raylib/src/shapes.c

1569 lines
67 KiB
C

/**********************************************************************************************
*
* raylib.shapes - Basic functions to draw 2d Shapes and check collisions
*
* CONFIGURATION:
*
* #define SUPPORT_FONT_TEXTURE
* Draw rectangle shapes using font texture white character instead of default white texture
* Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
*
* #define SUPPORT_QUADS_DRAW_MODE
* Use QUADS instead of TRIANGLES for drawing when possible.
* Some lines-based shapes could still use lines
*
* LICENSE: zlib/libpng
*
* Copyright (c) 2013-2020 Ramon Santamaria (@raysan5)
*
* 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" // Declares module functions
// Check if config flags have been externally provided on compilation line
#if !defined(EXTERNAL_CONFIG_FLAGS)
#include "config.h" // Defines module configuration flags
#endif
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf()
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Nop...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Not here...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw a pixel
void DrawPixel(int posX, int posY, Color color)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(posX, posY);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
}
// Draw a pixel (Vector version)
void DrawPixelV(Vector2 position, Color color)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(position.x, position.y);
rlVertex2f(position.x + 1.0f, position.y + 1.0f);
rlEnd();
}
// Draw a line
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(startPosX, startPosY);
rlVertex2i(endPosX, endPosY);
rlEnd();
}
// Draw a line (Vector version)
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(startPos.x, startPos.y);
rlVertex2f(endPos.x, endPos.y);
rlEnd();
}
// Draw a line defining thickness
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
if (startPos.x > endPos.x)
{
Vector2 tempPos = startPos;
startPos = endPos;
endPos = tempPos;
}
float dx = endPos.x - startPos.x;
float dy = endPos.y - startPos.y;
float d = sqrtf(dx*dx + dy*dy);
float angle = asinf(dy/d);
rlEnableTexture(GetShapesTexture().id);
rlPushMatrix();
rlTranslatef((float)startPos.x, (float)startPos.y, 0.0f);
rlRotatef(RAD2DEG*angle, 0.0f, 0.0f, 1.0f);
rlTranslatef(0, (thick > 1.0f)? -thick/2.0f : -1.0f, 0.0f);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(0.0f, 0.0f);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(0.0f, thick);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(d, thick);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(d, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
// Draw line using cubic-bezier curves in-out
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
#define LINE_DIVISIONS 24 // Bezier line divisions
Vector2 previous = startPos;
Vector2 current;
for (int i = 1; i <= LINE_DIVISIONS; i++)
{
// Cubic easing in-out
// NOTE: Easing is calculated only for y position value
current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)LINE_DIVISIONS);
current.x = previous.x + (endPos.x - startPos.x)/ (float)LINE_DIVISIONS;
DrawLineEx(previous, current, thick, color);
previous = current;
}
}
// Draw lines sequence
void DrawLineStrip(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 2)
{
if (rlCheckBufferLimit(pointsCount)) rlglDraw();
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < pointsCount - 1; i++)
{
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
}
}
// Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
}
// Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#define CIRCLE_ERROR_RATE 0.5f
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
if (segments <= 0) segments = 4;
}
float stepLength = (float)(endAngle - startAngle)/(float)segments;
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
// NOTE: Every QUAD actually represents two segments
for (int i = 0; i < segments/2; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
if (segments%2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
}
rlEnd();
rlDisableTexture();
#else
if (rlCheckBufferLimit(3*segments)) rlglDraw();
rlBegin(RL_TRIANGLES);
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
angle += stepLength;
}
rlEnd();
#endif
}
void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#endif
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
if (segments <= 0) segments = 4;
}
float stepLength = (float)(endAngle - startAngle)/(float)segments;
float angle = startAngle;
// Hide the cap lines when the circle is full
bool showCapLines = true;
int limit = 2*(segments + 2);
if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw();
rlBegin(RL_LINES);
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
}
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
angle += stepLength;
}
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
}
rlEnd();
}
// 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)
{
if (rlCheckBufferLimit(3*36)) rlglDraw();
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color1.r, color1.g, color1.b, color1.a);
rlVertex2f(centerX, centerY);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
}
rlEnd();
}
// 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)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
}
// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{
if (rlCheckBufferLimit(2*36)) rlglDraw();
rlBegin(RL_LINES);
rlColor4ub(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 += 10)
{
rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
}
rlEnd();
}
// Draw ellipse
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color)
{
if (rlCheckBufferLimit(3*36)) rlglDraw();
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(centerX, centerY);
rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV);
rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV);
}
rlEnd();
}
// Draw ellipse outline
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color)
{
if (rlCheckBufferLimit(2*36)) rlglDraw();
rlBegin(RL_LINES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV);
rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV);
}
rlEnd();
}
void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
// Function expects (outerRadius > innerRadius)
if (outerRadius < innerRadius)
{
float tmp = outerRadius;
