/********************************************************************************************* * * raylib.shapes * * Basic functions to draw 2d Shapes and check collisions * * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, including commercial * applications, and to alter it and redistribute it freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not claim that you * wrote the original software. If you use this software in a product, an acknowledgment * in the product documentation would be appreciated but is not required. * * 2. Altered source versions must be plainly marked as such, and must not be misrepresented * as being the original software. * * 3. This notice may not be removed or altered from any source distribution. * **********************************************************************************************/ #include "raylib.h" #include // OpenGL functions #include // Required for abs() function #include // Math related functions, sin() and cos() used on DrawCircle* // sqrt() and pow() and abs() used on CheckCollision* //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Nop... //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Not here... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- // It's lonely here... //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- // No private (static) functions in this module (.c file) //---------------------------------------------------------------------------------- // Module Functions Definition //---------------------------------------------------------------------------------- // Draw a pixel void DrawPixel(int posX, int posY, Color color) { glBegin(GL_POINTS); glColor4ub(color.r, color.g, color.b, color.a); glVertex2i(posX, posY); glEnd(); // NOTE1: Alternative method to draw a pixel (GL_LINES) /* glBegin(GL_LINES); glColor4ub(color.r, color.g, color.b, color.a); glVertex2i(posX, posY); glVertex2i(posX+1, posY+1); glEnd(); */ // NOTE2: Alternative method to draw a pixel (glPoint()) /* glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0 glPointSize(1.0f); glPoint((float)posX, (float)posY, 0.0f); */ } // Draw a pixel (Vector version) void DrawPixelV(Vector2 position, Color color) { glBegin(GL_POINTS); glColor4ub(color.r, color.g, color.b, color.a); glVertex2f(position.x, position.y); glEnd(); } // Draw a line void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) { glBegin(GL_LINES); glColor4ub(color.r, color.g, color.b, color.a); glVertex2i(startPosX, startPosY); glVertex2i(endPosX, endPosY); glEnd(); } // Draw a line (Vector version) void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) { glBegin(GL_LINES); glColor4ub(color.r, color.g, color.b, color.a); glVertex2f(startPos.x, startPos.y); glVertex2f(endPos.x, endPos.y); glEnd(); } // Draw a color-filled circle // TODO: Review, on some GPUs is drawn with a weird transparency (GL_POLYGON_SMOOTH issue?) void DrawCircle(int centerX, int centerY, float radius, Color color) { glEnable(GL_POLYGON_SMOOTH); glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0 DrawPoly((Vector2){centerX, centerY}, 360, radius, 0, color); glDisable(GL_POLYGON_SMOOTH); // NOTE: Alternative method to draw a circle (point) /* glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0 glPointSize(radius); glPoint((float)centerX, (float)centerY, 0.0f); */ } // 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) { glBegin(GL_TRIANGLE_FAN); glColor4ub(color1.r, color1.g, color1.b, color1.a); glVertex2i(centerX, centerY); glColor4ub(color2.r, color2.g, color2.b, color2.a); for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels { glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); } glEnd(); } // Draw a color-filled circle (Vector version) void DrawCircleV(Vector2 center, float radius, Color color) { glEnable(GL_POLYGON_SMOOTH); glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); glBegin(GL_TRIANGLE_FAN); glColor4ub(color.r, color.g, color.b, color.a); glVertex2f(center.x, center.y); for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels { glVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius); } glEnd(); glDisable(GL_POLYGON_SMOOTH); } // Draw circle outline void DrawCircleLines(int centerX, int centerY, float radius, Color color) { glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied) glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm) glBegin(GL_LINE_LOOP); glColor4ub(color.r, color.g, color.b, color.a); // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) for (int i=0; i < 360; i++) { glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); } glEnd(); // NOTE: Alternative method to draw circle outline /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); DrawCircle(centerX, centerY, radius, color); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); */ glDisable(GL_LINE_SMOOTH); } // Draw a color-filled rectangle void DrawRectangle(int posX, int posY, int width, int height, Color color) { glBegin(GL_QUADS); glColor4ub(color.r, color.g, color.b, color.a); glVertex2i(posX, posY); glVertex2i(posX + width, posY); glVertex2i(posX + width, posY + height); glVertex2i(posX, posY + height); glEnd(); } // Draw a color-filled rectangle void DrawRectangleRec(Rectangle rec, Color color) { DrawRectangle(rec.x, rec.y, rec.width, rec.height, color); } // Draw a gradient-filled rectangle // NOTE: Gradient goes from bottom (color1) to top (color2) void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2) { glBegin(GL_QUADS); glColor4ub(color1.r, color1.g, color1.b, color1.a); glVertex2i(posX, posY); glVertex2i(posX + width, posY); glColor4ub(color2.r, color2.g, color2.b, color2.a); glVertex2i(posX + width, posY + height); glVertex2i(posX, posY + height); glEnd(); } // Draw a color-filled rectangle (Vector version) void DrawRectangleV(Vector2 position, Vector2 size, Color