diff options
| -rw-r--r-- | BINDINGS.md | 2 | ||||
| -rw-r--r-- | src/raylib.h | 2 | ||||
| -rw-r--r-- | src/rlgl.h | 59 | ||||
| -rw-r--r-- | src/shapes.c | 74 |
4 files changed, 108 insertions, 29 deletions
diff --git a/BINDINGS.md b/BINDINGS.md index dec13511..ac8276b9 100644 --- a/BINDINGS.md +++ b/BINDINGS.md @@ -23,6 +23,8 @@ Some people ported raylib to other languages in form of bindings or wrappers to - *[raylib flat-assembler Usage example]()* - *[raylib COBOL Usage example](https://github.com/Martinfx/Cobol/tree/master/OpenCobol/Games/raylib)* +Missing some language? Check the [bindings not yet in this list](https://gist.github.com/raysan5/5764cc5b885183f523fce47f098f3d9b#bindings-not-yet-in-the-official-list) or create a new binding! :) + Usually, raylib bindings follow the convention: `raylib-{language}` Let me know if you're writing a new binding for raylib, I will list it here and I usually 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 @@ -728,6 +728,7 @@ typedef struct DynamicBuffer { typedef struct DrawCall { int mode; // Drawing mode: LINES, TRIANGLES, QUADS int vertexCount; // Number of vertex of the draw + int vertexAlignment; // Number of vertex required for index alignment (LINES, TRIANGLES) //unsigned int vaoId; // Vertex Array id to be used on the draw //unsigned int shaderId; // Shader id to be used on the draw unsigned int textureId; // Texture id to be used on the draw @@ -1123,7 +1124,27 @@ void rlBegin(int mode) // NOTE: In all three cases, vertex are accumulated over default internal vertex buffer if (draws[drawsCounter - 1].mode != mode) { - if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++; + if (draws[drawsCounter - 1].vertexCount > 0) + { + // Make sure current draws[i].vertexCount is aligned a multiple of 4, + // that way, following QUADS drawing will keep aligned with index processing + // It implies adding some extra alignment vertex at the end of the draw, + // those vertex are not processed but they are considered as an additional offset + // for the next set of vertex to be drawn + if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4); + else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4))); + + if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw(); + else + { + vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment; + vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment; + vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment; + + drawsCounter++; + } + } + if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); draws[drawsCounter - 1].mode = mode; @@ -1135,15 +1156,6 @@ void rlBegin(int mode) // Finish vertex providing void rlEnd(void) { - // Make sure current draws[i].vertexCount is multiple of 4, to align with index processing - // NOTE: It implies adding some extra vertex at the end of the draw, those vertex will be - // processed but are placed in a single point to not result in a fragment output... - // TODO: System could be improved (a bit) just storing every draw alignment value - // and adding it to vertexOffset on drawing... maybe in a future... - int vertexCount = draws[drawsCounter - 1].vertexCount; - int vertexToAlign = (vertexCount >= 4)? vertexCount%4 : (4 - vertexCount%4); - for (int i = 0; i < vertexToAlign; i++) rlVertex3f(-1, -1, -1); - // Make sure vertexCount is the same for vertices, texcoords, colors and normals // NOTE: In OpenGL 1.1, one glColor call can be made for all the subsequent glVertex calls @@ -1283,7 +1295,27 @@ void rlEnableTexture(unsigned int id) #if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2) if (draws[drawsCounter - 1].textureId != id) { - if (draws[drawsCounter - 1].vertexCount > 0) drawsCounter++; + if (draws[drawsCounter - 1].vertexCount > 0) + { + // Make sure current draws[i].vertexCount is aligned a multiple of 4, + // that way, following QUADS drawing will keep aligned with index processing + // It implies adding some extra alignment vertex at the end of the draw, + // those vertex are not processed but they are considered as an additional offset + // for the next set of vertex to be drawn + if (draws[drawsCounter - 1].mode == RL_LINES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? draws[drawsCounter - 1].vertexCount : draws[drawsCounter - 1].vertexCount%4); + else if (draws[drawsCounter - 1].mode == RL_TRIANGLES) draws[drawsCounter - 1].vertexAlignment = ((draws[drawsCounter - 1].vertexCount < 4)? 1 : (4 - (draws[drawsCounter - 1].vertexCount%4))); + + if (rlCheckBufferLimit(draws[drawsCounter - 1].vertexAlignment)) rlglDraw(); + else + { + vertexData[currentBuffer].vCounter += draws[drawsCounter - 1].vertexAlignment; + vertexData[currentBuffer].cCounter += draws[drawsCounter - 1].vertexAlignment; + vertexData[currentBuffer].tcCounter += draws[drawsCounter - 1].vertexAlignment; + + drawsCounter++; + } + } + if (drawsCounter >= MAX_DRAWCALL_REGISTERED) rlglDraw(); draws[drawsCounter - 1].textureId = id; @@ -1682,6 +1714,7 @@ void rlglInit(int width, int height) { draws[i].mode = RL_QUADS; draws[i].vertexCount = 0; + draws[i].vertexAlignment = 0; //draws[i].vaoId = 0; //draws[i].shaderId = 0; draws[i].textureId = defaultTextureId; @@ -4190,8 +4223,8 @@ static void DrawBuffersDefault(void) glDrawElements(GL_TRIANGLES, draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(sizeof(GLushort)*vertexOffset/4*6)); #endif } - - vertexOffset += draws[i].vertexCount; + + vertexOffset += (draws[i].vertexCount + draws[i].vertexAlignment); } if (!vaoSupported) diff --git a/src/shapes.c b/src/shapes.c index fd28f3a3..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)/2))) 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 @@ -239,7 +283,7 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co for (int i = 0; i < 360; i += 10) { rlColor4ub(color1.r, color1.g, color1.b, color1.a); - rlVertex2i(centerX, centerY); + rlVertex2f(centerX, centerY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius); rlColor4ub(color2.r, color2.g, color2.b, color2.a); @@ -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 |
