| 1 | /********************************************************************************************** |
| 2 | * |
| 3 | * raylib.shapes - Basic functions to draw 2d Shapes and check collisions |
| 4 | * |
| 5 | * CONFIGURATION: |
| 6 | * |
| 7 | * #define SUPPORT_FONT_TEXTURE |
| 8 | * Draw rectangle shapes using font texture white character instead of default white texture |
| 9 | * Allows drawing rectangles and text with a single draw call, very useful for GUI systems! |
| 10 | * |
| 11 | * #define SUPPORT_QUADS_DRAW_MODE |
| 12 | * Use QUADS instead of TRIANGLES for drawing when possible. |
| 13 | * Some lines-based shapes could still use lines |
| 14 | * |
| 15 | * LICENSE: zlib/libpng |
| 16 | * |
| 17 | * Copyright (c) 2013-2020 Ramon Santamaria (@raysan5) |
| 18 | * |
| 19 | * This software is provided "as-is", without any express or implied warranty. In no event |
| 20 | * will the authors be held liable for any damages arising from the use of this software. |
| 21 | * |
| 22 | * Permission is granted to anyone to use this software for any purpose, including commercial |
| 23 | * applications, and to alter it and redistribute it freely, subject to the following restrictions: |
| 24 | * |
| 25 | * 1. The origin of this software must not be misrepresented; you must not claim that you |
| 26 | * wrote the original software. If you use this software in a product, an acknowledgment |
| 27 | * in the product documentation would be appreciated but is not required. |
| 28 | * |
| 29 | * 2. Altered source versions must be plainly marked as such, and must not be misrepresented |
| 30 | * as being the original software. |
| 31 | * |
| 32 | * 3. This notice may not be removed or altered from any source distribution. |
| 33 | * |
| 34 | **********************************************************************************************/ |
| 35 | |
| 36 | #include "raylib.h" // Declares module functions |
| 37 | |
| 38 | // Check if config flags have been externally provided on compilation line |
| 39 | #if !defined(EXTERNAL_CONFIG_FLAGS) |
| 40 | #include "config.h" // Defines module configuration flags |
| 41 | #endif |
| 42 | |
| 43 | #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 |
| 44 | |
| 45 | #include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf() |
| 46 | |
| 47 | //---------------------------------------------------------------------------------- |
| 48 | // Defines and Macros |
| 49 | //---------------------------------------------------------------------------------- |
| 50 | // Nop... |
| 51 | |
| 52 | //---------------------------------------------------------------------------------- |
| 53 | // Types and Structures Definition |
| 54 | //---------------------------------------------------------------------------------- |
| 55 | // Not here... |
| 56 | |
| 57 | //---------------------------------------------------------------------------------- |
| 58 | // Global Variables Definition |
| 59 | //---------------------------------------------------------------------------------- |
| 60 | // ... |
| 61 | |
| 62 | //---------------------------------------------------------------------------------- |
| 63 | // Module specific Functions Declaration |
| 64 | //---------------------------------------------------------------------------------- |
| 65 | static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing |
| 66 | |
| 67 | //---------------------------------------------------------------------------------- |
| 68 | // Module Functions Definition |
| 69 | //---------------------------------------------------------------------------------- |
| 70 | |
| 71 | // Draw a pixel |
| 72 | void DrawPixel(int posX, int posY, Color color) |
| 73 | { |
| 74 | rlBegin(RL_LINES); |
| 75 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 76 | rlVertex2i(posX, posY); |
| 77 | rlVertex2i(posX + 1, posY + 1); |
| 78 | rlEnd(); |
| 79 | } |
| 80 | |
| 81 | // Draw a pixel (Vector version) |
| 82 | void DrawPixelV(Vector2 position, Color color) |
| 83 | { |
| 84 | rlBegin(RL_LINES); |
| 85 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 86 | rlVertex2f(position.x, position.y); |
| 87 | rlVertex2f(position.x + 1.0f, position.y + 1.0f); |
| 88 | rlEnd(); |
| 89 | } |
| 90 | |
| 91 | // Draw a line |
| 92 | void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) |
| 93 | { |
| 94 | rlBegin(RL_LINES); |
| 95 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 96 | rlVertex2i(startPosX, startPosY); |
| 97 | rlVertex2i(endPosX, endPosY); |
| 98 | rlEnd(); |
| 99 | } |
| 100 | |
| 101 | // Draw a line (Vector version) |
| 102 | void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) |
| 103 | { |
| 104 | rlBegin(RL_LINES); |
| 105 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 106 | rlVertex2f(startPos.x, startPos.y); |
| 107 | rlVertex2f(endPos.x, endPos.y); |
| 108 | rlEnd(); |
| 109 | } |
| 110 | |
| 111 | // Draw a line defining thickness |
| 112 | void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) |
| 113 | { |
| 114 | if (startPos.x > endPos.x) |
| 115 | { |
| 116 | Vector2 tempPos = startPos; |
| 117 | startPos = endPos; |
| 118 | endPos = tempPos; |
| 119 | } |
| 120 | |
| 121 | float dx = endPos.x - startPos.x; |
| 122 | float dy = endPos.y - startPos.y; |
| 123 | |
| 124 | float d = sqrtf(dx*dx + dy*dy); |
| 125 | float angle = asinf(dy/d); |
| 126 | |
| 127 | rlEnableTexture(GetShapesTexture().id); |
| 128 | |
| 129 | rlPushMatrix(); |
| 130 | rlTranslatef((float)startPos.x, (float)startPos.y, 0.0f); |
| 131 | rlRotatef(RAD2DEG*angle, 0.0f, 0.0f, 1.0f); |
| 132 | rlTranslatef(0, (thick > 1.0f)? -thick/2.0f : -1.0f, 0.0f); |
| 133 | |
| 134 | rlBegin(RL_QUADS); |
| 135 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 136 | rlNormal3f(0.0f, 0.0f, 1.0f); |
| 137 | |
| 138 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 139 | rlVertex2f(0.0f, 0.0f); |
| 140 | |
| 141 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 142 | rlVertex2f(0.0f, thick); |
| 143 | |
| 144 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 145 | rlVertex2f(d, thick); |
| 146 | |
| 147 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 148 | rlVertex2f(d, 0.0f); |
| 149 | rlEnd(); |
| 150 | rlPopMatrix(); |
| 151 | |
| 152 | rlDisableTexture(); |
| 153 | } |
| 154 | |
| 155 | // Draw line using cubic-bezier curves in-out |
| 156 | void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) |
| 157 | { |
| 158 | #define LINE_DIVISIONS 24 // Bezier line divisions |
| 159 | |
| 160 | Vector2 previous = startPos; |
| 161 | Vector2 current; |
| 162 | |
| 163 | for (int i = 1; i <= LINE_DIVISIONS; i++) |
| 164 | { |
| 165 | // Cubic easing in-out |
| 166 | // NOTE: Easing is calculated only for y position value |
| 167 | current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)LINE_DIVISIONS); |
| 168 | current.x = previous.x + (endPos.x - startPos.x)/ (float)LINE_DIVISIONS; |
| 169 | |
| 170 | DrawLineEx(previous, current, thick, color); |
| 171 | |
| 172 | previous = current; |
| 173 | } |
| 174 | } |
| 175 | |
| 176 | // Draw lines sequence |
| 177 | void DrawLineStrip(Vector2 *points, int pointsCount, Color color) |
| 178 | { |
| 179 | if (pointsCount >= 2) |
| 180 | { |
| 181 | if (rlCheckBufferLimit(pointsCount)) rlglDraw(); |
| 182 | |
| 183 | rlBegin(RL_LINES); |
| 184 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 185 | |
