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| author | raysan5 <raysan5@gmail.com> | 2014-03-25 12:40:35 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2014-03-25 12:40:35 +0100 |
| commit | 96f520ff6d085536205feb1f943974e354577df4 (patch) | |
| tree | c839c999b38d8f1f07933a2b6a1bb1e45d786532 /src/shapes.c | |
| parent | 1c8dce429ee5a58d535fcca0e29fe3711aa3fcb5 (diff) | |
| download | raylib-96f520ff6d085536205feb1f943974e354577df4.tar.gz raylib-96f520ff6d085536205feb1f943974e354577df4.zip | |
Road to raylib 1.1 - Testing rlgl
Diffstat (limited to 'src/shapes.c')
| -rw-r--r-- | src/shapes.c | 305 |
1 files changed, 135 insertions, 170 deletions
diff --git a/src/shapes.c b/src/shapes.c index 07a73cad..838a9efa 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -25,10 +25,11 @@ #include "raylib.h" -#include <GL/gl.h> // OpenGL functions #include <stdlib.h> // Required for abs() function #include <math.h> // Math related functions, sin() and cos() used on DrawCircle* // sqrt() and pow() and abs() used on CheckCollision* + +#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 //---------------------------------------------------------------------------------- // Defines and Macros @@ -57,149 +58,116 @@ // 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(); - - // NOTE1: Alternative method to draw a pixel (GL_LINES) -/* - glBegin(GL_LINES); - glColor4ub(color.r, color.g, color.b, color.a); - glVertex2i(posX, posY); - glVertex2i(posX+1, posY+1); - glEnd(); -*/ - // NOTE2: Alternative method to draw a pixel (glPoint()) -/* - 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); -*/ + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2i(posX, posY); + rlVertex2i(posX + 1, posY + 1); + rlEnd(); } // 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(); + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(position.x, position.y); + rlVertex2i(position.x + 1, position.y + 1); + rlEnd(); } // 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(); + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2i(startPosX, startPosY); + rlVertex2i(endPosX, endPosY); + rlEnd(); } // 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(); + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(startPos.x, startPos.y); + rlVertex2f(endPos.x, endPos.y); + rlEnd(); } // Draw a color-filled circle // TODO: Review, on some GPUs is drawn with a weird transparency (GL_POLYGON_SMOOTH issue?) void DrawCircle(int centerX, int centerY, float radius, Color color) { - glEnable(GL_POLYGON_SMOOTH); - glHint(GL_POLYGON_SMOOTH_HINT, GL_NICEST); // Deprecated on OGL 3.0 - DrawPoly((Vector2){centerX, centerY}, 360, radius, 0, color); - - 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 + rlBegin(RL_TRIANGLES); + for (int i=0; i <= 360; i += 2) //i++ --> Step = 1.0 pixels { - glVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); + rlColor4ub(color1.r, color1.g, color1.b, color1.a); + rlVertex2i(centerX, centerY); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); + rlVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); + rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius); } - glEnd(); + rlEnd(); } // 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 + rlBegin(RL_TRIANGLES); + for (int i=0; i < 360; i += 2) { - glVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2i(center.x, center.y); + rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius); + rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius); } - glEnd(); - - glDisable(GL_POLYGON_SMOOTH); + rlEnd(); } // 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) + //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); + rlBegin(RL_LINES); + rlColor4ub(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); + rlVertex2f(centerX + sin(DEG2RAD*i) * radius, centerY + cos(DEG2RAD*i) * radius); + rlVertex2f(centerX + sin(DEG2RAD*(i+1)) * radius, centerY + cos(DEG2RAD*(i+1)) * radius); } - glEnd(); + rlEnd(); + + //glDisable(GL_LINE_SMOOTH); -// 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); + // TODO: Draw all lines with line smooth??? --> Do it before drawing lines VAO } // 