outerRadius = innerRadius;
innerRadius = tmp;
if (outerRadius <= 0.0f) outerRadius = 0.1f;
}
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#endif
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
if (segments <= 0) segments = 4;
}
// Not a ring
if (innerRadius <= 0.0f)
{
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color);
return;
}
float stepLength = (float)(endAngle - startAngle)/(float)segments;
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*segments)) rlglDraw();
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
}
rlEnd();
rlDisableTexture();
#else
if (rlCheckBufferLimit(6*segments)) rlglDraw();
rlBegin(RL_TRIANGLES);
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
angle += stepLength;
}
rlEnd();
#endif
}
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color)
{
if (startAngle == endAngle) return;
// Function expects (outerRadius > innerRadius)
if (outerRadius < innerRadius)
{
float tmp = outerRadius;
outerRadius = innerRadius;
innerRadius = tmp;
if (outerRadius <= 0.0f) outerRadius = 0.1f;
}
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
// Swap values
int tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#endif
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1);
segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
if (segments <= 0) segments = 4;
}
if (innerRadius <= 0.0f)
{
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color);
return;
}
float stepLength = (float)(endAngle - startAngle)/(float)segments;
float angle = startAngle;
bool showCapLines = true;
int limit = 4*(segments + 1);
if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
if (rlCheckBufferLimit(limit)) rlglDraw();
rlBegin(RL_LINES);
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
}
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
}
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
}
rlEnd();
}
// Draw a color-filled rectangle
void DrawRectangle(int posX, int posY, int width, int height, Color color)
{
DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color);
}
// 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)
{
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
}
// Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color)
{
DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color);
}
// Draw a color-filled rectangle with pro parameters
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
{
rlEnableTexture(GetShapesTexture().id);
rlPushMatrix();
rlTranslatef(rec.x, rec.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
rlTranslatef(-origin.x, -origin.y, 0.0f);
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(0.0f, 0.0f);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(0.0f, rec.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(rec.width, rec.height);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(rec.width, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
// Draw a vertical-gradient-filled rectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
{
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1);
}
// Draw a horizontal-gradient-filled rectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
{
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2);
}
// Draw a gradient-filled rectangle
// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
{
rlEnableTexture(GetShapesTexture().id);
rlPushMatrix();
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
// NOTE: Default raylib font character 95 is a white square
rlColor4ub(col1.r, col1.g, col1.b, col1.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(rec.x, rec.y);
rlColor4ub(col2.r, col2.g, col2.b, col2.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(rec.x, rec.y + rec.height);
rlColor4ub(col3.r, col3.g, col3.b, col3.a);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(rec.x + rec.width, rec.y + rec.height);
rlColor4ub(col4.r, col4.g, col4.b, col4.a);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(rec.x + rec.width, rec.y);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
// 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)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
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);
#else
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 + height);
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
#endif
}
// Draw rectangle outline with extended parameters
void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color)
{
if (lineThick > rec.width || lineThick > rec.height)
{
if (rec.width > rec.height) lineThick = (int)rec.height/2;
else if (rec.width < rec.height) lineThick = (int)rec.width/2;
}
DrawRectangle( (int)rec.x, (int)rec.y, (int)rec.width, lineThick, color);
DrawRectangle( (int)(rec.x - lineThick + rec.width), (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2.0f), color);
DrawRectangle( (int)rec.x, (int)(rec.y + rec.height - lineThick), (int)rec.width, lineThick, color);
DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color);
}
// Draw rectangle with rounded edges
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color)
{
// Not a rounded rectangle
if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 ))
{
DrawRectangleRec(rec, color);
return;
}
if (roundness >= 1.0f) roundness = 1.0f;
// Calculate corner radius
float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2;
if (radius <= 0.0f) return;
// Calculate number of segments to use for the corners
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#endif
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
segments = ceilf(2*PI/th)/4;
if (segments <= 0) segments = 4;
}
float stepLength = 90.0f/(float)segments;
/* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below)
* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
* P0 P1
* ____________________
* /| |\
* /1| 2 |3\
*P7 /__|____________________|__\ P2
* | |P8 P9| |
* | 8 | 9 | 4 |
* | __|____________________|__ |
*P6 \ |P11 P10| / P3
* \7| 6 |5/
* \|____________________|/
* P5 P4
*/
const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier)
{(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2
{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4
{(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7
{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9
{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11