| 186 | for (int i = 0; i < pointsCount - 1; i++) |
| 187 | { |
| 188 | rlVertex2f(points[i].x, points[i].y); |
| 189 | rlVertex2f(points[i + 1].x, points[i + 1].y); |
| 190 | } |
| 191 | rlEnd(); |
| 192 | } |
| 193 | } |
| 194 | |
| 195 | // Draw a color-filled circle |
| 196 | void DrawCircle(int centerX, int centerY, float radius, Color color) |
| 197 | { |
| 198 | DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); |
| 199 | } |
| 200 | |
| 201 | // Draw a piece of a circle |
| 202 | void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) |
| 203 | { |
| 204 | if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero |
| 205 | |
| 206 | // Function expects (endAngle > startAngle) |
| 207 | if (endAngle < startAngle) |
| 208 | { |
| 209 | // Swap values |
| 210 | int tmp = startAngle; |
| 211 | startAngle = endAngle; |
| 212 | endAngle = tmp; |
| 213 | } |
| 214 | |
| 215 | if (segments < 4) |
| 216 | { |
| 217 | // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
| 218 | #define CIRCLE_ERROR_RATE 0.5f |
| 219 | |
| 220 | // Calculate the maximum angle between segments based on the error rate. |
| 221 | float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); |
| 222 | segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
| 223 | |
| 224 | if (segments <= 0) segments = 4; |
| 225 | } |
| 226 | |
| 227 | float stepLength = (float)(endAngle - startAngle)/(float)segments; |
| 228 | float angle = startAngle; |
| 229 | |
| 230 | #if defined(SUPPORT_QUADS_DRAW_MODE) |
| 231 | if (rlCheckBufferLimit(4*segments/2)) rlglDraw(); |
| 232 | |
| 233 | rlEnableTexture(GetShapesTexture().id); |
| 234 | |
| 235 | rlBegin(RL_QUADS); |
| 236 | // NOTE: Every QUAD actually represents two segments |
| 237 | for (int i = 0; i < segments/2; i++) |
| 238 | { |
| 239 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 240 | |
| 241 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 242 | rlVertex2f(center.x, center.y); |
| 243 | |
| 244 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 245 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 246 | |
| 247 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 248 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
| 249 | |
| 250 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 251 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); |
| 252 | |
| 253 | angle += (stepLength*2); |
| 254 | } |
| 255 | |
| 256 | // NOTE: In case number of segments is odd, we add one last piece to the cake |
| 257 | if (segments%2) |
| 258 | { |
| 259 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 260 | |
| 261 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 262 | rlVertex2f(center.x, center.y); |
| 263 | |
| 264 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 265 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 266 | |
| 267 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 268 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
| 269 | |
| 270 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 271 | rlVertex2f(center.x, center.y); |
| 272 | } |
| 273 | rlEnd(); |
| 274 | |
| 275 | rlDisableTexture(); |
| 276 | #else |
| 277 | if (rlCheckBufferLimit(3*segments)) rlglDraw(); |
| 278 | |
| 279 | rlBegin(RL_TRIANGLES); |
| 280 | for (int i = 0; i < segments; i++) |
| 281 | { |
| 282 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 283 | |
| 284 | rlVertex2f(center.x, center.y); |
| 285 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 286 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
| 287 | |
| 288 | angle += stepLength; |
| 289 | } |
| 290 | rlEnd(); |
| 291 | #endif |
| 292 | } |
| 293 | |
| 294 | void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) |
| 295 | { |
| 296 | if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue |
| 297 | |
| 298 | // Function expects (endAngle > startAngle) |
| 299 | if (endAngle < startAngle) |
| 300 | { |
| 301 | // Swap values |
| 302 | int tmp = startAngle; |
| 303 | startAngle = endAngle; |
| 304 | endAngle = tmp; |
| 305 | } |
| 306 | |
| 307 | if (segments < 4) |
| 308 | { |
| 309 | // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
| 310 | #ifndef CIRCLE_ERROR_RATE |
| 311 | #define CIRCLE_ERROR_RATE 0.5f |
| 312 | #endif |
| 313 | |
| 314 | // Calculate the maximum angle between segments based on the error rate. |
| 315 | float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); |
| 316 | segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
| 317 | |
| 318 | if (segments <= 0) segments = 4; |
| 319 | } |
| 320 | |
| 321 | float stepLength = (float)(endAngle - startAngle)/(float)segments; |
| 322 | float angle = startAngle; |
| 323 | |
| 324 | // Hide the cap lines when the circle is full |
| 325 | bool showCapLines = true; |
| 326 | int limit = 2*(segments + 2); |
| 327 | if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; } |
| 328 | |
| 329 | if (rlCheckBufferLimit(limit)) rlglDraw(); |
| 330 | |
| 331 | rlBegin(RL_LINES); |
| 332 | if (showCapLines) |
| 333 | { |
| 334 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 335 | rlVertex2f(center.x, center.y); |
| 336 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 337 | } |
| 338 | |
| 339 | for (int i = 0; i < segments; i++) |
| 340 | { |
| 341 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 342 | |
| 343 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 344 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
| 345 | |
| 346 | angle += stepLength; |
| 347 | } |
| 348 | |
| 349 | if (showCapLines) |
| 350 | { |
| 351 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 352 | rlVertex2f(center.x, center.y); |
| 353 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 354 | } |
| 355 | rlEnd(); |
| 356 | } |
| 357 | |
| 358 | // Draw a gradient-filled circle |
| 359 | // NOTE: Gradient goes from center (color1) to border (color2) |
| 360 | void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) |
| 361 | { |
| 362 | if (rlCheckBufferLimit(3*36)) rlglDraw(); |
| 363 | |
| 364 | rlBegin(RL_TRIANGLES); |
| 365 | for (int i = 0; i < 360; i += 10) |
| 366 | { |
| 367 | rlColor4ub(color1.r, color1.g, color1.b, color1.a); |
| 368 | rlVertex2f(centerX, centerY); |
| 369 | rlColor4ub(color2.r, color2.g, color2.b, color2.a); |
| 370 | rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius); |
| 371 | rlColor4ub(color2.r, color2.g, color2.b, color2.a); |
| 372 | rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius); |
| 373 | } |
| 374 | rlEnd(); |
| 375 | } |
| 376 | |
| 377 | // Draw a color-filled circle (Vector version) |
| 378 | // NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw) |
| 379 | void DrawCircleV(Vector2 center, float radius, Color color) |
| 380 | { |
| 381 | DrawCircleSector(center, radius, 0, 360, 36, color); |
| 382 | } |
| 383 | |
| 384 | // Draw circle outline |
| 385 | void DrawCircleLines(int centerX, int centerY, float radius, Color color) |
| 386 | { |
| 387 | if (rlCheckBufferLimit(2*36)) rlglDraw(); |
| 388 | |
| 389 | rlBegin(RL_LINES); |
| 390 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 391 | |
| 392 | // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) |
| 393 | for (int i = 0; i < 360; i += 10) |
| 394 | { |
| 395 | rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius); |
| 396 | rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius); |
| 397 | } |
