97e40ced57
This commit implements a big update of rlgl module, intended to optimize some parts. This change could break some code bases... hopefully not, but it could. The BIG changes to the module are: - Replaced LINES-TRIANGLES-QUADS buffers by a single one, now all vertex data is accumulated on a single buffer and managed with registered draw calls. LINES-TRIANGLES-QUADS could be used the same way as before, rlgl will manage them carefully. That's a big improvement of the system. - Support multi-buffering if required. Just define MAX_BATCH_BUFFERING desired size (currently set to 1 batch). Should be enough for most of the situations. - Removed temporal accumulative buffers for matrix transformations, now transformations are directly applied to vertex when on rlVertex3f() - Reviewed rlPushMatrix()/rlPopMatrix() to be consistent with OpenGL 1.1, probably I should remove that ancient behaviour but... well, it was not consistent and now it is. - Minor tweaks: LoadText(), I broke it in last update... also multiple comments reviewed. - TODO: MAX_BATCH_ELEMENTS checking should probably be reviewed... done some tests and it works but...
73 lines
3.0 KiB
C
73 lines
3.0 KiB
C
/*******************************************************************************************
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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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* This example has been created using raylib 1.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("some basic shapes available on raylib", 20, 20, 20, DARKGRAY);
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DrawCircle(screenWidth/4, 120, 35, DARKBLUE);
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DrawRectangle(screenWidth/4*2 - 60, 100, 120, 60, RED);
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DrawRectangleLines(screenWidth/4*2 - 40, 320, 80, 60, ORANGE); // NOTE: Uses QUADS internally, not lines
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DrawRectangleGradientH(screenWidth/4*2 - 90, 170, 180, 130, MAROON, GOLD);
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DrawTriangle((Vector2){screenWidth/4*3, 80},
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(Vector2){screenWidth/4*3 - 60, 150},
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(Vector2){screenWidth/4*3 + 60, 150}, VIOLET);
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DrawPoly((Vector2){screenWidth/4*3, 320}, 6, 80, 0, BROWN);
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DrawCircleGradient(screenWidth/4, 220, 60, GREEN, SKYBLUE);
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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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DrawLine(18, 42, screenWidth - 18, 42, BLACK);
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DrawCircleLines(screenWidth/4, 340, 80, DARKBLUE);
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DrawTriangleLines((Vector2){screenWidth/4*3, 160},
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(Vector2){screenWidth/4*3 - 20, 230},
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(Vector2){screenWidth/4*3 + 20, 230}, DARKBLUE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |