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| 3c5b3f1c17 | |||
| 79b7cd6b9b |
146
examples/shapes/shapes_lines_drawing.c
Normal file
146
examples/shapes/shapes_lines_drawing.c
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@ -0,0 +1,146 @@
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/*******************************************************************************************
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*
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* raylib [shapes] example - lines drawing
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6
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*
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* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025-2025 Robin (@RobinsAviary)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
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// Hint text that shows before you click the screen
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bool startText = true;
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// The mouse's position on the previous frame
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Vector2 mousePositionPrevious = GetMousePosition();
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// The canvas to draw lines on
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RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
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// The background color of the canvas
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const Color backgroundColor = RAYWHITE;
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// The line's thickness
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float lineThickness = 8.0f;
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// The lines hue (in HSV, from 0-360)
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float lineHue = 0.0f;
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// Clear the canvas to the background color
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BeginTextureMode(canvas);
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ClearBackground(backgroundColor);
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EndTextureMode();
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Disable the hint text once the user clicks
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if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText)
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{
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startText = false;
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}
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// Clear the canvas when the user middle-clicks
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if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
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{
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BeginTextureMode(canvas);
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ClearBackground(backgroundColor);
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EndTextureMode();
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}
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// Store whether the left and right buttons are down
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bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
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bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
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if (leftButtonDown || rightButtonDown)
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{
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// The color for the line
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Color drawColor;
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if (leftButtonDown)
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{
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// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
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lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
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// While the hue is >=360, subtract it to bring it down into the range 0-360
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// This is more visually accurate than resetting to zero
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while (lineHue >= 360.0f)
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{
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lineHue -= 360.0f;
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}
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// Create the final color
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drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
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}
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else if (rightButtonDown)
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{
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// Use the background color as an "eraser"
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drawColor = backgroundColor;
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}
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// Draw the line onto the canvas
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BeginTextureMode(canvas);
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// Circles act as "caps", smoothing corners
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DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
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DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
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DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
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EndTextureMode();
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}
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// Update line thickness based on mousewheel
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lineThickness += GetMouseWheelMove();
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lineThickness = Clamp(lineThickness, 1.0, 500.0f);
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// Update mouse's previous position
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mousePositionPrevious = GetMousePosition();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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// Draw the render texture to the screen, flipped vertically to make it appear top-side up
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DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
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// Draw the preview circle
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if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
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// Draw the hint text
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if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload the canvas render texture
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UnloadRenderTexture(canvas);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/shapes/shapes_lines_drawing.png
Normal file
BIN
examples/shapes/shapes_lines_drawing.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 34 KiB |
34
src/external/rlsw.h
vendored
34
src/external/rlsw.h
vendored
@ -6,7 +6,7 @@
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* rlsw is a custom OpenGL 1.1-style implementation on software, intended to provide all
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* functionality available on rlgl.h library used by raylib, becoming a direct software
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* rendering replacement for OpenGL 1.1 backend and allowing to run raylib on GPU-less
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* devices when required.
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* devices when required
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*
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* FEATURES:
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* - Rendering to custom internal framebuffer with multiple color modes supported:
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@ -2892,8 +2892,8 @@ static inline bool sw_quad_is_axis_aligned(void)
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float dx = v1[0] - v0[0];
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float dy = v1[1] - v0[1];
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if (fabsf(dx) > 1e-6f && fabsf(dy) < 1e-6f) horizontal++;