| 398 | rlEnd(); |
| 399 | } |
| 400 | |
| 401 | // Draw ellipse |
| 402 | void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color) |
| 403 | { |
| 404 | if (rlCheckBufferLimit(3*36)) rlglDraw(); |
| 405 | |
| 406 | rlBegin(RL_TRIANGLES); |
| 407 | for (int i = 0; i < 360; i += 10) |
| 408 | { |
| 409 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 410 | rlVertex2f(centerX, centerY); |
| 411 | rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV); |
| 412 | rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV); |
| 413 | } |
| 414 | rlEnd(); |
| 415 | } |
| 416 | |
| 417 | // Draw ellipse outline |
| 418 | void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color) |
| 419 | { |
| 420 | if (rlCheckBufferLimit(2*36)) rlglDraw(); |
| 421 | |
| 422 | rlBegin(RL_LINES); |
| 423 | for (int i = 0; i < 360; i += 10) |
| 424 | { |
| 425 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 426 | rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV); |
| 427 | rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV); |
| 428 | } |
| 429 | rlEnd(); |
| 430 | } |
| 431 | |
| 432 | void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) |
| 433 | { |
| 434 | if (startAngle == endAngle) return; |
| 435 | |
| 436 | // Function expects (outerRadius > innerRadius) |
| 437 | if (outerRadius < innerRadius) |
| 438 | { |
| 439 | float tmp = outerRadius; |
| 440 | outerRadius = innerRadius; |
| 441 | innerRadius = tmp; |
| 442 | |
| 443 | if (outerRadius <= 0.0f) outerRadius = 0.1f; |
| 444 | } |
| 445 | |
| 446 | // Function expects (endAngle > startAngle) |
| 447 | if (endAngle < startAngle) |
| 448 | { |
| 449 | // Swap values |
| 450 | int tmp = startAngle; |
| 451 | startAngle = endAngle; |
| 452 | endAngle = tmp; |
| 453 | } |
| 454 | |
| 455 | if (segments < 4) |
| 456 | { |
| 457 | // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
| 458 | #ifndef CIRCLE_ERROR_RATE |
| 459 | #define CIRCLE_ERROR_RATE 0.5f |
| 460 | #endif |
| 461 | |
| 462 | // Calculate the maximum angle between segments based on the error rate. |
| 463 | float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
| 464 | segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
| 465 | |
| 466 | if (segments <= 0) segments = 4; |
| 467 | } |
| 468 | |
| 469 | // Not a ring |
| 470 | if (innerRadius <= 0.0f) |
| 471 | { |
| 472 | DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); |
| 473 | return; |
| 474 | } |
| 475 | |
| 476 | float stepLength = (float)(endAngle - startAngle)/(float)segments; |
| 477 | float angle = startAngle; |
| 478 | |
| 479 | #if defined(SUPPORT_QUADS_DRAW_MODE) |
| 480 | if (rlCheckBufferLimit(4*segments)) rlglDraw(); |
| 481 | |
| 482 | rlEnableTexture(GetShapesTexture().id); |
| 483 | |
| 484 | rlBegin(RL_QUADS); |
| 485 | for (int i = 0; i < segments; i++) |
| 486 | { |
| 487 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 488 | |
| 489 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 490 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
| 491 | |
| 492 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 493 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 494 | |
| 495 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 496 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 497 | |
| 498 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 499 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 500 | |
| 501 | angle += stepLength; |
| 502 | } |
| 503 | rlEnd(); |
| 504 | |
| 505 | rlDisableTexture(); |
| 506 | #else |
| 507 | if (rlCheckBufferLimit(6*segments)) rlglDraw(); |
| 508 | |
| 509 | rlBegin(RL_TRIANGLES); |
| 510 | for (int i = 0; i < segments; i++) |
| 511 | { |
| 512 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 513 | |
| 514 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
| 515 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 516 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 517 | |
| 518 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 519 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 520 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 521 | |
| 522 | angle += stepLength; |
| 523 | } |
| 524 | rlEnd(); |
| 525 | #endif |
| 526 | } |
| 527 | |
| 528 | void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) |
| 529 | { |
| 530 | if (startAngle == endAngle) return; |
| 531 | |
| 532 | // Function expects (outerRadius > innerRadius) |
| 533 | if (outerRadius < innerRadius) |
| 534 | { |
| 535 | float tmp = outerRadius; |
| 536 | outerRadius = innerRadius; |
| 537 | innerRadius = tmp; |
| 538 | |
| 539 | if (outerRadius <= 0.0f) outerRadius = 0.1f; |
| 540 | } |
| 541 | |
| 542 | // Function expects (endAngle > startAngle) |
| 543 | if (endAngle < startAngle) |
| 544 | { |
| 545 | // Swap values |
| 546 | int tmp = startAngle; |
| 547 | startAngle = endAngle; |
| 548 | endAngle = tmp; |
| 549 | } |
| 550 | |
| 551 | if (segments < 4) |
| 552 | { |
| 553 | // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
| 554 | #ifndef CIRCLE_ERROR_RATE |
| 555 | #define CIRCLE_ERROR_RATE 0.5f |
| 556 | #endif |
| 557 | |
| 558 | // Calculate the maximum angle between segments based on the error rate. |
| 559 | float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
| 560 | segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
| 561 | |
| 562 | if (segments <= 0) segments = 4; |
| 563 | } |
| 564 | |
| 565 | if (innerRadius <= 0.0f) |
| 566 | { |
| 567 | DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); |
| 568 | return; |
| 569 | } |
| 570 | |
| 571 | float stepLength = (float)(endAngle - startAngle)/(float)segments; |
| 572 | float angle = startAngle; |
| 573 | |
| 574 | bool showCapLines = true; |
| 575 | int limit = 4*(segments + 1); |
| 576 | if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; } |
| 577 | |
| 578 | if (rlCheckBufferLimit(limit)) rlglDraw(); |
| 579 | |
| 580 | rlBegin(RL_LINES); |
| 581 | if (showCapLines) |
| 582 | { |
| 583 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 584 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 585 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
| 586 | } |
| 587 | |
| 588 | for (int i = 0; i < segments; i++) |
| 589 | { |
| 590 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 591 | |
| 592 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 593 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 594 | |
| 595 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
| 596 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 597 | |
| 598 | angle += stepLength; |
| 599 | } |
| 600 | |
| 601 | if (showCapLines) |
| 602 | { |
| 603 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 604 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 605 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
| 606 | } |
| 607 | rlEnd(); |
| 608 | } |
| 609 | |
| 610 | // Draw a color-filled rectangle |
| 611 | void DrawRectangle(int posX, int posY, int width, int height, Color color) |
| 612 | { |
| 613 | DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color); |
| 614 | } |
| 615 | |
| 616 | // Draw a color-filled rectangle (Vector version) |
| 617 | // NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw) |
| 618 | void DrawRectangleV(Vector2 position, Vector2 size, Color color) |
| 619 | { |
| 620 | DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color); |
