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authorraysan5 <raysan5@gmail.com>2013-11-23 13:30:54 +0100
committerraysan5 <raysan5@gmail.com>2013-11-23 13:30:54 +0100
commitccf26080915d5487dfb2e5fdb79c2bc2893b7454 (patch)
treee7a4856dbea9eac3d356533260b37ce812d5f6e1 /src/shapes.c
parent7635e9c79ff2ed581942b61ca6cebac73712ecca (diff)
downloadraylib-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.c374
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);
+ }
+}