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else if (fabsf(dy) > 1e-6f && fabsf(dx) < 1e-6f) vertical++;
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if ((fabsf(dx) > 1e-6f) && (fabsf(dy) < 1e-6f)) horizontal++;
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else if ((fabsf(dy) > 1e-6f) && (fabsf(dx) < 1e-6f)) vertical++;
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else return false; // Diagonal edge -> not axis-aligned
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}
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@ -2933,8 +2933,8 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
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// Separate vertices based on Y-coordinate
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for (int i = 0; i < 4; i++)
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{
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if (input[i].screen[1] == minY && topCount < 2) top[topCount++] = &input[i];
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else if (input[i].screen[1] == maxY && bottomCount < 2) bottom[bottomCount++] = &input[i];
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if ((input[i].screen[1] == minY) && (topCount < 2)) top[topCount++] = &input[i];
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else if ((input[i].screen[1] == maxY) && (bottomCount < 2)) bottom[bottomCount++] = &input[i];
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}
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// If we don't have enough top/bottom vertices (e.g., Y values are all different),
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@ -2960,7 +2960,7 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
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}
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// Sort bottom vertices by X (left to right)
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if (bottomCount == 2 && bottom[0]->screen[0] > bottom[1]->screen[0])
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if ((bottomCount == 2) && (bottom[0]->screen[0] > bottom[1]->screen[0]))
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{
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const sw_vertex_t *temp = bottom[0];
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bottom[0] = bottom[1];
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@ -2997,7 +2997,7 @@ static inline void FUNC_NAME(void)
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int width = xMax - xMin; \
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int height = yMax - yMin; \
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\
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if (width == 0 || height == 0) return; \
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if ((width == 0) || (height == 0)) return; \
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\
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float wRcp = (width > 0.0f)? 1.0f/width : 0.0f; \
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float hRcp = (height > 0.0f)? 1.0f/height : 0.0f; \
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@ -3157,7 +3157,7 @@ static inline void sw_quad_render(void)
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if (RLSW.vertexCounter < 3) return;
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if (RLSW.vertexCounter == 4 && sw_quad_is_axis_aligned())
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if ((RLSW.vertexCounter == 4) && sw_quad_is_axis_aligned())
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{
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if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_TEX_DEPTH_BLEND();
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else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_DEPTH_BLEND();
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@ -3304,7 +3304,7 @@ static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
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int dy = y2 - y1; \
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\
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/* Handling of lines that are more horizontal or vertical */ \
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if (dx == 0 && dy == 0) \
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if ((dx == 0) && (dy == 0)) \
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{ \
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/* TODO: A point should be rendered here */ \
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return; \
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@ -3444,7 +3444,7 @@ void FUNC_NAME(const sw_vertex_t *v1, const sw_vertex_t *v2) \
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\
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RASTER_FUNC(v1, v2); \
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\
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if (dx != 0 && abs(dy/dx) < 1) \
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if ((dx != 0) && (abs(dy/dx) < 1)) \
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{ \
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int wy = (int)((RLSW.lineWidth - 1.0f)*abs(dx)/sqrtf(dx*dx + dy*dy)); \
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wy >>= 1; \
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@ -3551,13 +3551,13 @@ static inline void FUNC_NAME(int x, int y, float z, const float color[4]) \
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{ \
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if (CHECK_BOUNDS == 1) \
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{ \
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if (x < RLSW.vpMin[0] || x >= RLSW.vpMax[0]) return; \
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if (y < RLSW.vpMin[1] || y >= RLSW.vpMax[1]) return; \
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if ((x < RLSW.vpMin[0]) || (x >= RLSW.vpMax[0])) return; \
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if ((y < RLSW.vpMin[1]) || (y >= RLSW.vpMax[1])) return; \
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} \
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else if (CHECK_BOUNDS == SW_SCISSOR_TEST) \
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{ \
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if (x < RLSW.scMin[0] || x >= RLSW.scMax[0]) return; \
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if (y < RLSW.scMin[1] || y >= RLSW.scMax[1]) return; \
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if ((x < RLSW.scMin[0]) || (x >= RLSW.scMax[0])) return; \
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if ((y < RLSW.scMin[1]) || (y >= RLSW.scMax[1])) return; \
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} \
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\
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int offset = y*RLSW.framebuffer.width + x; \
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@ -3718,12 +3718,12 @@ static inline bool sw_is_texture_valid(uint32_t id)
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static inline bool sw_is_texture_filter_valid(int filter)
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{
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return (filter == SW_NEAREST || filter == SW_LINEAR);
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return ((filter == SW_NEAREST) || (filter == SW_LINEAR));
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}
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static inline bool sw_is_texture_wrap_valid(int wrap)
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{
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return (wrap == SW_REPEAT || wrap == SW_CLAMP);
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return ((wrap == SW_REPEAT) || (wrap == SW_CLAMP));
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}
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static inline bool sw_is_draw_mode_valid(int mode)
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@ -4392,7 +4392,7 @@ void swRotatef(float angle, float x, float y, float z)
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float lengthSq = x*x + y*y + z*z;
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if (lengthSq != 1.0f && lengthSq != 0.0f)
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if ((lengthSq != 1.0f) && (lengthSq != 0.0f))
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{
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float invLength = 1.0f/sqrtf(lengthSq);
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x *= invLength;
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