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(); + rlBegin(RL_QUADS); + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(0.0f, 0.0f); + rlVertex2i(posX, posY); + rlTexCoord2f(0.0f, 1.0f); + rlVertex2i(posX, posY + height); + rlTexCoord2f(1.0f, 1.0f); + rlVertex2i(posX + width, posY + height); + rlTexCoord2f(1.0f, 0.0f); + rlVertex2i(posX + width, posY); + rlEnd(); } // Draw a color-filled rectangle @@ -212,73 +180,73 @@ void DrawRectangleRec(Rectangle rec, Color color) // 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(); + rlBegin(RL_QUADS); + rlColor4ub(color1.r, color1.g, color1.b, color1.a); + rlVertex2i(posX, posY); + rlColor4ub(color1.r, color1.g, color1.b, color1.a); + rlVertex2i(posX, posY + height); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); + rlVertex2i(posX + width, posY + height); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); + rlVertex2i(posX + width, posY); + rlEnd(); } // 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(); + rlBegin(RL_QUADS); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2i(position.x, position.y); + rlVertex2i(position.x, position.y + size.y); + rlVertex2i(position.x + size.x, position.y + size.y); + rlVertex2i(position.x + size.x, position.y); + rlEnd(); } // 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); + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2i(posX, posY); + rlVertex2i(posX + width - 1, posY); + + rlVertex2i(posX + width - 1, posY); + rlVertex2i(posX + width - 1, posY + height - 1); + + rlVertex2i(posX + width - 1, posY + height - 1); + rlVertex2i(posX, posY + height - 1); + + rlVertex2i(posX, posY + height - 1); + rlVertex2i(posX, posY); + rlEnd(); } // 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(); + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(v1.x, v1.y); + rlVertex2f(v2.x, v2.y); + rlVertex2f(v3.x, v3.y); + rlEnd(); } 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(); + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(v1.x, v1.y); + rlVertex2f(v2.x, v2.y); + + rlVertex2f(v2.x, v2.y); + rlVertex2f(v3.x, v3.y); + + rlVertex2f(v3.x, v3.y); + rlVertex2f(v1.x, v1.y); + rlEnd(); } // Draw a regular polygon of n sides (Vector version) @@ -286,20 +254,20 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col { if (sides < 3) sides = 3; - glPushMatrix(); - glTranslatef(center.x, center.y, 0); - glRotatef(rotation, 0, 0, 1); - - glBegin(GL_TRIANGLE_FAN); - glColor4ub(color.r, color.g, color.b, color.a); - glVertex2f(0, 0); + rlPushMatrix(); - for (int i=0; i <= sides; i++) - { - glVertex2f(radius*cos(i*2*PI/sides), radius*sin(i*2*PI/sides)); + rlRotatef(rotation, 0, 0, 1); // TODO: compute vertex rotation manually! + + rlBegin(RL_TRIANGLES); + for (int i=0; i < 360; i += 2) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2i(center.x, center.y); + rlVertex2f(center.x + sin(DEG2RAD*i) * radius, center.y + cos(DEG2RAD*i) * radius); + rlVertex2f(center.x + sin(DEG2RAD*(i+1)) * radius, center.y + cos(DEG2RAD*(i+1)) * radius); } - glEnd(); - glPopMatrix(); + rlEnd(); + rlPopMatrix(); } // Draw a closed polygon defined by points @@ -308,19 +276,16 @@ void DrawPolyEx(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); + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 0; i < numPoints; i++) + for (int i = 0; i < numPoints - 2; i++) { - glVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i+1].x, points[i+1].y); + rlVertex2f(points[i+2].x, points[i+2].y); } - glEnd(); - - glDisable(GL_POLYGON_SMOOTH); + rlEnd(); } } @@ -330,22 +295,22 @@ void DrawPolyExLines(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); + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); - for (int i = 0; i < numPoints; i++) + for (int i = 0; i < numPoints - 1; i++) { - glVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i+1].x, points[i+1].y); } - glEnd(); - - //glDisable(GL_LINE_SMOOTH); + rlEnd(); } } +//---------------------------------------------------------------------------------- +// Module Functions Definition - Collision Detection functions +//---------------------------------------------------------------------------------- + // Check if point is inside rectangle bool CheckCollisionPointRec(Vector2 point, Rectangle rec) { |
