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| author | raysan5 <raysan5@gmail.com> | 2013-11-23 13:30:54 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2013-11-23 13:30:54 +0100 |
| commit | ccf26080915d5487dfb2e5fdb79c2bc2893b7454 (patch) | |
| tree | e7a4856dbea9eac3d356533260b37ce812d5f6e1 /src/shapes.c | |
| parent | 7635e9c79ff2ed581942b61ca6cebac73712ecca (diff) | |
| download | raylib-ccf26080915d5487dfb2e5fdb79c2bc2893b7454.tar.gz raylib-ccf26080915d5487dfb2e5fdb79c2bc2893b7454.zip | |
Replaced tab by 4 spaces and adjust text
Diffstat (limited to 'src/shapes.c')
| -rw-r--r-- | src/shapes.c | 374 |
1 files changed, 187 insertions, 187 deletions
diff --git a/src/shapes.c b/src/shapes.c index 705cd3ab..ea55f198 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -1,32 +1,32 @@ /********************************************************************************************* * -* raylib.shapes +* 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. +* 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: +* 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. +* 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. +* 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. +* 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* +#include <GL/gl.h> // OpenGL functions +#include <math.h> // Math related functions, sin() and cos() used on DrawCircle* //---------------------------------------------------------------------------------- // Defines and Macros @@ -55,78 +55,78 @@ // 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) + 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); + 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(); + 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(); + 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(); + 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); + 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); + 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) + 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); + 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); */ } @@ -134,58 +134,58 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) // 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(); + 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); + 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); + 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); - } + 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); + glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); + DrawCircle(centerX, centerY, radius, color); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); */ glDisable(GL_LINE_SMOOTH); } @@ -193,134 +193,134 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) // 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(); + 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); -} + 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(); + 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(); + 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) + //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(); + 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); + 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); + //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(); + 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(); + 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); - } + 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 +// 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); - } -} + 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); + } +} |
