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authorRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
committerRay <raysan5@gmail.com>2013-11-18 23:38:44 +0100
commit46f10b45ad181a00e8cfa3ba2540f2922e1553cd (patch)
treeda74ac29ab65c9c6fa82a36cadd796091a14d71f /src/shapes.c
parentcbbf800bb838431a626b232df8eb5db4e0a7e150 (diff)
downloadraylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.tar.gz
raylib-46f10b45ad181a00e8cfa3ba2540f2922e1553cd.zip
raylib basic folders structure and some files... ;)
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+/*********************************************************************************************
+*
+* 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);
+ }
+}