| 621 | } |
| 622 | |
| 623 | // Draw a color-filled rectangle |
| 624 | void DrawRectangleRec(Rectangle rec, Color color) |
| 625 | { |
| 626 | DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color); |
| 627 | } |
| 628 | |
| 629 | // Draw a color-filled rectangle with pro parameters |
| 630 | void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) |
| 631 | { |
| 632 | rlEnableTexture(GetShapesTexture().id); |
| 633 | |
| 634 | rlPushMatrix(); |
| 635 | rlTranslatef(rec.x, rec.y, 0.0f); |
| 636 | rlRotatef(rotation, 0.0f, 0.0f, 1.0f); |
| 637 | rlTranslatef(-origin.x, -origin.y, 0.0f); |
| 638 | |
| 639 | rlBegin(RL_QUADS); |
| 640 | rlNormal3f(0.0f, 0.0f, 1.0f); |
| 641 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 642 | |
| 643 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 644 | rlVertex2f(0.0f, 0.0f); |
| 645 | |
| 646 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 647 | rlVertex2f(0.0f, rec.height); |
| 648 | |
| 649 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 650 | rlVertex2f(rec.width, rec.height); |
| 651 | |
| 652 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 653 | rlVertex2f(rec.width, 0.0f); |
| 654 | rlEnd(); |
| 655 | rlPopMatrix(); |
| 656 | |
| 657 | rlDisableTexture(); |
| 658 | } |
| 659 | |
| 660 | // Draw a vertical-gradient-filled rectangle |
| 661 | // NOTE: Gradient goes from bottom (color1) to top (color2) |
| 662 | void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2) |
| 663 | { |
| 664 | DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1); |
| 665 | } |
| 666 | |
| 667 | // Draw a horizontal-gradient-filled rectangle |
| 668 | // NOTE: Gradient goes from bottom (color1) to top (color2) |
| 669 | void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2) |
| 670 | { |
| 671 | DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2); |
| 672 | } |
| 673 | |
| 674 | // Draw a gradient-filled rectangle |
| 675 | // NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise |
| 676 | void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4) |
| 677 | { |
| 678 | rlEnableTexture(GetShapesTexture().id); |
| 679 | |
| 680 | rlPushMatrix(); |
| 681 | rlBegin(RL_QUADS); |
| 682 | rlNormal3f(0.0f, 0.0f, 1.0f); |
| 683 | |
| 684 | // NOTE: Default raylib font character 95 is a white square |
| 685 | rlColor4ub(col1.r, col1.g, col1.b, col1.a); |
| 686 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 687 | rlVertex2f(rec.x, rec.y); |
| 688 | |
| 689 | rlColor4ub(col2.r, col2.g, col2.b, col2.a); |
| 690 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 691 | rlVertex2f(rec.x, rec.y + rec.height); |
| 692 | |
| 693 | rlColor4ub(col3.r, col3.g, col3.b, col3.a); |
| 694 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 695 | rlVertex2f(rec.x + rec.width, rec.y + rec.height); |
| 696 | |
| 697 | rlColor4ub(col4.r, col4.g, col4.b, col4.a); |
| 698 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 699 | rlVertex2f(rec.x + rec.width, rec.y); |
| 700 | rlEnd(); |
| 701 | rlPopMatrix(); |
| 702 | |
| 703 | rlDisableTexture(); |
| 704 | } |
| 705 | |
| 706 | // Draw rectangle outline |
| 707 | // NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw) |
| 708 | void DrawRectangleLines(int posX, int posY, int width, int height, Color color) |
| 709 | { |
| 710 | #if defined(SUPPORT_QUADS_DRAW_MODE) |
| 711 | DrawRectangle(posX, posY, width, 1, color); |
| 712 | DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color); |
| 713 | DrawRectangle(posX, posY + height - 1, width, 1, color); |
| 714 | DrawRectangle(posX, posY + 1, 1, height - 2, color); |
| 715 | #else |
| 716 | rlBegin(RL_LINES); |
| 717 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 718 | rlVertex2i(posX + 1, posY + 1); |
| 719 | rlVertex2i(posX + width, posY + 1); |
| 720 | |
| 721 | rlVertex2i(posX + width, posY + 1); |
| 722 | rlVertex2i(posX + width, posY + height); |
| 723 | |
| 724 | rlVertex2i(posX + width, posY + height); |
| 725 | rlVertex2i(posX + 1, posY + height); |
| 726 | |
| 727 | rlVertex2i(posX + 1, posY + height); |
| 728 | rlVertex2i(posX + 1, posY + 1); |
| 729 | rlEnd(); |
| 730 | #endif |
| 731 | } |
| 732 | |
| 733 | // Draw rectangle outline with extended parameters |
| 734 | void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) |
| 735 | { |
| 736 | if (lineThick > rec.width || lineThick > rec.height) |
| 737 | { |
| 738 | if (rec.width > rec.height) lineThick = (int)rec.height/2; |
| 739 | else if (rec.width < rec.height) lineThick = (int)rec.width/2; |
| 740 | } |
| 741 | |
| 742 | DrawRectangle( (int)rec.x, (int)rec.y, (int)rec.width, lineThick, color); |
| 743 | DrawRectangle( (int)(rec.x - lineThick + rec.width), (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2.0f), color); |
| 744 | DrawRectangle( (int)rec.x, (int)(rec.y + rec.height - lineThick), (int)rec.width, lineThick, color); |
| 745 | DrawRectangle( (int)rec.x, (int)(rec.y + lineThick), lineThick, (int)(rec.height - lineThick*2), color); |
| 746 | } |
| 747 | |
| 748 | // Draw rectangle with rounded edges |
| 749 | void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) |
| 750 | { |
| 751 | // Not a rounded rectangle |
| 752 | if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) |
| 753 | { |
| 754 | DrawRectangleRec(rec, color); |
| 755 | return; |
| 756 | } |
| 757 | |
| 758 | if (roundness >= 1.0f) roundness = 1.0f; |
| 759 | |
| 760 | // Calculate corner radius |
| 761 | float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; |
| 762 | if (radius <= 0.0f) return; |
| 763 | |
| 764 | // Calculate number of segments to use for the corners |
| 765 | if (segments < 4) |
| 766 | { |
| 767 | // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
| 768 | #ifndef CIRCLE_ERROR_RATE |
| 769 | #define CIRCLE_ERROR_RATE 0.5f |
| 770 | #endif |
| 771 | // Calculate the maximum angle between segments based on the error rate. |
| 772 | float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); |
| 773 | segments = ceilf(2*PI/th)/4; |
| 774 | if (segments <= 0) segments = 4; |
| 775 | } |
| 776 | |
| 777 | float stepLength = 90.0f/(float)segments; |
| 778 | |
| 779 | /* Quick sketch to make sense of all of this (there are 9 parts to draw, also mark the 12 points we'll use below) |
| 780 | * Not my best attempt at ASCII art, just preted it's rounded rectangle :) |
| 781 | * P0 P1 |
| 782 | * ____________________ |
| 783 | * /| |\ |
| 784 | * /1| 2 |3\ |
| 785 | *P7 /__|____________________|__\ P2 |
| 786 | * | |P8 P9| | |
| 787 | * | 8 | 9 | 4 | |
| 788 | * | __|____________________|__ | |
| 789 | *P6 \ |P11 P10| / P3 |
| 790 | * \7| 6 |5/ |
| 791 | * \|____________________|/ |
| 792 | * P5 P4 |
| 793 | */ |
| 794 | |
| 795 | const Vector2 point[12] = { // coordinates of the 12 points that define the rounded rect (the idea here is to make things easier) |
| 796 | {(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 |
| 797 | {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4 |
| 798 | {(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 |
| 799 | {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 |
| 800 | {(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 |
| 801 | }; |
| 802 | |
| 803 | const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; |
| 804 | const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f }; |
| 805 | |
| 806 | #if defined(SUPPORT_QUADS_DRAW_MODE) |
