feature: Introduced DrawPolyPro and DrawPolyLinesPro

This commit is contained in:
LeandroSQ 2024-02-09 02:42:51 -03:00
parent dd8b5613ca
commit c73ec23eae
2 changed files with 75 additions and 6 deletions

View File

@ -1259,8 +1259,10 @@ RLAPI void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color);
RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center) RLAPI void DrawTriangleFan(Vector2 *points, int pointCount, Color color); // Draw a triangle fan defined by points (first vertex is the center)
RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points RLAPI void DrawTriangleStrip(Vector2 *points, int pointCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version) RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void DrawPolyPro(Vector2 center, Vector2 *points, int pointCount, Color color); // Draw a filled polygon from an array of points (Vector version)
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
RLAPI void DrawPolyLinesPro(Vector2 *points, int pointCount, Color color); // Draw a polygon outline from an array of points (Vector version)
// Splines drawing functions // Splines drawing functions
RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Linear, minimum 2 points

View File

@ -1489,6 +1489,53 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
#endif #endif
} }
void DrawPolyPro(Vector2 center, Vector2 *points, int pointCount, Color color)
{
if (pointCount >= 3 && points != NULL)
{
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < pointCount; i++)
{
int j = (i + 1) % pointCount;
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(points[i].x, points[i].y);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x, center.y);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x, center.y);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(points[j].x, points[j].y);
}
rlEnd();
rlSetTexture(0);
#else
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < pointCount; i++)
{
int j = i + 1;
if (j == pointCount) j = 0;
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(center.x, center.y);
rlVertex2f(points[j].x, points[j].y);
}
rlEnd();
#endif
}
}
// Draw a polygon outline of n sides // Draw a polygon outline of n sides
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color)
{ {
@ -1563,6 +1610,26 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
#endif #endif
} }
void DrawPolyLinesPro(Vector2 *points, int pointCount, Color color)
{
if (pointCount >= 3 && points != NULL)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < pointCount - 1; i++)
{
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlVertex2f(points[pointCount - 1].x, points[pointCount - 1].y);
rlVertex2f(points[0].x, points[0].y);
rlEnd();
}
}
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
// Module Functions Definition - Splines functions // Module Functions Definition - Splines functions
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
@ -1575,7 +1642,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
#if defined(SUPPORT_SPLINE_MITERS) #if defined(SUPPORT_SPLINE_MITERS)
Vector2 prevNormal = (Vector2){-(points[1].y - points[0].y), (points[1].x - points[0].x)}; Vector2 prevNormal = (Vector2){-(points[1].y - points[0].y), (points[1].x - points[0].x)};
float prevLength = sqrtf(prevNormal.x*prevNormal.x + prevNormal.y*prevNormal.y); float prevLength = sqrtf(prevNormal.x*prevNormal.x + prevNormal.y*prevNormal.y);
if (prevLength > 0.0f) if (prevLength > 0.0f)
{ {
prevNormal.x /= prevLength; prevNormal.x /= prevLength;
@ -1588,7 +1655,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
} }
Vector2 prevRadius = { 0.5f*thick*prevNormal.x, 0.5f*thick*prevNormal.y }; Vector2 prevRadius = { 0.5f*thick*prevNormal.x, 0.5f*thick*prevNormal.y };
for (int i = 0; i < pointCount - 1; i++) for (int i = 0; i < pointCount - 1; i++)
{ {
Vector2 normal = { 0 }; Vector2 normal = { 0 };
@ -1597,7 +1664,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
{ {
normal = (Vector2){-(points[i + 2].y - points[i + 1].y), (points[i + 2].x - points[i + 1].x)}; normal = (Vector2){-(points[i + 2].y - points[i + 1].y), (points[i + 2].x - points[i + 1].x)};
float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y); float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y);
if (normalLength > 0.0f) if (normalLength > 0.0f)
{ {
normal.x /= normalLength; normal.x /= normalLength;
@ -1616,7 +1683,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
Vector2 radius = { prevNormal.x + normal.x, prevNormal.y + normal.y }; Vector2 radius = { prevNormal.x + normal.x, prevNormal.y + normal.y };
float radiusLength = sqrtf(radius.x*radius.x + radius.y*radius.y); float radiusLength = sqrtf(radius.x*radius.x + radius.y*radius.y);
if (radiusLength > 0.0f) if (radiusLength > 0.0f)
{ {
radius.x /= radiusLength; radius.x /= radiusLength;
@ -1640,7 +1707,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
radius.x = 0.0f; radius.x = 0.0f;
radius.y = 0.0f; radius.y = 0.0f;
} }
Vector2 strip[4] = { Vector2 strip[4] = {
{ points[i].x - prevRadius.x, points[i].y - prevRadius.y }, { points[i].x - prevRadius.x, points[i].y - prevRadius.y },
{ points[i].x + prevRadius.x, points[i].y + prevRadius.y }, { points[i].x + prevRadius.x, points[i].y + prevRadius.y },
@ -1678,7 +1745,7 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
DrawTriangleStrip(strip, 4, color); DrawTriangleStrip(strip, 4, color);
} }
#endif #endif
#if defined(SUPPORT_SPLINE_SEGMENT_CAPS) #if defined(SUPPORT_SPLINE_SEGMENT_CAPS)
// TODO: Add spline segment rounded caps at the begin/end of the spline // TODO: Add spline segment rounded caps at the begin/end of the spline
#endif #endif