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| author | Ray <raysan5@gmail.com> | 2013-11-18 23:38:44 +0100 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2013-11-18 23:38:44 +0100 |
| commit | 46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch) | |
| tree | da74ac29ab65c9c6fa82a36cadd796091a14d71f /src/shapes.c | |
| parent | cbbf800bb838431a626b232df8eb5db4e0a7e150 (diff) | |
| download | raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip | |
raylib basic folders structure and some files... ;)
Diffstat (limited to 'src/shapes.c')
| -rw-r--r-- | src/shapes.c | 326 |
1 files changed, 326 insertions, 0 deletions
diff --git a/src/shapes.c b/src/shapes.c new file mode 100644 index 00000000..705cd3ab --- /dev/null +++ b/src/shapes.c @@ -0,0 +1,326 @@ +/********************************************************************************************* +* +* raylib.shapes +* +* Basic functions to draw 2d Shapes +* +* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" + +#include <GL/gl.h> // OpenGL functions +#include <math.h> // Math related functions, sin() and cos() used on DrawCircle* + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +// Nop... + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// Not here... + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +// It's lonely here... + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +// No private (static) functions in this module (.c file) + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- + +// Draw a pixel +void DrawPixel(int posX, int posY, Color color) +{ + glBegin(GL_POINTS); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2i(posX, posY); + glEnd(); + + // NOTE: Alternative method to draw a pixel (point) +/* + glEnable(GL_POINT_SMOOTH); + glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0 + + glPointSize(1.0f); + glPoint((float)posX, (float)posY, 0.0f); +*/ +} + +// Draw a pixel (Vector version) +void DrawPixelV(Vector2 position, Color color) +{ + glBegin(GL_POINTS); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2f(position.x, position.y); + glEnd(); +} + +// Draw a line +void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) +{ + glBegin(GL_LINES); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2i(startPosX, startPosY); + glVertex2i(endPosX, endPosY); + glEnd(); +} + +// Draw a line (Vector version) +void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) +{ + glBegin(GL_LINES); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2f(startPos.x, startPos.y); + glVertex2f(endPos.x, endPos.y); + glEnd(); +} + +// Draw a color-filled circle +void DrawCircle(int centerX, int centerY, float radius, Color color) +{ + glEnable(GL_POLYGON_SMOOTH); + glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); + + glBegin(GL_TRIANGLE_FAN); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2i(centerX, centerY); + + for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels + { + float degInRad = i*DEG2RAD; + //glVertex2f(cos(degInRad)*radius,sin(degInRad)*radius); + + glVertex2f(centerX + sin(degInRad) * radius, centerY + cos(degInRad) * radius); + } + glEnd(); + + glDisable(GL_POLYGON_SMOOTH); + + // NOTE: Alternative method to draw a circle (point) +/* + glEnable(GL_POINT_SMOOTH); + glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0 + + glPointSize(radius); + glPoint((float)centerX, (float)centerY, 0.0f); +*/ +} + +// Draw a gradient-filled circle +// NOTE: Gradient goes from center (color1) to border (color2) +void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) +{ + glBegin(GL_TRIANGLE_FAN); + glColor4ub(color1.r, color1.g, color1.b, color1.a); + glVertex2i(centerX, centerY); + glColor4ub(color2.r, color2.g, color2.b, color2.a); + + for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels + { + glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); + } + glEnd(); +} + +// Draw a color-filled circle (Vector version) +void DrawCircleV(Vector2 center, float radius, Color color) +{ + glEnable(GL_POLYGON_SMOOTH); + glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); + + glBegin(GL_TRIANGLE_FAN); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2f(center.x, center.y); + + for (int i=0; i <= 360; i++) //i++ --> Step = 1.0 pixels + { + glVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius); + } + glEnd(); + + glDisable(GL_POLYGON_SMOOTH); +} + +// Draw circle outline +void DrawCircleLines(int centerX, int centerY, float radius, Color color) +{ + glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied) + glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm) + + glBegin(GL_LINE_LOOP); + glColor4ub(color.r, color.g, color.b, color.a); + + // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) + for (int i=0; i < 360; i++) + { + glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); + } + glEnd(); + +// NOTE: Alternative method to draw circle outline +/* + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + DrawCircle(centerX, centerY, radius, color); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +*/ + glDisable(GL_LINE_SMOOTH); +} + +// Draw a color-filled rectangle +void DrawRectangle(int posX, int posY, int width, int height, Color color) +{ + glBegin(GL_QUADS); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2i(posX, posY); + glVertex2i(posX + width, posY); + glVertex2i(posX + width, posY + height); + glVertex2i(posX, posY + height); + glEnd(); +} + +// Draw a color-filled rectangle +void DrawRectangleRec(Rectangle rec, Color color) +{ + DrawRectangle(rec.x, rec.y, rec.width, rec.height, color); +} + +// Draw a gradient-filled rectangle +// NOTE: Gradient goes from bottom (color1) to top (color2) +void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2) +{ + glBegin(GL_QUADS); + glColor4ub(color1.r, color1.g, color1.b, color1.a); + glVertex2i(posX, posY); + glVertex2i(posX + width, posY); + glColor4ub(color2.r, color2.g, color2.b, color2.a); + glVertex2i(posX + width, posY + height); + glVertex2i(posX, posY + height); + glEnd(); +} + +// Draw a color-filled rectangle (Vector version) +void DrawRectangleV(Vector2 position, Vector2 size, Color color) +{ + glBegin(GL_QUADS); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2i(position.x, position.y); + glVertex2i(position.x + size.x, position.y); + glVertex2i(position.x + size.x, position.y + size.y); + glVertex2i(position.x, position.y + size.y); + glEnd(); +} + +// Draw rectangle outline +void DrawRectangleLines(int posX, int posY, int width, int height, Color color) +{ + //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied) + //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm) + + // NOTE: Lines are rasterized using the "Diamond Exit" rule so, it's nearly impossible to obtain a pixel-perfect engine + // NOTE: Recommended trying to avoid using lines, at least >1.0f pixel lines with anti-aliasing (glLineWidth function) + + glBegin(GL_LINE_LOOP); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2i(posX, posY); + glVertex2i(posX + width - 1, posY); + glVertex2i(posX + width - 1, posY + height - 1); + glVertex2i(posX, posY + height - 1); + glEnd(); + +// NOTE: Alternative method to draw rectangle outline +/* + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + DrawRectangle(posX, posY, width - 1, height - 1, color); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +*/ + //glDisable(GL_LINE_SMOOTH); +} + +// Draw a triangle +void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) +{ + glBegin(GL_TRIANGLES); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2f(v1.x, v1.y); + glVertex2f(v2.x, v2.y); + glVertex2f(v3.x, v3.y); + glEnd(); +} + +void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) +{ + glBegin(GL_LINE_LOOP); + glColor4ub(color.r, color.g, color.b, color.a); + glVertex2f(v1.x, v1.y); + glVertex2f(v2.x, v2.y); + glVertex2f(v3.x, v3.y); + glEnd(); +} + +// Draw a closed polygon defined by points +// NOTE: Array num elements MUST be passed as parameter to function +void DrawPoly(Vector2 *points, int numPoints, Color color) +{ + if (numPoints >= 3) + { + glEnable(GL_POLYGON_SMOOTH); + glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); + + glBegin(GL_POLYGON); + glColor4ub(color.r, color.g, color.b, color.a); + + for (int i = 0; i < numPoints; i++) + { + glVertex2f(points[i].x, points[i].y); + } + glEnd(); + + glDisable(GL_POLYGON_SMOOTH); + } +} + +// Draw polygon lines +// NOTE: Array num elements MUST be passed as parameter to function +void DrawPolyLine(Vector2 *points, int numPoints, Color color) +{ + if (numPoints >= 2) + { + //glEnable(GL_LINE_SMOOTH); // Smoothies circle outline (anti-aliasing applied) + //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // Best quality for line smooth (anti-aliasing best algorithm) + + glBegin(GL_LINE_LOOP); + glColor4ub(color.r, color.g, color.b, color.a); + + for (int i = 0; i < numPoints; i++) + { + glVertex2f(points[i].x, points[i].y); + } + glEnd(); + + //glDisable(GL_LINE_SMOOTH); + } +} |
