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authorRay <raysan5@gmail.com>2019-03-28 18:53:41 +0100
committerRay <raysan5@gmail.com>2019-03-28 18:53:41 +0100
commit88dfd2ab236a28db3cf1e3715b9e98a426de48d6 (patch)
treeb0fdc8c61b15fe26e4d5a27c9024f4bd4586f093 /src
parent186d34827af93ec760c81a2abea09991c01556b3 (diff)
downloadraylib-88dfd2ab236a28db3cf1e3715b9e98a426de48d6.tar.gz
raylib-88dfd2ab236a28db3cf1e3715b9e98a426de48d6.zip
REDESIGNED: DrawCircleSector()
Diffstat (limited to 'src')
-rw-r--r--src/raylib.h2
-rw-r--r--src/shapes.c72
2 files changed, 59 insertions, 15 deletions
diff --git a/src/raylib.h b/src/raylib.h
index c72f0682..5db50c04 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1043,7 +1043,7 @@ RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color);
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
-RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color); // Draw a piece of a circle
+RLAPI void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2); // Draw a gradient-filled circle
RLAPI void DrawCircleV(Vector2 center, float radius, Color color); // Draw a color-filled circle (Vector version)
RLAPI void DrawCircleLines(int centerX, int centerY, float radius, Color color); // Draw circle outline
diff --git a/src/shapes.c b/src/shapes.c
index af683f2e..5d93078b 100644
--- a/src/shapes.c
+++ b/src/shapes.c
@@ -183,18 +183,40 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
}
// Draw a piece of a circle
-// TODO: Support better angle resolution (now limited to CIRCLE_SECTOR_LENGTH)
-void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color)
+void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color)
{
- #define CIRCLE_SECTOR_LENGTH 10
-
+ // Function expects (endAngle > startAngle)
+ if (endAngle < startAngle)
+ {
+ // Swap values
+ int tmp = startAngle;
+ startAngle = endAngle;
+ endAngle = tmp;
+ }
+
+ if (segments < 4)
+ {
+ // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088
+ #define CIRCLE_ERROR_RATE 0.5f
+
+ // Calculate the maximum angle between segments based on the error rate.
+ float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1);
+ segments = (endAngle - startAngle)*ceilf(2*PI/th)/360;
+
+ if (segments <= 0) segments = 4;
+ }
+
+ float stepLength = (float)(endAngle - startAngle)/(float)segments;
+ float angle = startAngle;
+
#if defined(SUPPORT_QUADS_DRAW_MODE)
- if (rlCheckBufferLimit(4*((360/CIRCLE_SECTOR_LENGTH)/2))) rlglDraw();
+ if (rlCheckBufferLimit(4*segments/2)) rlglDraw();
rlEnableTexture(GetShapesTexture().id);
rlBegin(RL_QUADS);
- for (int i = startAngle; i < endAngle; i += CIRCLE_SECTOR_LENGTH*2)
+ // NOTE: Every QUAD actually represents two segments
+ for (int i = 0; i < segments/2; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
@@ -202,28 +224,50 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle
rlVertex2f(center.x, center.y);
rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
+
+ angle += (stepLength*2);
+ }
+
+ // NOTE: In case number of segments is odd, we add one last piece to the cake
+ if (segments%2)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+ rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH*2))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH*2))*radius);
+ rlVertex2f(center.x, center.y);
}
rlEnd();
rlDisableTexture();
#else
- if (rlCheckBufferLimit(3*360/CIRCLE_SECTOR_LENGTH)) rlglDraw();
+ if (rlCheckBufferLimit(3*segments)) rlglDraw();
rlBegin(RL_TRIANGLES);
- for (int i = startAngle; i < endAngle; i += CIRCLE_SECTOR_LENGTH)
+ for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
- rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
- rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius);
+ rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+ rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
+ angle += stepLength;
}
rlEnd();
#endif
@@ -252,7 +296,7 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawCircleV(Vector2 center, float radius, Color color)
{
- DrawCircleSector(center, radius, 0, 360, color);
+ DrawCircleSector(center, radius, 0, 360, 36, color);
}
// Draw circle outline