};
const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw();
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
float angle = angles[k];
const Vector2 center = centers[k];
// NOTE: Every QUAD actually represents two segments
for (int i = 0; i < segments/2; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
angle += (stepLength*2);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
if (segments%2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x, center.y);
}
}
// [2] Upper Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[0].x, point[0].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[1].x, point[1].y);
// [4] Right Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[2].x, point[2].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[5].x, point[5].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[4].x, point[4].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
// [8] Left Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[7].x, point[7].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[6].x, point[6].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
// [9] Middle Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlEnd();
rlDisableTexture();
#else
if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
rlBegin(RL_TRIANGLES);
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
float angle = angles[k];
const Vector2 center = centers[k];
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
angle += stepLength;
}
}
// [2] Upper Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[0].x, point[0].y);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[1].x, point[1].y);
rlVertex2f(point[0].x, point[0].y);
rlVertex2f(point[9].x, point[9].y);
// [4] Right Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[3].x, point[3].y);
rlVertex2f(point[2].x, point[2].y);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[3].x, point[3].y);
// [6] Bottom Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[5].x, point[5].y);
rlVertex2f(point[4].x, point[4].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[4].x, point[4].y);
// [8] Left Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[6].x, point[6].y);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[11].x, point[11].y);
// [9] Middle Rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[10].x, point[10].y);
rlEnd();
#endif
}
// Draw rectangle with rounded edges outline
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color)
{
if (lineThick < 0) lineThick = 0;
// Not a rounded rectangle
if (roundness <= 0.0f)
{
DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color);
return;
}
if (roundness >= 1.0f) roundness = 1.0f;
// Calculate corner radius
float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2;
if (radius <= 0.0f) return;
// Calculate number of segments to use for the corners
if (segments < 4)
{
// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
#ifndef CIRCLE_ERROR_RATE
#define CIRCLE_ERROR_RATE 0.5f
#endif
// Calculate the maximum angle between segments based on the error rate.
float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
segments = ceilf(2*PI/th)/2;
if (segments <= 0) segments = 4;
}
float stepLength = 90.0f/(float)segments;
const float outerRadius = radius + (float)lineThick, innerRadius = radius;
/* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below)
* Not my best attempt at ASCII art, just preted it's rounded rectangle :)
* P0 P1
* ====================
* // P8 P9 \\
* // \\
*P7 // P15 P10 \\ P2
* || *P16 P17* ||
* || ||
* || P14 P11 ||
*P6 \\ *P19 P18* // P3
* \\ //
* \\ P13 P12 //
* ====================
* P5 P4
*/
const Vector2 point[16] = {
{(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2
{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4
{(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7
{(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9
{ rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11
{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13
{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15
};
const Vector2 centers[4] = {
{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17
{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
};
const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
if (lineThick > 1)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
float angle = angles[k];
const Vector2 center = centers[k];
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
}
}
// Upper rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[0].x, point[0].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[8].x, point[8].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[9].x, point[9].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[1].x, point[1].y);
// Right rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[2].x, point[2].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[10].x, point[10].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[11].x, point[11].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[3].x, point[3].y);
// Lower rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[13].x, point[13].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[5].x, point[5].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[4].x, point[4].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[12].x, point[12].y);
// Left rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[15].x, point[15].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[7].x, point[7].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(point[6].x, point[6].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(point[14].x, point[14].y);
rlEnd();
rlDisableTexture();
#else
if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
rlBegin(RL_TRIANGLES);
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
float angle = angles[k];
const Vector2 center = centers[k];
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
angle += stepLength;
}
}
// Upper rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[0].x, point[0].y);
rlVertex2f(point[8].x, point[8].y);
rlVertex2f(point[9].x, point[9].y);
rlVertex2f(point[1].x, point[1].y);
rlVertex2f(point[0].x, point[0].y);
rlVertex2f(point[9].x, point[9].y);
// Right rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[11].x, point[11].y);