color) { glBegin(GL_QUADS); glColor4ub(color.r, color.g, color.b, color.a); glVertex2i(position.x, position.y); glVertex2i(position.x + size.x, position.y); glVertex2i(position.x + size.x, position.y + size.y); glVertex2i(position.x, position.y + size.y); glEnd(); } // Draw rectangle outline void DrawRectangleLines(int posX, int posY, int width, int height, Color color) { //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied) //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm) // NOTE: Lines are rasterized using the "Diamond Exit" rule so, it's nearly impossible to obtain a pixel-perfect engine // NOTE: Recommended trying to avoid using lines, at least >1.0f pixel lines with anti-aliasing (glLineWidth function) glBegin(GL_LINE_LOOP); glColor4ub(color.r, color.g, color.b, color.a); glVertex2i(posX, posY); glVertex2i(posX + width - 1, posY); glVertex2i(posX + width - 1, posY + height - 1); glVertex2i(posX, posY + height - 1); glEnd(); // NOTE: Alternative method to draw rectangle outline /* glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); DrawRectangle(posX, posY, width - 1, height - 1, color); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); */ //glDisable(GL_LINE_SMOOTH); } // Draw a triangle void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) { glBegin(GL_TRIANGLES); glColor4ub(color.r, color.g, color.b, color.a); glVertex2f(v1.x, v1.y); glVertex2f(v2.x, v2.y); glVertex2f(v3.x, v3.y); glEnd(); } void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) { glBegin(GL_LINE_LOOP); glColor4ub(color.r, color.g, color.b, color.a); glVertex2f(v1.x, v1.y); glVertex2f(v2.x, v2.y); glVertex2f(v3.x, v3.y); glEnd(); } // Draw a regular polygon of n sides (Vector version) void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) { if (sides < 3) sides = 3; glPushMatrix(); glTranslatef(center.x, center.y, 0); glRotatef(rotation, 0, 0, 1); glBegin(GL_TRIANGLE_FAN); glColor4ub(color.r, color.g, color.b, color.a); glVertex2f(0, 0); for (int i=0; i <= sides; i++) { glVertex2f(radius*cos(i*2*PI/sides), radius*sin(i*2*PI/sides)); } glEnd(); glPopMatrix(); } // Draw a closed polygon defined by points // NOTE: Array num elements MUST be passed as parameter to function void DrawPolyEx(Vector2 *points, int numPoints, Color color) { if (numPoints >= 3) { glEnable(GL_POLYGON_SMOOTH); glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); glBegin(GL_POLYGON); glColor4ub(color.r, color.g, color.b, color.a); for (int i = 0; i < numPoints; i++) { glVertex2f(points[i].x, points[i].y); } glEnd(); glDisable(GL_POLYGON_SMOOTH); } } // Draw polygon lines // NOTE: Array num elements MUST be passed as parameter to function void DrawPolyExLines(Vector2 *points, int numPoints, Color color) { if (numPoints >= 2) { //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied) //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm) glBegin(GL_LINE_LOOP); glColor4ub(color.r, color.g, color.b, color.a); for (int i = 0; i < numPoints; i++) { glVertex2f(points[i].x, points[i].y); } glEnd(); //glDisable(GL_LINE_SMOOTH); } } // Check if point is inside rectangle bool CheckCollisionPointRec(Vector2 point, Rectangle rec) { bool collision = false; if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true; return collision; } // Check if point is inside circle bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) { return CheckCollisionCircles(point, 0, center, radius); } // Check if point is inside a triangle defined by three points (p1, p2, p3) bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) { bool collision = false; float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) / ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) / ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); float gamma = 1.0f - alpha - beta; if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true; return collision; } // Check collision between two rectangles bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) { bool collision = false; int dx = abs((rec1.x + rec1.width / 2) - (rec2.x + rec2.width / 2)); int dy = abs((rec1.y + rec1.height / 2) - (rec2.y + rec2.height / 2)); if ((dx <= (rec1.width / 2 + rec2.width / 2)) && ((dy <= (rec1.height / 2 + rec2.height / 2)))) collision = true; return collision; } // Check collision between two circles bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) { bool collision = false; float dx = center2.x - center1.x; // X distance between centers float dy = center2.y - center1.y; // Y distance between centers float distance = sqrt(dx*dx + dy*dy); // Distance between centers if (distance <= (radius1 + radius2)) collision = true; return collision; } // Check collision between circle and rectangle bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) { bool collision = false; float dx = abs((rec.x + rec.width / 2) - center.x); float dy = abs((rec.y + rec.height / 2) - center.y); if ((dx <= (rec.width / 2 + radius)) && (dy <= (rec.height / 2 + radius))) collision = true; return collision; } // Get collision rectangle for two rectangles collision Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) { Rectangle retRec = { 0, 0, 0, 0 }; if (CheckCollisionRecs(rec1, rec2)) { int dxx = abs(rec1.x - rec2.x); int dyy = abs(rec1.y - rec2.y); if (rec1.x <= rec2.x) { if (rec1.y <= rec2.y) { retRec.x = rec2.x; retRec.y = rec2.y; retRec.width = rec1.width - dxx; retRec.height = rec1.height - dyy; } else { retRec.x = rec2.x; retRec.y = rec1.y; retRec.width = rec1.width - dxx; retRec.height = rec2.height - dyy; } } else { if (rec1.y <= rec2.y) { retRec.x = rec1.x; retRec.y = rec2.y; retRec.width = rec2.width - dxx; retRec.height = rec1.height - dyy; } else { retRec.x = rec1.x; retRec.y = rec1.y; retRec.width = rec2.width - dxx; retRec.height = rec2.height - dyy; } } if (retRec.width >= rec2.width) retRec.width = rec2.width; if (retRec.height >= rec2.height) retRec.height = rec2.height; } return retRec; }