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| author | Ray <[email protected]> | 2021-03-25 14:28:12 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2021-03-25 14:28:12 +0100 |
| commit | cba412cc313e4f95eafb3fba9303400e65c98984 (patch) | |
| tree | 672a1ae3117e96210cd4d43801748799f5740eea /src/shapes.c | |
| parent | 9569d6a802a2230c92503456d544a5470a59d5cf (diff) | |
| download | raylib-cba412cc313e4f95eafb3fba9303400e65c98984.tar.gz raylib-cba412cc313e4f95eafb3fba9303400e65c98984.zip | |
WARNING: BREAKING: rlgl redesign -WIP-
rlgl module has been completely redesigned to move Mesh/Material structures to [models] module. Still some work to do, broken elements:
- [models] OpenGL 1.1 mesh rendering: DrawMesh()
- [models] Mesh Instancing: DrawMeshInstanced()
- [models] Stereo rendering: DrawMesh()
- [models] GL_FLOAT, GL_UNSIGNED_INT exposed
- [models] GenMeshCustom()
- [rlgl] GenTexture*() functions removal?
Diffstat (limited to 'src/shapes.c')
| -rw-r--r-- | src/shapes.c | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/src/shapes.c b/src/shapes.c index b615f78a..48ad85f4 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -233,7 +233,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA #if defined(SUPPORT_QUADS_DRAW_MODE) rlCheckRenderBatchLimit(4*segments/2); - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlBegin(RL_QUADS); // NOTE: Every QUAD actually represents two segments @@ -275,7 +275,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA } rlEnd(); - rlDisableTexture(); + rlSetTexture(0); #else rlCheckRenderBatchLimit(3*segments); @@ -472,7 +472,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA #if defined(SUPPORT_QUADS_DRAW_MODE) rlCheckRenderBatchLimit(4*segments); - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlBegin(RL_QUADS); for (int i = 0; i < segments; i++) @@ -495,7 +495,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA } rlEnd(); - rlDisableTexture(); + rlSetTexture(0); #else rlCheckRenderBatchLimit(6*segments); @@ -656,7 +656,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation; } - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlBegin(RL_QUADS); rlNormal3f(0.0f, 0.0f, 1.0f); @@ -675,7 +675,7 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color rlVertex2f(topRight.x, topRight.y); rlEnd(); - rlDisableTexture(); + rlSetTexture(0); } // Draw a vertical-gradient-filled rectangle @@ -696,7 +696,7 @@ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color col // NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4) { - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlPushMatrix(); rlBegin(RL_QUADS); @@ -721,7 +721,7 @@ void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, rlEnd(); rlPopMatrix(); - rlDisableTexture(); + rlSetTexture(0); } // Draw rectangle outline @@ -825,7 +825,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co #if defined(SUPPORT_QUADS_DRAW_MODE) rlCheckRenderBatchLimit(16*segments/2 + 5*4); - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlBegin(RL_QUADS); // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner @@ -920,7 +920,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co rlVertex2f(point[9].x, point[9].y); rlEnd(); - rlDisableTexture(); + rlSetTexture(0); #else rlCheckRenderBatchLimit(12*segments + 5*6); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each @@ -1055,7 +1055,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int #if defined(SUPPORT_QUADS_DRAW_MODE) rlCheckRenderBatchLimit(4*4*segments + 4*4); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlBegin(RL_QUADS); @@ -1125,7 +1125,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int rlVertex2f(point[14].x, point[14].y); rlEnd(); - rlDisableTexture(); + rlSetTexture(0); #else rlCheckRenderBatchLimit(4*6*segments + 4*6); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each @@ -1232,7 +1232,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) rlCheckRenderBatchLimit(4); #if defined(SUPPORT_QUADS_DRAW_MODE) - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); @@ -1250,7 +1250,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) rlVertex2f(v3.x, v3.y); rlEnd(); - rlDisableTexture(); + rlSetTexture(0); #else rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); @@ -1289,7 +1289,7 @@ void DrawTriangleFan(Vector2 *points, int pointsCount, Color color) { rlCheckRenderBatchLimit((pointsCount - 2)*4); - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); @@ -1308,7 +1308,7 @@ void DrawTriangleFan(Vector2 *points, int pointsCount, Color color) rlVertex2f(points[i + 1].x, points[i + 1].y); } rlEnd(); - rlDisableTexture(); + rlSetTexture(0); } } @@ -1355,7 +1355,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col rlRotatef(rotation, 0.0f, 0.0f, 1.0f); #if defined(SUPPORT_QUADS_DRAW_MODE) - rlEnableTexture(rlGetShapesTexture().id); + rlSetTexture(rlGetShapesTexture().id); rlBegin(RL_QUADS); for (int i = 0; i < sides; i++) @@ -1376,7 +1376,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); } rlEnd(); - rlDisableTexture(); + rlSetTexture(0); #else rlBegin(RL_TRIANGLES); for (int i = 0; i < sides; i++) |