rlVertex2f(point[3].x, point[3].y);
rlVertex2f(point[2].x, point[2].y);
rlVertex2f(point[10].x, point[10].y);
rlVertex2f(point[3].x, point[3].y);
// Lower rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[13].x, point[13].y);
rlVertex2f(point[5].x, point[5].y);
rlVertex2f(point[4].x, point[4].y);
rlVertex2f(point[12].x, point[12].y);
rlVertex2f(point[13].x, point[13].y);
rlVertex2f(point[4].x, point[4].y);
// Left rectangle
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[6].x, point[6].y);
rlVertex2f(point[14].x, point[14].y);
rlVertex2f(point[15].x, point[15].y);
rlVertex2f(point[7].x, point[7].y);
rlVertex2f(point[14].x, point[14].y);
rlEnd();
#endif
}
else
{
// Use LINES to draw the outline
if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
rlBegin(RL_LINES);
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
{
float angle = angles[k];
const Vector2 center = centers[k];
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
angle += stepLength;
}
}
// And now the remaining 4 lines
for(int i = 0; i < 8; i += 2)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(point[i].x, point[i].y);
rlVertex2f(point[i + 1].x, point[i + 1].y);
}
rlEnd();
}
}
// Draw a triangle
// NOTE: Vertex must be provided in counter-clockwise order
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
if (rlCheckBufferLimit(4)) rlglDraw();
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(v1.x, v1.y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(v2.x, v2.y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(v2.x, v2.y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(v3.x, v3.y);
rlEnd();
rlDisableTexture();
#else
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
#endif
}
// Draw a triangle using lines
// NOTE: Vertex must be provided in counter-clockwise order
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
if (rlCheckBufferLimit(6)) rlglDraw();
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlVertex2f(v3.x, v3.y);
rlVertex2f(v1.x, v1.y);
rlEnd();
}
// Draw a triangle fan defined by points
// NOTE: First vertex provided is the center, shared by all triangles
void DrawTriangleFan(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 3)
{
if (rlCheckBufferLimit((pointsCount - 2)*4)) rlglDraw();
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 1; i < pointsCount - 1; i++)
{
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(points[0].x, points[0].y);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(points[i].x, points[i].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(points[i + 1].x, points[i + 1].y);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
rlDisableTexture();
}
}
// Draw a triangle strip defined by points
// NOTE: Every new vertex connects with previous two
void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color)
{
if (pointsCount >= 3)
{
if (rlCheckBufferLimit(pointsCount)) rlglDraw();
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 2; i < pointsCount; i++)
{
if ((i%2) == 0)
{
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i - 2].x, points[i - 2].y);
rlVertex2f(points[i - 1].x, points[i - 1].y);
}
else
{
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i - 1].x, points[i - 1].y);
rlVertex2f(points[i - 2].x, points[i - 2].y);
}
}
rlEnd();
}
}
// 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;
float centralAngle = 0.0f;
if (rlCheckBufferLimit(4*(360/sides))) rlglDraw();
rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0f);
rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(0, 0);
rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
centralAngle += 360.0f/(float)sides;
rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height);
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius);
}
rlEnd();
rlDisableTexture();
#else
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);
centralAngle += 360.0f/(float)sides;
rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, 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;
if (rlCheckBufferLimit(3*(360/sides))) rlglDraw();
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);
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();
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Collision Detection functions
//----------------------------------------------------------------------------------
// 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;
if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) &&
(rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) 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 = sqrtf(dx*dx + dy*dy); // Distance between centers
if (distance <= (radius1 + radius2)) collision = true;
return collision;
}
// Check collision between circle and rectangle
// NOTE: Reviewed version to take into account corner limit case
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
{
int recCenterX = (int)(rec.x + rec.width/2.0f);
int recCenterY = (int)(rec.y + rec.height/2.0f);
float dx = fabsf(center.x - (float)recCenterX);
float dy = fabsf(center.y - (float)recCenterY);
if (dx > (rec.width/2.0f + radius)) { return false; }
if (dy > (rec.height/2.0f + radius)) { return false; }
if (dx <= (rec.width/2.0f)) { return true; }
if (dy <= (rec.height/2.0f)) { return true; }
float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
(dy - rec.height/2.0f)*(dy - rec.height/2.0f);
return (cornerDistanceSq <= (radius*radius));
}
// Get collision rectangle for two rectangles collision
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{
Rectangle retRec = { 0, 0, 0, 0 };
if (CheckCollisionRecs(rec1, rec2))
{
float dxx = fabsf(rec1.x - rec2.x);
float dyy = fabsf(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 (rec1.width > rec2.width)
{
if (retRec.width >= rec2.width) retRec.width = rec2.width;
}
else
{
if (retRec.width >= rec1.width) retRec.width = rec1.width;
}
if (rec1.height > rec2.height)
{
if (retRec.height >= rec2.height) retRec.height = rec2.height;
}
else
{
if (retRec.height >= rec1.height) retRec.height = rec1.height;
}
}
return retRec;
}
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Cubic easing in-out
// NOTE: Required for DrawLineBezier()
static float EaseCubicInOut(float t, float b, float c, float d)
{
if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b;
t -= 2;
return 0.5f*c*(t*t*t + 2.0f) + b;
}