| 807 | if (rlCheckBufferLimit(16*segments/2 + 5*4)) rlglDraw(); |
| 808 | |
| 809 | rlEnableTexture(GetShapesTexture().id); |
| 810 | |
| 811 | rlBegin(RL_QUADS); |
| 812 | // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
| 813 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 814 | { |
| 815 | float angle = angles[k]; |
| 816 | const Vector2 center = centers[k]; |
| 817 | // NOTE: Every QUAD actually represents two segments |
| 818 | for (int i = 0; i < segments/2; i++) |
| 819 | { |
| 820 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 821 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 822 | rlVertex2f(center.x, center.y); |
| 823 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 824 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 825 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 826 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
| 827 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 828 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); |
| 829 | angle += (stepLength*2); |
| 830 | } |
| 831 | // NOTE: In case number of segments is odd, we add one last piece to the cake |
| 832 | if (segments%2) |
| 833 | { |
| 834 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 835 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 836 | rlVertex2f(center.x, center.y); |
| 837 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 838 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 839 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 840 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
| 841 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 842 | rlVertex2f(center.x, center.y); |
| 843 | } |
| 844 | } |
| 845 | |
| 846 | // [2] Upper Rectangle |
| 847 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 848 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 849 | rlVertex2f(point[0].x, point[0].y); |
| 850 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 851 | rlVertex2f(point[8].x, point[8].y); |
| 852 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 853 | rlVertex2f(point[9].x, point[9].y); |
| 854 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 855 | rlVertex2f(point[1].x, point[1].y); |
| 856 | |
| 857 | // [4] Right Rectangle |
| 858 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 859 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 860 | rlVertex2f(point[2].x, point[2].y); |
| 861 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 862 | rlVertex2f(point[9].x, point[9].y); |
| 863 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 864 | rlVertex2f(point[10].x, point[10].y); |
| 865 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 866 | rlVertex2f(point[3].x, point[3].y); |
| 867 | |
| 868 | // [6] Bottom Rectangle |
| 869 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 870 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 871 | rlVertex2f(point[11].x, point[11].y); |
| 872 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 873 | rlVertex2f(point[5].x, point[5].y); |
| 874 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 875 | rlVertex2f(point[4].x, point[4].y); |
| 876 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 877 | rlVertex2f(point[10].x, point[10].y); |
| 878 | |
| 879 | // [8] Left Rectangle |
| 880 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 881 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 882 | rlVertex2f(point[7].x, point[7].y); |
| 883 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 884 | rlVertex2f(point[6].x, point[6].y); |
| 885 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 886 | rlVertex2f(point[11].x, point[11].y); |
| 887 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 888 | rlVertex2f(point[8].x, point[8].y); |
| 889 | |
| 890 | // [9] Middle Rectangle |
| 891 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 892 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 893 | rlVertex2f(point[8].x, point[8].y); |
| 894 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 895 | rlVertex2f(point[11].x, point[11].y); |
| 896 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 897 | rlVertex2f(point[10].x, point[10].y); |
| 898 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 899 | rlVertex2f(point[9].x, point[9].y); |
| 900 | |
| 901 | rlEnd(); |
| 902 | rlDisableTexture(); |
| 903 | #else |
| 904 | if (rlCheckBufferLimit(12*segments + 5*6)) rlglDraw(); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each |
| 905 | |
| 906 | rlBegin(RL_TRIANGLES); |
| 907 | // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
| 908 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 909 | { |
| 910 | float angle = angles[k]; |
| 911 | const Vector2 center = centers[k]; |
| 912 | for (int i = 0; i < segments; i++) |
| 913 | { |
| 914 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 915 | rlVertex2f(center.x, center.y); |
| 916 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); |
| 917 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); |
| 918 | angle += stepLength; |
| 919 | } |
| 920 | } |
| 921 | |
| 922 | // [2] Upper Rectangle |
| 923 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 924 | rlVertex2f(point[0].x, point[0].y); |
| 925 | rlVertex2f(point[8].x, point[8].y); |
| 926 | rlVertex2f(point[9].x, point[9].y); |
| 927 | rlVertex2f(point[1].x, point[1].y); |
| 928 | rlVertex2f(point[0].x, point[0].y); |
| 929 | rlVertex2f(point[9].x, point[9].y); |
| 930 | |
| 931 | // [4] Right Rectangle |
| 932 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 933 | rlVertex2f(point[9].x, point[9].y); |
| 934 | rlVertex2f(point[10].x, point[10].y); |
| 935 | rlVertex2f(point[3].x, point[3].y); |
| 936 | rlVertex2f(point[2].x, point[2].y); |
| 937 | rlVertex2f(point[9].x, point[9].y); |
| 938 | rlVertex2f(point[3].x, point[3].y); |
| 939 | |
| 940 | // [6] Bottom Rectangle |
| 941 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 942 | rlVertex2f(point[11].x, point[11].y); |
| 943 | rlVertex2f(point[5].x, point[5].y); |
| 944 | rlVertex2f(point[4].x, point[4].y); |
| 945 | rlVertex2f(point[10].x, point[10].y); |
| 946 | rlVertex2f(point[11].x, point[11].y); |
| 947 | rlVertex2f(point[4].x, point[4].y); |
| 948 | |
| 949 | // [8] Left Rectangle |
| 950 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 951 | rlVertex2f(point[7].x, point[7].y); |
| 952 | rlVertex2f(point[6].x, point[6].y); |
| 953 | rlVertex2f(point[11].x, point[11].y); |
| 954 | rlVertex2f(point[8].x, point[8].y); |
| 955 | rlVertex2f(point[7].x, point[7].y); |
| 956 | rlVertex2f(point[11].x, point[11].y); |
| 957 | |
| 958 | // [9] Middle Rectangle |
| 959 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 960 | rlVertex2f(point[8].x, point[8].y); |
| 961 | rlVertex2f(point[11].x, point[11].y); |
| 962 | rlVertex2f(point[10].x, point[10].y); |
| 963 | rlVertex2f(point[9].x, point[9].y); |
| 964 | rlVertex2f(point[8].x, point[8].y); |
| 965 | rlVertex2f(point[10].x, point[10].y); |
| 966 | rlEnd(); |
| 967 | #endif |
| 968 | } |
| 969 | |
| 970 | // Draw rectangle with rounded edges outline |
| 971 | void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int lineThick, Color color) |
| 972 | { |
| 973 | if (lineThick < 0) lineThick = 0; |
| 974 | |
| 975 | // Not a rounded rectangle |
| 976 | if (roundness <= 0.0f) |
| 977 | { |
