REMOVED: rlPushMatrix()/rlPopMatrix() from rshapes

This simplification will allow the usage of `rshapes` as STANDALONE mode in a future. Only a small set of `rlgl` functions are required and they can be "more" easely replaced if no `rlPushMatrix()`/`rlPopMatrix()` are involved.

More simplification planned for the future, maybe the textures dependencies.
This commit is contained in:
Ray 2022-09-05 18:23:25 +02:00
parent 9996e328cb
commit e59442bfab
2 changed files with 83 additions and 95 deletions

View File

@ -2,7 +2,7 @@
*
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
*
* Example originally created with raylib 1.0, last time updated with raylib 4.0
* Example originally created with raylib 1.0, last time updated with raylib 4.2
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
@ -25,6 +25,8 @@ int main(void)
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
float rotation = 0.0f;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -33,7 +35,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
rotation += 0.2f;
//----------------------------------------------------------------------------------
// Draw
@ -55,17 +57,18 @@ int main(void)
DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
// Triangle shapes and lines
DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f},
(Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f},
(Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET);
DrawTriangle((Vector2){ screenWidth/4.0f *3.0f, 80.0f },
(Vector2){ screenWidth/4.0f *3.0f - 60.0f, 150.0f },
(Vector2){ screenWidth/4.0f *3.0f + 60.0f, 150.0f }, VIOLET);
DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f},
(Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f},
(Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
DrawTriangleLines((Vector2){ screenWidth/4.0f*3.0f, 160.0f },
(Vector2){ screenWidth/4.0f*3.0f - 20.0f, 230.0f },
(Vector2){ screenWidth/4.0f*3.0f + 20.0f, 230.0f }, DARKBLUE);
// Polygon shapes and lines
DrawPoly((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, BROWN);
DrawPolyLinesEx((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, 6, BEIGE);
DrawPoly((Vector2){ screenWidth/4.0f*3, 330 }, 6, 80, rotation, BROWN);
DrawPolyLines((Vector2){ screenWidth/4.0f*3, 330 }, 6, 90, rotation, BROWN);
DrawPolyLinesEx((Vector2){ screenWidth/4.0f*3, 330 }, 6, 85, rotation, 6, BEIGE);
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
// this way, all LINES are rendered in a single draw pass

View File

@ -1395,129 +1395,114 @@ void DrawTriangleStrip(Vector2 *points, int pointCount, Color color)
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
{
if (sides < 3) sides = 3;
float centralAngle = 0.0f;
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
float centralAngle = rotation;
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id);
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(0, 0);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
rlSetTexture(0);
centralAngle += 360.0f/(float)sides;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
rlSetTexture(0);
#else
rlBegin(RL_TRIANGLES);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlBegin(RL_TRIANGLES);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(0, 0);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
centralAngle += 360.0f/(float)sides;
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
#endif
rlPopMatrix();
}
// Draw a polygon outline of n sides
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color)
{
if (sides < 3) sides = 3;
float centralAngle = 0.0f;
float centralAngle = rotation;
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
rlBegin(RL_LINES);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlBegin(RL_LINES);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
rlPopMatrix();
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
}
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color)
{
if (sides < 3) sides = 3;
float centralAngle = 0.0f;
float centralAngle = rotation;
float exteriorAngle = 360.0f/(float)sides;
float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f));
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id);
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
centralAngle += exteriorAngle;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
centralAngle += exteriorAngle;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius);
}
rlEnd();
rlSetTexture(0);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
}
rlEnd();
rlSetTexture(0);
#else
rlBegin(RL_TRIANGLES);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
float nextAngle = centralAngle + exteriorAngle;
rlBegin(RL_TRIANGLES);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
float nextAngle = centralAngle + exteriorAngle;
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius);
rlVertex2f(sinf(DEG2RAD*nextAngle)*radius, cosf(DEG2RAD*nextAngle)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius);
rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius);
rlVertex2f(sinf(DEG2RAD*nextAngle)*radius, cosf(DEG2RAD*nextAngle)*radius);
rlVertex2f(sinf(DEG2RAD*nextAngle)*innerRadius, cosf(DEG2RAD*nextAngle)*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*innerRadius, center.y + cosf(DEG2RAD*nextAngle)*innerRadius);
centralAngle = nextAngle;
}
rlEnd();
centralAngle = nextAngle;
}
rlEnd();
#endif
rlPopMatrix();
}
//----------------------------------------------------------------------------------