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.
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9996e328cb
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e59442bfab
@ -2,7 +2,7 @@
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*
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* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
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*
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* Example originally created with raylib 1.0, last time updated with raylib 4.0
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* Example originally created with raylib 1.0, last time updated with raylib 4.2
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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@ -25,6 +25,8 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
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float rotation = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -33,7 +35,7 @@ int main(void)
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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rotation += 0.2f;
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//----------------------------------------------------------------------------------
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// Draw
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@ -55,17 +57,18 @@ int main(void)
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DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
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// Triangle shapes and lines
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DrawTriangle((Vector2){screenWidth/4.0f *3.0f, 80.0f},
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(Vector2){screenWidth/4.0f *3.0f - 60.0f, 150.0f},
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(Vector2){screenWidth/4.0f *3.0f + 60.0f, 150.0f}, VIOLET);
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DrawTriangle((Vector2){ screenWidth/4.0f *3.0f, 80.0f },
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(Vector2){ screenWidth/4.0f *3.0f - 60.0f, 150.0f },
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(Vector2){ screenWidth/4.0f *3.0f + 60.0f, 150.0f }, VIOLET);
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DrawTriangleLines((Vector2){screenWidth/4.0f*3.0f, 160.0f},
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(Vector2){screenWidth/4.0f*3.0f - 20.0f, 230.0f},
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(Vector2){screenWidth/4.0f*3.0f + 20.0f, 230.0f}, DARKBLUE);
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DrawTriangleLines((Vector2){ screenWidth/4.0f*3.0f, 160.0f },
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(Vector2){ screenWidth/4.0f*3.0f - 20.0f, 230.0f },
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(Vector2){ screenWidth/4.0f*3.0f + 20.0f, 230.0f }, DARKBLUE);
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// Polygon shapes and lines
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DrawPoly((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, BROWN);
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DrawPolyLinesEx((Vector2){screenWidth/4.0f*3, 320}, 6, 80, 0, 6, BEIGE);
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DrawPoly((Vector2){ screenWidth/4.0f*3, 330 }, 6, 80, rotation, BROWN);
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DrawPolyLines((Vector2){ screenWidth/4.0f*3, 330 }, 6, 90, rotation, BROWN);
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DrawPolyLinesEx((Vector2){ screenWidth/4.0f*3, 330 }, 6, 85, rotation, 6, BEIGE);
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// NOTE: We draw all LINES based shapes together to optimize internal drawing,
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// this way, all LINES are rendered in a single draw pass
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155
src/rshapes.c
155
src/rshapes.c
@ -1395,129 +1395,114 @@ void DrawTriangleStrip(Vector2 *points, int pointCount, 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 centralAngle = 0.0f;
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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float centralAngle = rotation;
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlSetTexture(texShapes.id);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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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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rlBegin(RL_QUADS);
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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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rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(0, 0);
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rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(center.x, center.y);
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rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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centralAngle += 360.0f/(float)sides;
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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}
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rlEnd();
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rlSetTexture(0);
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centralAngle += 360.0f/(float)sides;
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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}
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rlEnd();
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rlSetTexture(0);
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#else
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rlBegin(RL_TRIANGLES);
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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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rlBegin(RL_TRIANGLES);
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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*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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centralAngle += 360.0f/(float)sides;
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rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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}
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rlEnd();
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centralAngle += 360.0f/(float)sides;
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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}
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rlEnd();
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#endif
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rlPopMatrix();
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}
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// Draw a polygon outline of n sides
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void DrawPolyLines(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 centralAngle = 0.0f;
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float centralAngle = rotation;
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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rlBegin(RL_LINES);
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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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rlBegin(RL_LINES);
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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(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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centralAngle += 360.0f/(float)sides;
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rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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}
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rlEnd();
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rlPopMatrix();
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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centralAngle += 360.0f/(float)sides;
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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}
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rlEnd();
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}
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void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color)
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{
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if (sides < 3) sides = 3;
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float centralAngle = 0.0f;
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float centralAngle = rotation;
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float exteriorAngle = 360.0f/(float)sides;
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float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f));
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlSetTexture(texShapes.id);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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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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rlBegin(RL_QUADS);
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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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rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius);
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rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
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rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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centralAngle += exteriorAngle;
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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centralAngle += exteriorAngle;
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius);
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}
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rlEnd();
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rlSetTexture(0);
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
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}
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rlEnd();
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rlSetTexture(0);
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#else
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rlBegin(RL_TRIANGLES);
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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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float nextAngle = centralAngle + exteriorAngle;
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rlBegin(RL_TRIANGLES);
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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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float nextAngle = centralAngle + exteriorAngle;
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rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius);
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rlVertex2f(sinf(DEG2RAD*nextAngle)*radius, cosf(DEG2RAD*nextAngle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius);
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rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius);
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rlVertex2f(sinf(DEG2RAD*nextAngle)*radius, cosf(DEG2RAD*nextAngle)*radius);
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rlVertex2f(sinf(DEG2RAD*nextAngle)*innerRadius, cosf(DEG2RAD*nextAngle)*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
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rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*innerRadius, center.y + cosf(DEG2RAD*nextAngle)*innerRadius);
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centralAngle = nextAngle;
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}
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rlEnd();
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centralAngle = nextAngle;
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}
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rlEnd();
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#endif
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rlPopMatrix();
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}
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//----------------------------------------------------------------------------------
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