| 978 | DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color); |
| 979 | return; |
| 980 | } |
| 981 | |
| 982 | if (roundness >= 1.0f) roundness = 1.0f; |
| 983 | |
| 984 | // Calculate corner radius |
| 985 | float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; |
| 986 | if (radius <= 0.0f) return; |
| 987 | |
| 988 | // Calculate number of segments to use for the corners |
| 989 | if (segments < 4) |
| 990 | { |
| 991 | // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
| 992 | #ifndef CIRCLE_ERROR_RATE |
| 993 | #define CIRCLE_ERROR_RATE 0.5f |
| 994 | #endif |
| 995 | // Calculate the maximum angle between segments based on the error rate. |
| 996 | float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); |
| 997 | segments = ceilf(2*PI/th)/2; |
| 998 | if (segments <= 0) segments = 4; |
| 999 | } |
| 1000 | |
| 1001 | float stepLength = 90.0f/(float)segments; |
| 1002 | const float outerRadius = radius + (float)lineThick, innerRadius = radius; |
| 1003 | |
| 1004 | /* Quick sketch to make sense of all of this (mark the 16 + 4(corner centers P16-19) points we'll use below) |
| 1005 | * Not my best attempt at ASCII art, just preted it's rounded rectangle :) |
| 1006 | * P0 P1 |
| 1007 | * ==================== |
| 1008 | * // P8 P9 \\ |
| 1009 | * // \\ |
| 1010 | *P7 // P15 P10 \\ P2 |
| 1011 | * || *P16 P17* || |
| 1012 | * || || |
| 1013 | * || P14 P11 || |
| 1014 | *P6 \\ *P19 P18* // P3 |
| 1015 | * \\ // |
| 1016 | * \\ P13 P12 // |
| 1017 | * ==================== |
| 1018 | * P5 P4 |
| 1019 | */ |
| 1020 | const Vector2 point[16] = { |
| 1021 | {(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 |
| 1022 | {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 |
| 1023 | {(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 |
| 1024 | {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 |
| 1025 | { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 |
| 1026 | {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 |
| 1027 | { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 |
| 1028 | }; |
| 1029 | |
| 1030 | const Vector2 centers[4] = { |
| 1031 | {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 |
| 1032 | {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 |
| 1033 | }; |
| 1034 | |
| 1035 | const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f }; |
| 1036 | |
| 1037 | if (lineThick > 1) |
| 1038 | { |
| 1039 | #if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1040 | if (rlCheckBufferLimit(4*4*segments + 4*4)) rlglDraw(); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each |
| 1041 | |
| 1042 | rlEnableTexture(GetShapesTexture().id); |
| 1043 | |
| 1044 | rlBegin(RL_QUADS); |
| 1045 | // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
| 1046 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 1047 | { |
| 1048 | float angle = angles[k]; |
| 1049 | const Vector2 center = centers[k]; |
| 1050 | for (int i = 0; i < segments; i++) |
| 1051 | { |
| 1052 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1053 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1054 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
| 1055 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1056 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 1057 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1058 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 1059 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1060 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 1061 | |
| 1062 | angle += stepLength; |
| 1063 | } |
| 1064 | } |
| 1065 | |
| 1066 | // Upper rectangle |
| 1067 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1068 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1069 | rlVertex2f(point[0].x, point[0].y); |
| 1070 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1071 | rlVertex2f(point[8].x, point[8].y); |
| 1072 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1073 | rlVertex2f(point[9].x, point[9].y); |
| 1074 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1075 | rlVertex2f(point[1].x, point[1].y); |
| 1076 | |
| 1077 | // Right rectangle |
| 1078 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1079 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1080 | rlVertex2f(point[2].x, point[2].y); |
| 1081 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1082 | rlVertex2f(point[10].x, point[10].y); |
| 1083 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1084 | rlVertex2f(point[11].x, point[11].y); |
| 1085 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1086 | rlVertex2f(point[3].x, point[3].y); |
| 1087 | |
| 1088 | // Lower rectangle |
| 1089 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1090 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1091 | rlVertex2f(point[13].x, point[13].y); |
| 1092 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1093 | rlVertex2f(point[5].x, point[5].y); |
| 1094 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1095 | rlVertex2f(point[4].x, point[4].y); |
| 1096 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1097 | rlVertex2f(point[12].x, point[12].y); |
| 1098 | |
| 1099 | // Left rectangle |
| 1100 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1101 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1102 | rlVertex2f(point[15].x, point[15].y); |
| 1103 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1104 | rlVertex2f(point[7].x, point[7].y); |
| 1105 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1106 | rlVertex2f(point[6].x, point[6].y); |
| 1107 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1108 | rlVertex2f(point[14].x, point[14].y); |
| 1109 | |
| 1110 | rlEnd(); |
| 1111 | rlDisableTexture(); |
| 1112 | #else |
| 1113 | if (rlCheckBufferLimit(4*6*segments + 4*6)) rlglDraw(); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each |
| 1114 | |
| 1115 | rlBegin(RL_TRIANGLES); |
| 1116 | |
| 1117 | // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
| 1118 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 1119 | { |
| 1120 | float angle = angles[k]; |
| 1121 | const Vector2 center = centers[k]; |
| 1122 | |
| 1123 | for (int i = 0; i < segments; i++) |
| 1124 | { |
| 1125 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1126 | |
| 1127 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); |
| 1128 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 1129 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 1130 | |
| 1131 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); |
| 1132 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 1133 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 1134 | |
| 1135 | angle += stepLength; |
| 1136 | } |
| 1137 | } |
| 1138 | |
| 1139 | // Upper rectangle |
| 1140 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1141 | rlVertex2f(point[0].x, point[0].y); |
| 1142 | rlVertex2f(point[8].x, point[8].y); |
| 1143 | rlVertex2f(point[9].x, point[9].y); |
| 1144 | rlVertex2f(point[1].x, point[1].y); |
| 1145 | rlVertex2f(point[0].x, point[0].y); |
| 1146 | rlVertex2f(point[9].x, point[9].y); |
| 1147 | |
| 1148 | // Right rectangle |
| 1149 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1150 | rlVertex2f(point[10].x, point[10].y); |
| 1151 | rlVertex2f(point[11].x, point[11].y); |
| 1152 | rlVertex2f(point[3].x, point[3].y); |
| 1153 | rlVertex2f(point[2].x, point[2].y); |
