@ -75,9 +75,12 @@ int main()
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End3dMode();
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DrawText("First person camera default controls:", 20, 20, 10, GRAY);
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DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
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DrawText("- Mouse move to look around", 40, 70, 10, DARKGRAY);
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DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 220, 70, BLUE);
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DrawText("First person camera default controls:", 20, 20, 10, BLACK);
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DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
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@ -60,12 +60,15 @@ int main()
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End3dMode();
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DrawText("Free camera default controls:", 20, 20, 10, GRAY);
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DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
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DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
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DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
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DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
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DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
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DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines( 10, 10, 320, 133, BLUE);
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DrawText("Free camera default controls:", 20, 20, 10, BLACK);
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DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
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DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
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DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
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DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
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DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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Before Width: | Height: | Size: 25 KiB After Width: | Height: | Size: 25 KiB |
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@ -77,7 +77,7 @@ int main()
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End3dMode();
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DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
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DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
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if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);
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Before Width: | Height: | Size: 26 KiB After Width: | Height: | Size: 30 KiB |
Before Width: | Height: | Size: 47 KiB After Width: | Height: | Size: 46 KiB |
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@ -643,6 +643,8 @@ void Begin3dMode(Camera camera)
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// Setup Camera view
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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}
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// Ends 3D mode and returns to default 2D orthographic mode
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@ -657,6 +659,8 @@ void End3dMode(void)
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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//rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
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rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
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}
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// Set target FPS for the game
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14
src/rlgl.c
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@ -780,6 +780,18 @@ void rlDisableTexture(void)
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#endif
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}
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// Enable depth test
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void rlEnableDepthTest(void)
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{
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glEnable(GL_DEPTH_TEST);
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}
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// Disable depth test
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void rlDisableDepthTest(void)
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{
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glDisable(GL_DEPTH_TEST);
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}
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// Unload texture from GPU memory
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void rlDeleteTextures(unsigned int id)
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{
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@ -1579,7 +1591,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
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//glClearDepth(1.0f); // Clear depth buffer (default)
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
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glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
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glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
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glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
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glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)
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@ -244,6 +244,8 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
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//------------------------------------------------------------------------------------
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void rlEnableTexture(unsigned int id); // Enable texture usage
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void rlDisableTexture(void); // Disable texture usage
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void rlEnableDepthTest(void); // Enable depth test
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void rlDisableDepthTest(void); // Disable depth test
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void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
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void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
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void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory
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38
src/shapes.c
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@ -98,7 +98,7 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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// Draw a color-filled circle
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void DrawCircle(int centerX, int centerY, float radius, Color color)
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{
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DrawPoly((Vector2){ centerX, centerY }, 36, radius, 0, color);
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DrawCircleV((Vector2){ centerX, centerY }, radius, color);
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}
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// Draw a gradient-filled circle
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@ -119,17 +119,40 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
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}
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// Draw a color-filled circle (Vector version)
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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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if (rlGetVersion() == OPENGL_11)
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{
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(center.x, center.y);
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rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
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}
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rlEnd();
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}
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else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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rlEnableTexture(whiteTexture); // Default white texture
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rlBegin(RL_QUADS);
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for (int i = 0; i < 360; i += 20)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(center.x, center.y);
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rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i + 20)) * radius, center.y + cos(DEG2RAD*(i + 20)) * radius);
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}
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rlEnd();
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rlDisableTexture();
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}
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}
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// Draw circle outline
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@ -178,6 +201,7 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo
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}
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// Draw a color-filled rectangle (Vector version)
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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 DrawRectangleV(Vector2 position, Vector2 size, Color color)
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{
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if (rlGetVersion() == OPENGL_11)
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@ -196,7 +220,6 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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}
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else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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// NOTE: This shape uses QUADS to avoid drawing order issues (view rlglDraw)
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rlEnableTexture(whiteTexture); // Default white texture
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rlBegin(RL_QUADS);
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@ -221,8 +244,11 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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}
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// Draw rectangle outline
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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 DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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{
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if (rlGetVersion() == OPENGL_11)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(posX + 1, posY + 1);
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@ -237,6 +263,14 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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rlVertex2i(posX + 1, posY + height);
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rlVertex2i(posX + 1, posY + 1);
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rlEnd();
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}
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else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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DrawRectangle(posX, posY, width, 1, color);
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DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
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DrawRectangle(posX, posY + height - 1, width, 1, color);
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DrawRectangle(posX, posY + 1, 1, height - 2, color);
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}
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}
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// Draw a triangle
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