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authorraysan5 <raysan5@gmail.com>2014-03-25 12:40:35 +0100
committerraysan5 <raysan5@gmail.com>2014-03-25 12:40:35 +0100
commit96f520ff6d085536205feb1f943974e354577df4 (patch)
treec839c999b38d8f1f07933a2b6a1bb1e45d786532 /src/shapes.c
parent1c8dce429ee5a58d535fcca0e29fe3711aa3fcb5 (diff)
downloadraylib-96f520ff6d085536205feb1f943974e354577df4.tar.gz
raylib-96f520ff6d085536205feb1f943974e354577df4.zip
Road to raylib 1.1 - Testing rlgl
Diffstat (limited to 'src/shapes.c')
-rw-r--r--src/shapes.c305
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)
{