| 1154 | rlVertex2f(point[10].x, point[10].y); |
| 1155 | rlVertex2f(point[3].x, point[3].y); |
| 1156 | |
| 1157 | // Lower rectangle |
| 1158 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1159 | rlVertex2f(point[13].x, point[13].y); |
| 1160 | rlVertex2f(point[5].x, point[5].y); |
| 1161 | rlVertex2f(point[4].x, point[4].y); |
| 1162 | rlVertex2f(point[12].x, point[12].y); |
| 1163 | rlVertex2f(point[13].x, point[13].y); |
| 1164 | rlVertex2f(point[4].x, point[4].y); |
| 1165 | |
| 1166 | // Left rectangle |
| 1167 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1168 | rlVertex2f(point[7].x, point[7].y); |
| 1169 | rlVertex2f(point[6].x, point[6].y); |
| 1170 | rlVertex2f(point[14].x, point[14].y); |
| 1171 | rlVertex2f(point[15].x, point[15].y); |
| 1172 | rlVertex2f(point[7].x, point[7].y); |
| 1173 | rlVertex2f(point[14].x, point[14].y); |
| 1174 | rlEnd(); |
| 1175 | #endif |
| 1176 | } |
| 1177 | else |
| 1178 | { |
| 1179 | // Use LINES to draw the outline |
| 1180 | if (rlCheckBufferLimit(8*segments + 4*2)) rlglDraw(); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each |
| 1181 | |
| 1182 | rlBegin(RL_LINES); |
| 1183 | |
| 1184 | // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
| 1185 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
| 1186 | { |
| 1187 | float angle = angles[k]; |
| 1188 | const Vector2 center = centers[k]; |
| 1189 | |
| 1190 | for (int i = 0; i < segments; i++) |
| 1191 | { |
| 1192 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1193 | rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
| 1194 | rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); |
| 1195 | angle += stepLength; |
| 1196 | } |
| 1197 | } |
| 1198 | // And now the remaining 4 lines |
| 1199 | for(int i = 0; i < 8; i += 2) |
| 1200 | { |
| 1201 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1202 | rlVertex2f(point[i].x, point[i].y); |
| 1203 | rlVertex2f(point[i + 1].x, point[i + 1].y); |
| 1204 | } |
| 1205 | rlEnd(); |
| 1206 | } |
| 1207 | } |
| 1208 | |
| 1209 | // Draw a triangle |
| 1210 | // NOTE: Vertex must be provided in counter-clockwise order |
| 1211 | void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
| 1212 | { |
| 1213 | if (rlCheckBufferLimit(4)) rlglDraw(); |
| 1214 | |
| 1215 | #if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1216 | rlEnableTexture(GetShapesTexture().id); |
| 1217 | |
| 1218 | rlBegin(RL_QUADS); |
| 1219 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1220 | |
| 1221 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1222 | rlVertex2f(v1.x, v1.y); |
| 1223 | |
| 1224 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1225 | rlVertex2f(v2.x, v2.y); |
| 1226 | |
| 1227 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1228 | rlVertex2f(v2.x, v2.y); |
| 1229 | |
| 1230 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1231 | rlVertex2f(v3.x, v3.y); |
| 1232 | rlEnd(); |
| 1233 | |
| 1234 | rlDisableTexture(); |
| 1235 | #else |
| 1236 | rlBegin(RL_TRIANGLES); |
| 1237 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1238 | rlVertex2f(v1.x, v1.y); |
| 1239 | rlVertex2f(v2.x, v2.y); |
| 1240 | rlVertex2f(v3.x, v3.y); |
| 1241 | rlEnd(); |
| 1242 | #endif |
| 1243 | } |
| 1244 | |
| 1245 | // Draw a triangle using lines |
| 1246 | // NOTE: Vertex must be provided in counter-clockwise order |
| 1247 | void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
| 1248 | { |
| 1249 | if (rlCheckBufferLimit(6)) rlglDraw(); |
| 1250 | |
| 1251 | rlBegin(RL_LINES); |
| 1252 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1253 | rlVertex2f(v1.x, v1.y); |
| 1254 | rlVertex2f(v2.x, v2.y); |
| 1255 | |
| 1256 | rlVertex2f(v2.x, v2.y); |
| 1257 | rlVertex2f(v3.x, v3.y); |
| 1258 | |
| 1259 | rlVertex2f(v3.x, v3.y); |
| 1260 | rlVertex2f(v1.x, v1.y); |
| 1261 | rlEnd(); |
| 1262 | } |
| 1263 | |
| 1264 | // Draw a triangle fan defined by points |
| 1265 | // NOTE: First vertex provided is the center, shared by all triangles |
| 1266 | void DrawTriangleFan(Vector2 *points, int pointsCount, Color color) |
| 1267 | { |
| 1268 | if (pointsCount >= 3) |
| 1269 | { |
| 1270 | if (rlCheckBufferLimit((pointsCount - 2)*4)) rlglDraw(); |
| 1271 | |
| 1272 | rlEnableTexture(GetShapesTexture().id); |
| 1273 | rlBegin(RL_QUADS); |
| 1274 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1275 | |
| 1276 | for (int i = 1; i < pointsCount - 1; i++) |
| 1277 | { |
| 1278 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1279 | rlVertex2f(points[0].x, points[0].y); |
| 1280 | |
| 1281 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1282 | rlVertex2f(points[i].x, points[i].y); |
| 1283 | |
| 1284 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1285 | rlVertex2f(points[i + 1].x, points[i + 1].y); |
| 1286 | |
| 1287 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1288 | rlVertex2f(points[i + 1].x, points[i + 1].y); |
| 1289 | } |
| 1290 | rlEnd(); |
| 1291 | rlDisableTexture(); |
| 1292 | } |
| 1293 | } |
| 1294 | |
| 1295 | // Draw a triangle strip defined by points |
| 1296 | // NOTE: Every new vertex connects with previous two |
| 1297 | void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color) |
| 1298 | { |
| 1299 | if (pointsCount >= 3) |
| 1300 | { |
| 1301 | if (rlCheckBufferLimit(pointsCount)) rlglDraw(); |
| 1302 | |
| 1303 | rlBegin(RL_TRIANGLES); |
| 1304 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1305 | |
| 1306 | for (int i = 2; i < pointsCount; i++) |
| 1307 | { |
| 1308 | if ((i%2) == 0) |
| 1309 | { |
| 1310 | rlVertex2f(points[i].x, points[i].y); |
| 1311 | rlVertex2f(points[i - 2].x, points[i - 2].y); |
| 1312 | rlVertex2f(points[i - 1].x, points[i - 1].y); |
| 1313 | } |
| 1314 | else |
| 1315 | { |
| 1316 | rlVertex2f(points[i].x, points[i].y); |
| 1317 | rlVertex2f(points[i - 1].x, points[i - 1].y); |
| 1318 | rlVertex2f(points[i - 2].x, points[i - 2].y); |
| 1319 | } |
| 1320 | } |
| 1321 | rlEnd(); |
| 1322 | } |
| 1323 | } |
| 1324 | |
| 1325 | // Draw a regular polygon of n sides (Vector version) |
| 1326 | void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) |
| 1327 | { |
| 1328 | if (sides < 3) sides = 3; |
| 1329 | float centralAngle = 0.0f; |
| 1330 | |
| 1331 | if (rlCheckBufferLimit(4*(360/sides))) rlglDraw(); |
| 1332 | |
| 1333 | rlPushMatrix(); |
| 1334 | rlTranslatef(center.x, center.y, 0.0f); |
| 1335 | rlRotatef(rotation, 0.0f, 0.0f, 1.0f); |
| 1336 | |
| 1337 | #if defined(SUPPORT_QUADS_DRAW_MODE) |
| 1338 | rlEnableTexture(GetShapesTexture().id); |
| 1339 | |
| 1340 | rlBegin(RL_QUADS); |
| 1341 | for (int i = 0; i < sides; i++) |
| 1342 | { |
| 1343 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1344 | |
| 1345 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1346 | rlVertex2f(0, 0); |
| 1347 | |
| 1348 | rlTexCoord2f(GetShapesTextureRec().x/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1349 | rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); |
| 1350 | |
| 1351 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, (GetShapesTextureRec().y + GetShapesTextureRec().height)/GetShapesTexture().height); |
| 1352 | rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); |
| 1353 | |
| 1354 | centralAngle += 360.0f/(float)sides; |
| 1355 | rlTexCoord2f((GetShapesTextureRec().x + GetShapesTextureRec().width)/GetShapesTexture().width, GetShapesTextureRec().y/GetShapesTexture().height); |
