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| author | Uneven Prankster <unevenprankster@protonmail.com> | 2023-08-12 11:28:17 -0300 |
|---|---|---|
| committer | Uneven Prankster <unevenprankster@protonmail.com> | 2023-08-12 11:28:17 -0300 |
| commit | a2cb2ee59296e466bab94d9a96c331648ef212b0 (patch) | |
| tree | 56739fa9b47cc8c22cef4515a6d3012f52f26127 /raylib/rshapes.c | |
| parent | 5baf08556afa833d609a1ea667e7bbdeee7f1f8f (diff) | |
Merged some new goodies from raylib repo
Diffstat (limited to 'raylib/rshapes.c')
| -rw-r--r-- | raylib/rshapes.c | 416 |
1 files changed, 290 insertions, 126 deletions
diff --git a/raylib/rshapes.c b/raylib/rshapes.c index d726ff0..6987fe9 100644 --- a/raylib/rshapes.c +++ b/raylib/rshapes.c @@ -67,8 +67,8 @@ #ifndef SMOOTH_CIRCLE_ERROR_RATE #define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate #endif -#ifndef BEZIER_LINE_DIVISIONS - #define BEZIER_LINE_DIVISIONS 24 // Bezier line divisions +#ifndef SPLINE_LINE_DIVISIONS + #define SPLINE_LINE_DIVISIONS 24 // Spline lines segment divisions #endif @@ -99,7 +99,7 @@ void SetShapesTexture(Texture2D texture, Rectangle source) { // Reset texture to default pixel if required // WARNING: Shapes texture should be probably better validated, - // it can break the rendering of all shapes if missused + // it can break the rendering of all shapes if misused if ((texture.id == 0) || (source.width == 0) || (source.height == 0)) { texShapes = (Texture2D){ 1, 1, 1, 1, 7 }; @@ -208,14 +208,14 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) Vector2 previous = startPos; Vector2 current = { 0 }; - Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; + Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; - for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) + for (int i = 1; i <= SPLINE_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)BEZIER_LINE_DIVISIONS); - current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS; + current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_LINE_DIVISIONS); + current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_LINE_DIVISIONS; float dy = current.y-previous.y; float dx = current.x-previous.x; @@ -237,21 +237,21 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) previous = current; } - DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color); + DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS+2, color); } // Draw line using quadratic bezier curves with a control point void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) { - const float step = 1.0f/BEZIER_LINE_DIVISIONS; + const float step = 1.0f/SPLINE_LINE_DIVISIONS; Vector2 previous = startPos; Vector2 current = { 0 }; float t = 0.0f; - Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; + Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; - for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) + for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) { t = step*i; float a = powf(1 - t, 2); @@ -282,52 +282,198 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl previous = current; } - DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color); + DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS+2, color); } // Draw line using cubic bezier curves with 2 control points void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color) { - const float step = 1.0f/BEZIER_LINE_DIVISIONS; + const float step = 1.0f/SPLINE_LINE_DIVISIONS; Vector2 previous = startPos; Vector2 current = { 0 }; float t = 0.0f; - Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; + Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; - for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) + for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) { t = step*i; float a = powf(1 - t, 3); float b = 3*powf(1 - t, 2)*t; - float c = 3*(1-t)*powf(t, 2); + float c = 3*(1 - t)*powf(t, 2); float d = powf(t, 3); current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x; - float dy = current.y-previous.y; - float dx = current.x-previous.x; + float dy = current.y - previous.y; + float dx = current.x - previous.x; float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); - if (i==1) + if (i == 1) { - points[0].x = previous.x+dy*size; - points[0].y = previous.y-dx*size; - points[1].x = previous.x-dy*size; - points[1].y = previous.y+dx*size; + points[0].x = previous.x + dy*size; + points[0].y = previous.y - dx*size; + points[1].x = previous.x - dy*size; + points[1].y = previous.y + dx*size; } - points[2*i+1].x = current.x-dy*size; - points[2*i+1].y = current.y+dx*size; - points[2*i].x = current.x+dy*size; - points[2*i].y = current.y-dx*size; + points[2*i + 1].x = current.x - dy*size; + points[2*i + 1].y = current.y + dx*size; + points[2*i].x = current.x + dy*size; + points[2*i].y = current.y - dx*size; previous = current; } - DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color); + DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); +} + +// Draw a B-Spline line, minimum 4 points +void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color) +{ + if (pointCount < 4) return; + + float a[4] = { 0 }; + float b[4] = { 0 }; + float dy = 0.0f; + float dx = 0.0f; + float size = 0.0f; + + Vector2 currentPoint = { 0 }; + Vector2 nextPoint = { 0 }; + Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + + for (int i = 0; i < (pointCount - 3); i++) + { + Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; + + a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f; + a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f; + a[2] = (-3*p1.x + 3*p3.x)/6.0f; + a[3] = (p1.x + 4*p2.x + p3.x)/6.0f; + + b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f; + b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f; + b[2] = (-3*p1.y + 3*p3.y)/6.0f; + b[3] = (p1.y + 4*p2.y + p3.y)/6.0f; + + currentPoint.x = a[3]; + currentPoint.y = b[3]; + + if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); + + float t = 0.0f; + + if (i > 0) + { + vertices[0].x = currentPoint.x + dy*size; + vertices[0].y = currentPoint.y - dx*size; + vertices[1].x = currentPoint.x - dy*size; + vertices[1].y = currentPoint.y + dx*size; + } + + for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) + { + t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); + + nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); + nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); + + dy = nextPoint.y - currentPoint.y; + dx = nextPoint.x - currentPoint.x; + size = 0.5f*thick/sqrtf(dx*dx+dy*dy); + + if ((j == 1) && (i == 0)) + { + vertices[0].x = currentPoint.x + dy*size; + vertices[0].y = currentPoint.y - dx*size; + vertices[1].x = currentPoint.x - dy*size; + vertices[1].y = currentPoint.y + dx*size; + } + + vertices[2*j + 1].x = nextPoint.x - dy*size; + vertices[2*j + 1].y = nextPoint.y + dx*size; + vertices[2*j].x = nextPoint.x + dy*size; + vertices[2*j].y = nextPoint.y - dx*size; + + currentPoint = nextPoint; + } + + DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS+2, color); + } + + DrawCircleV(currentPoint, thick/2.0f, color); +} + +// Draw a Catmull Rom spline line, minimum 4 points +void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color) +{ + if (pointCount < 4) return; + + float dy = 0.0f; + float dx = 0.0f; + float size = 0.0f; + + Vector2 currentPoint = points[1]; + Vector2 nextPoint = { 0 }; + Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + + DrawCircleV(currentPoint, thick/2.0f, color); + + for (int i = 0; i < (pointCount - 3); i++) + { + Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; + + float t = 0.0f; + currentPoint = points[i]; + + if (i > 0) + { + vertices[0].x = currentPoint.x + dy*size; + vertices[0].y = currentPoint.y - dx*size; + vertices[1].x = currentPoint.x - dy*size; + vertices[1].y = currentPoint.y + dx*size; + } + + for (int i = 0; i <= SPLINE_LINE_DIVISIONS; i++) + { + t = ((float)i)/((float)SPLINE_LINE_DIVISIONS); + + float q0 = (-1*t*t*t) + (2*t*t) + (-1*t); + float q1 = (3*t*t*t) + (-5*t*t) + 2; + float q2 = (-3*t*t*t) + (4*t*t) + t; + float q3 = t*t*t - t*t; + + nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); + nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3)); + + float dy = nextPoint.y - currentPoint.y; + float dx = nextPoint.x - currentPoint.x; + float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); + + if (i == 1) + { + vertices[0].x = currentPoint.x + dy*size; + vertices[0].y = currentPoint.y - dx*size; + vertices[1].x = currentPoint.x - dy*size; + vertices[1].y = currentPoint.y + dx*size; + } + + vertices[2*i + 1].x = nextPoint.x - dy*size; + vertices[2*i + 1].y = nextPoint.y + dx*size; + vertices[2*i].x = nextPoint.x + dy*size; + vertices[2*i].y = nextPoint.y - dx*size; + + currentPoint = nextPoint; + } + + DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS+2, color); + + // TODO: REVIEW: HACK: Drawing a circle at points intersection to hide broken strip + DrawCircleV(currentPoint, thick/2.0f, color); + } } // Draw lines sequence @@ -393,14 +539,14 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); rlVertex2f(center.x, center.y); - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius); rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); angle += (stepLength*2); } @@ -413,11 +559,11 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); rlVertex2f(center.x, center.y); - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); rlVertex2f(center.x, center.y); @@ -432,8 +578,8 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA 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); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); angle += stepLength; } @@ -475,15 +621,15 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float { 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 + cosf(DEG2RAD*angle)*radius, center.y + sinf(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); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); angle += stepLength; } @@ -492,7 +638,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float { 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 + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); } rlEnd(); } @@ -507,9 +653,9 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2f((float)centerX, (float)centerY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); - rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radius, (float)centerY + cosf(DEG2RAD*i)*radius); + rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radius, (float)centerY + sinf(DEG2RAD*(i + 10))*radius); rlColor4ub(color2.r, color2.g, color2.b, color2.a); - rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radius, (float)centerY + cosf(DEG2RAD*(i + 10))*radius); + rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radius, (float)centerY + sinf(DEG2RAD*i)*radius); } rlEnd(); } @@ -530,8 +676,8 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) // 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); + rlVertex2f(centerX + cosf(DEG2RAD*i)*radius, centerY + sinf(DEG2RAD*i)*radius); + rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radius, centerY + sinf(DEG2RAD*(i + 10))*radius); } rlEnd(); } @@ -544,8 +690,8 @@ void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color c { rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f((float)centerX, (float)centerY); - rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radiusH, (float)centerY + cosf(DEG2RAD*i)*radiusV); - rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radiusH, (float)centerY + cosf(DEG2RAD*(i + 10))*radiusV); + rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radiusH, (float)centerY + sinf(DEG2RAD*(i + 10))*radiusV); + rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radiusH, (float)centerY + sinf(DEG2RAD*i)*radiusV); } rlEnd(); } @@ -557,8 +703,8 @@ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Co 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); + rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radiusH, centerY + sinf(DEG2RAD*(i + 10))*radiusV); + rlVertex2f(centerX + cosf(DEG2RAD*i)*radiusH, centerY + sinf(DEG2RAD*i)*radiusV); } rlEnd(); } @@ -616,17 +762,17 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA { rlColor4ub(color.r, color.g, color.b, color.a); - rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); angle += stepLength; } @@ -639,13 +785,13 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA { 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 + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); - 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); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); angle += stepLength; } @@ -702,19 +848,19 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float s 