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.
This commit is contained in:
Ray 2016-03-17 13:51:48 +01:00
parent 49df957058
commit e2ba22ec59
11 changed files with 93 additions and 35 deletions

View File

@ -74,10 +74,13 @@ int main()
}
End3dMode();
DrawRectangle( 10, 10, 220, 70, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 220, 70, BLUE);
DrawText("First person camera default controls:", 20, 20, 10, GRAY);
DrawText("- Move with keys: W, A, S, D", 40, 50, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 70, 10, DARKGRAY);
DrawText("First person camera default controls:", 20, 20, 10, BLACK);
DrawText("- Move with keys: W, A, S, D", 40, 40, 10, DARKGRAY);
DrawText("- Mouse move to look around", 40, 60, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -59,13 +59,16 @@ int main()
DrawGrid(10, 1.0f);
End3dMode();
DrawText("Free camera default controls:", 20, 20, 10, GRAY);
DrawText("- Mouse Wheel to Zoom in-out", 40, 50, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 70, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 90, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 110, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 130, 10, DARKGRAY);
DrawRectangle( 10, 10, 320, 133, Fade(SKYBLUE, 0.5f));
DrawRectangleLines( 10, 10, 320, 133, BLUE);
DrawText("Free camera default controls:", 20, 20, 10, BLACK);
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, DARKGRAY);
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, DARKGRAY);
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, DARKGRAY);
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, DARKGRAY);
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------

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@ -77,7 +77,7 @@ int main()
End3dMode();
DrawText("Try selecting the box with mouse!", 240, 10, 20, GRAY);
DrawText("Try selecting the box with mouse!", 240, 10, 20, DARKGRAY);
if(collision) DrawText("BOX SELECTED", (screenWidth - MeasureText("BOX SELECTED", 30)) / 2, screenHeight * 0.1f, 30, GREEN);

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@ -643,6 +643,8 @@ void Begin3dMode(Camera camera)
// Setup Camera view
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
rlMultMatrixf(MatrixToFloat(matView)); // Multiply MODELVIEW matrix by view matrix (camera)
rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
}
// Ends 3D mode and returns to default 2D orthographic mode
@ -657,6 +659,8 @@ void End3dMode(void)
rlLoadIdentity(); // Reset current matrix (MODELVIEW)
//rlTranslatef(0.375, 0.375, 0); // HACK to ensure pixel-perfect drawing on OpenGL (after exiting 3D mode)
rlDisableDepthTest(); // Disable DEPTH_TEST for 2D
}
// Set target FPS for the game

View File

@ -780,6 +780,18 @@ void rlDisableTexture(void)
#endif
}
// Enable depth test
void rlEnableDepthTest(void)
{
glEnable(GL_DEPTH_TEST);
}
// Disable depth test
void rlDisableDepthTest(void)
{
glDisable(GL_DEPTH_TEST);
}
// Unload texture from GPU memory
void rlDeleteTextures(unsigned int id)
{
@ -1579,7 +1591,7 @@ void rlglInitGraphics(int offsetX, int offsetY, int width, int height)
//glClearDepth(1.0f); // Clear depth buffer (default)
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear used buffers, depth buffer is used for 3D
glEnable(GL_DEPTH_TEST); // Enables depth testing (required for 3D)
glDisable(GL_DEPTH_TEST); // Disable depth testing for 2D (only used for 3D)
glDepthFunc(GL_LEQUAL); // Type of depth testing to apply
glEnable(GL_BLEND); // Enable color blending (required to work with transparencies)

View File

@ -244,6 +244,8 @@ void rlColor4f(float x, float y, float z, float w); // Define one vertex (color)
//------------------------------------------------------------------------------------
void rlEnableTexture(unsigned int id); // Enable texture usage
void rlDisableTexture(void); // Disable texture usage
void rlEnableDepthTest(void); // Enable depth test
void rlDisableDepthTest(void); // Disable depth test
void rlDeleteTextures(unsigned int id); // Delete OpenGL texture from GPU
void rlDeleteShader(unsigned int id); // Delete OpenGL shader program from GPU
void rlDeleteVertexArrays(unsigned int id); // Unload vertex data (VAO) from GPU memory

View File

@ -98,7 +98,7 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
// Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
DrawPoly((Vector2){ centerX, centerY }, 36, radius, 0, color);
DrawCircleV((Vector2){ centerX, centerY }, radius, color);
}
// Draw a gradient-filled circle
@ -119,17 +119,40 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
}
// Draw a color-filled circle (Vector version)
// 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)
{
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
}
rlEnd();
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
}
rlEnd();
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(whiteTexture); // Default white texture
rlBegin(RL_QUADS);
for (int i = 0; i < 360; i += 20)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(center.x, center.y);
rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
rlVertex2f(center.x + sin(DEG2RAD*(i + 20)) * radius, center.y + cos(DEG2RAD*(i + 20)) * radius);
}
rlEnd();
rlDisableTexture();
}
}
// Draw circle outline
@ -178,6 +201,7 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo
}
// Draw a color-filled rectangle (Vector version)
// 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)
@ -196,7 +220,6 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
}
else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
// NOTE: This shape uses QUADS to avoid drawing order issues (view rlglDraw)
rlEnableTexture(whiteTexture); // Default white texture
rlBegin(RL_QUADS);
@ -221,22 +244,33 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color)
}
// Draw rectangle outline
// 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)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(posX + 1, posY + 1);
rlVertex2i(posX + width, posY + 1);
{
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);
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();
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
}
else if ((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);
}
}
// Draw a triangle