| 1356 | rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); |
| 1357 | } |
| 1358 | rlEnd(); |
| 1359 | rlDisableTexture(); |
| 1360 | #else |
| 1361 | rlBegin(RL_TRIANGLES); |
| 1362 | for (int i = 0; i < sides; i++) |
| 1363 | { |
| 1364 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1365 | |
| 1366 | rlVertex2f(0, 0); |
| 1367 | rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); |
| 1368 | |
| 1369 | centralAngle += 360.0f/(float)sides; |
| 1370 | rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); |
| 1371 | } |
| 1372 | rlEnd(); |
| 1373 | #endif |
| 1374 | rlPopMatrix(); |
| 1375 | } |
| 1376 | |
| 1377 | // Draw a polygon outline of n sides |
| 1378 | void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) |
| 1379 | { |
| 1380 | if (sides < 3) sides = 3; |
| 1381 | float centralAngle = 0.0f; |
| 1382 | |
| 1383 | if (rlCheckBufferLimit(3*(360/sides))) rlglDraw(); |
| 1384 | |
| 1385 | rlPushMatrix(); |
| 1386 | rlTranslatef(center.x, center.y, 0.0f); |
| 1387 | rlRotatef(rotation, 0.0f, 0.0f, 1.0f); |
| 1388 | |
| 1389 | rlBegin(RL_LINES); |
| 1390 | for (int i = 0; i < sides; i++) |
| 1391 | { |
| 1392 | rlColor4ub(color.r, color.g, color.b, color.a); |
| 1393 | |
| 1394 | rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); |
| 1395 | centralAngle += 360.0f/(float)sides; |
| 1396 | rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); |
| 1397 | } |
| 1398 | rlEnd(); |
| 1399 | rlPopMatrix(); |
| 1400 | } |
| 1401 | |
| 1402 | //---------------------------------------------------------------------------------- |
| 1403 | // Module Functions Definition - Collision Detection functions |
| 1404 | //---------------------------------------------------------------------------------- |
| 1405 | |
| 1406 | // Check if point is inside rectangle |
| 1407 | bool CheckCollisionPointRec(Vector2 point, Rectangle rec) |
| 1408 | { |
| 1409 | bool collision = false; |
| 1410 | |
| 1411 | if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true; |
| 1412 | |
| 1413 | return collision; |
| 1414 | } |
| 1415 | |
| 1416 | // Check if point is inside circle |
| 1417 | bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) |
| 1418 | { |
| 1419 | return CheckCollisionCircles(point, 0, center, radius); |
| 1420 | } |
| 1421 | |
| 1422 | // Check if point is inside a triangle defined by three points (p1, p2, p3) |
| 1423 | bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) |
| 1424 | { |
| 1425 | bool collision = false; |
| 1426 | |
| 1427 | float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) / |
| 1428 | ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); |
| 1429 | |
| 1430 | float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) / |
| 1431 | ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); |
| 1432 | |
| 1433 | float gamma = 1.0f - alpha - beta; |
| 1434 | |
| 1435 | if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true; |
| 1436 | |
| 1437 | return collision; |
| 1438 | } |
| 1439 | |
| 1440 | // Check collision between two rectangles |
| 1441 | bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) |
| 1442 | { |
| 1443 | bool collision = false; |
| 1444 | |
| 1445 | if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) && |
| 1446 | (rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) collision = true; |
| 1447 | |
| 1448 | return collision; |
| 1449 | } |
| 1450 | |
| 1451 | // Check collision between two circles |
| 1452 | bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) |
| 1453 | { |
| 1454 | bool collision = false; |
| 1455 | |
| 1456 | float dx = center2.x - center1.x; // X distance between centers |
| 1457 | float dy = center2.y - center1.y; // Y distance between centers |
| 1458 | |
| 1459 | float distance = sqrtf(dx*dx + dy*dy); // Distance between centers |
| 1460 | |
| 1461 | if (distance <= (radius1 + radius2)) collision = true; |
| 1462 | |
| 1463 | return collision; |
| 1464 | } |
| 1465 | |
| 1466 | // Check collision between circle and rectangle |
| 1467 | // NOTE: Reviewed version to take into account corner limit case |
| 1468 | bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) |
| 1469 | { |
| 1470 | int recCenterX = (int)(rec.x + rec.width/2.0f); |
| 1471 | int recCenterY = (int)(rec.y + rec.height/2.0f); |
| 1472 | |
| 1473 | float dx = fabsf(center.x - (float)recCenterX); |
| 1474 | float dy = fabsf(center.y - (float)recCenterY); |
| 1475 | |
| 1476 | if (dx > (rec.width/2.0f + radius)) { return false; } |
| 1477 | if (dy > (rec.height/2.0f + radius)) { return false; } |
| 1478 | |
| 1479 | if (dx <= (rec.width/2.0f)) { return true; } |
| 1480 | if (dy <= (rec.height/2.0f)) { return true; } |
| 1481 | |
| 1482 | float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) + |
| 1483 | (dy - rec.height/2.0f)*(dy - rec.height/2.0f); |
| 1484 | |
| 1485 | return (cornerDistanceSq <= (radius*radius)); |
| 1486 | } |
| 1487 | |
| 1488 | // Get collision rectangle for two rectangles collision |
| 1489 | Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) |
| 1490 | { |
| 1491 | Rectangle retRec = { 0, 0, 0, 0 }; |
| 1492 | |
| 1493 | if (CheckCollisionRecs(rec1, rec2)) |
| 1494 | { |
| 1495 | float dxx = fabsf(rec1.x - rec2.x); |
| 1496 | float dyy = fabsf(rec1.y - rec2.y); |
| 1497 | |
| 1498 | if (rec1.x <= rec2.x) |
| 1499 | { |
| 1500 | if (rec1.y <= rec2.y) |
| 1501 | { |
| 1502 | retRec.x = rec2.x; |
| 1503 | retRec.y = rec2.y; |
| 1504 | retRec.width = rec1.width - dxx; |
| 1505 | retRec.height = rec1.height - dyy; |
| 1506 | } |
| 1507 | else |
| 1508 | { |
| 1509 | retRec.x = rec2.x; |
| 1510 | retRec.y = rec1.y; |
| 1511 | retRec.width = rec1.width - dxx; |
| 1512 | retRec.height = rec2.height - dyy; |
| 1513 | } |
| 1514 | } |
| 1515 | else |
| 1516 | { |
| 1517 | if (rec1.y <= rec2.y) |
| 1518 | { |
| 1519 | retRec.x = rec1.x; |
| 1520 | retRec.y = rec2.y; |
| 1521 | retRec.width = rec2.width - dxx; |
| 1522 | retRec.height = rec1.height - dyy; |
| 1523 | } |
| 1524 | else |
| 1525 | { |
| 1526 | retRec.x = rec1.x; |
| 1527 | retRec.y = rec1.y; |
| 1528 | retRec.width = rec2.width - dxx; |
| 1529 | retRec.height = rec2.height - dyy; |
| 1530 | } |
| 1531 | } |
| 1532 | |
| 1533 | if (rec1.width > rec2.width) |
| 1534 | { |
| 1535 | if (retRec.width >= rec2.width) retRec.width = rec2.width; |
| 1536 | } |
| 1537 | else |
| 1538 | { |
| 1539 | if (retRec.width >= rec1.width) retRec.width = rec1.width; |
| 1540 | } |
| 1541 | |
| 1542 | if (rec1.height > rec2.height) |
| 1543 | { |
| 1544 | if (retRec.height >= rec2.height) retRec.height = rec2.height; |
| 1545 | } |
| 1546 | else |
| 1547 | { |
| 1548 | if (retRec.height >= rec1.height) retRec.height = rec1.height; |
| 1549 | } |
| 1550 | } |
| 1551 | |
| 1552 | return retRec; |
| 1553 | } |
| 1554 | |
| 1555 | //---------------------------------------------------------------------------------- |
| 1556 | // Module specific Functions Definition |
| 1557 | //---------------------------------------------------------------------------------- |
| 1558 | |
| 1559 | // Cubic easing in-out |
| 1560 | // NOTE: Required for DrawLineBezier() |
| 1561 | static float EaseCubicInOut(float t, float b, float c, float d) |
| 1562 | { |
| 1563 | if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b; |
| 1564 | |
| 1565 | t -= 2; |
| 1566 | |
| 1567 | return 0.5f*c*(t*t*t + 2.0f) + b; |
| 1568 | } |
| 1569 | |