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); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(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 + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(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); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); angle += stepLength; } @@ -722,8 +868,8 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float s 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); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); } rlEnd(); } @@ -982,7 +1128,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co }; const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; - const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f }; + const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; #if defined(SUPPORT_QUADS_DRAW_MODE) rlSetTexture(texShapes.id); @@ -1000,12 +1146,16 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co rlColor4ub(color.r, color.g, color.b, color.a); rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); rlVertex2f(center.x, center.y); - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + angle += (stepLength*2); } @@ -1015,10 +1165,13 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co rlColor4ub(color.r, color.g, color.b, color.a); rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); rlVertex2f(center.x, center.y); - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); rlVertex2f(center.x, center.y); } @@ -1093,8 +1246,8 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co { 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); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); angle += stepLength; } } @@ -1208,7 +1361,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo {(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 }; + const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; if (lineThick > 1) { @@ -1225,14 +1378,18 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo for (int i = 0; i < segments; i++) { rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); angle += stepLength; } @@ -1297,13 +1454,13 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo { 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 + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); - 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); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); angle += stepLength; } @@ -1361,8 +1518,8 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo 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 + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); angle += stepLength; } } @@ -1492,7 +1649,8 @@ void DrawTriangleStrip(Vector2 *points, int pointCount, Color color) void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) { if (sides < 3) sides = 3; - float centralAngle = rotation; + float centralAngle = rotation*DEG2RAD; + float angleStep = 360.0f/(float)sides*DEG2RAD; #if defined(SUPPORT_QUADS_DRAW_MODE) rlSetTexture(texShapes.id); @@ -1501,19 +1659,21 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col for (int i = 0; i < sides; i++) { rlColor4ub(color.r, color.g, color.b, color.a); + float nextAngle = centralAngle + angleStep; rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); rlVertex2f(center.x, center.y); rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); + rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); + rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); - centralAngle += 360.0f/(float)sides; - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); + centralAngle = nextAngle; } rlEnd(); rlSetTexture(0); @@ -1524,10 +1684,10 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(center.x, center.y); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); + rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius); + rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); - centralAngle += 360.0f/(float)sides; - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); + centralAngle += angleStep; } rlEnd(); #endif @@ -1537,16 +1697,18 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) { if (sides < 3) sides = 3; - float centralAngle = rotation; + float centralAngle = rotation*DEG2RAD; + float angleStep = 360.0f/(float)sides*DEG2RAD; rlBegin(RL_LINES); for (int i = 0; i < sides; i++) { rlColor4ub(color.r, color.g, color.b, color.a); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); - centralAngle += 360.0f/(float)sides; - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); + rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); + rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius); + + centralAngle += angleStep; } rlEnd(); } @@ -1554,8 +1716,8 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color) { if (sides < 3) sides = 3; - float centralAngle = rotation; - float exteriorAngle = 360.0f/(float)sides; + float centralAngle = rotation*DEG2RAD; + float exteriorAngle = 360.0f/(float)sides*DEG2RAD; float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f)); #if defined(SUPPORT_QUADS_DRAW_MODE) @@ -1565,19 +1727,21 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl for (int i = 0; i < sides; i++) { rlColor4ub(color.r, color.g, color.b, color.a); + float nextAngle = centralAngle + exteriorAngle; + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius); + rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius); - centralAngle += exteriorAngle; rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); + rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius); + centralAngle = nextAngle; } rlEnd(); rlSetTexture(0); @@ -1588,13 +1752,13 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl rlColor4ub(color.r, color.g, color.b, color.a); float nextAngle = centralAngle + exteriorAngle; - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius); + rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); + rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); + rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius); - rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius); - rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*innerRadius, center.y + cosf(DEG2RAD*nextAngle)*innerRadius); + rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); + rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius); + rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); centralAngle = nextAngle; } |
