2 Commits

Author SHA1 Message Date
3c5b3f1c17 [examples] Added shapes_lines_drawing (#5283)
* Added shapes_lines_drawing Example

* store result of clamp

* conventions

* fixed more brackets

* buffer comments
2025-10-21 10:11:19 +02:00
Ray
79b7cd6b9b Format tweaks 2025-10-21 10:08:36 +02:00
3 changed files with 163 additions and 17 deletions

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@ -0,0 +1,146 @@
/*******************************************************************************************
*
* raylib [shapes] example - lines drawing
*
* Example complexity rating: [★☆☆☆] 1/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6
*
* Example contributed by Robin (@RobinsAviary) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Robin (@RobinsAviary)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines drawing");
// Hint text that shows before you click the screen
bool startText = true;
// The mouse's position on the previous frame
Vector2 mousePositionPrevious = GetMousePosition();
// The canvas to draw lines on
RenderTexture canvas = LoadRenderTexture(screenWidth, screenHeight);
// The background color of the canvas
const Color backgroundColor = RAYWHITE;
// The line's thickness
float lineThickness = 8.0f;
// The lines hue (in HSV, from 0-360)
float lineHue = 0.0f;
// Clear the canvas to the background color
BeginTextureMode(canvas);
ClearBackground(backgroundColor);
EndTextureMode();
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Disable the hint text once the user clicks
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && startText)
{
startText = false;
}
// Clear the canvas when the user middle-clicks
if (IsMouseButtonPressed(MOUSE_BUTTON_MIDDLE))
{
BeginTextureMode(canvas);
ClearBackground(backgroundColor);
EndTextureMode();
}
// Store whether the left and right buttons are down
bool leftButtonDown = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
bool rightButtonDown = IsMouseButtonDown(MOUSE_BUTTON_RIGHT);
if (leftButtonDown || rightButtonDown)
{
// The color for the line
Color drawColor;
if (leftButtonDown)
{
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
// While the hue is >=360, subtract it to bring it down into the range 0-360
// This is more visually accurate than resetting to zero
while (lineHue >= 360.0f)
{
lineHue -= 360.0f;
}
// Create the final color
drawColor = ColorFromHSV(lineHue, 1.0f, 1.0f);
}
else if (rightButtonDown)
{
// Use the background color as an "eraser"
drawColor = backgroundColor;
}
// Draw the line onto the canvas
BeginTextureMode(canvas);
// Circles act as "caps", smoothing corners
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
EndTextureMode();
}
// Update line thickness based on mousewheel
lineThickness += GetMouseWheelMove();
lineThickness = Clamp(lineThickness, 1.0, 500.0f);
// Update mouse's previous position
mousePositionPrevious = GetMousePosition();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
DrawTextureRec(canvas.texture, (Rectangle){ 0.0f, 0.0f, (float)canvas.texture.width,(float)-canvas.texture.height }, Vector2Zero(), WHITE);
// Draw the preview circle
if (!leftButtonDown) DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, (Color){ 127, 127, 127, 127 });
// Draw the hint text
if (startText) DrawText("try clicking and dragging!", 275, 215, 20, LIGHTGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload the canvas render texture
UnloadRenderTexture(canvas);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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34
src/external/rlsw.h vendored
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@ -6,7 +6,7 @@
* rlsw is a custom OpenGL 1.1-style implementation on software, intended to provide all
* functionality available on rlgl.h library used by raylib, becoming a direct software
* rendering replacement for OpenGL 1.1 backend and allowing to run raylib on GPU-less
* devices when required.
* devices when required
*
* FEATURES:
* - Rendering to custom internal framebuffer with multiple color modes supported:
@ -2892,8 +2892,8 @@ static inline bool sw_quad_is_axis_aligned(void)
float dx = v1[0] - v0[0];
float dy = v1[1] - v0[1];
if (fabsf(dx) > 1e-6f && fabsf(dy) < 1e-6f) horizontal++;
else if (fabsf(dy) > 1e-6f && fabsf(dx) < 1e-6f) vertical++;
if ((fabsf(dx) > 1e-6f) && (fabsf(dy) < 1e-6f)) horizontal++;
else if ((fabsf(dy) > 1e-6f) && (fabsf(dx) < 1e-6f)) vertical++;
else return false; // Diagonal edge -> not axis-aligned
}
@ -2933,8 +2933,8 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
// Separate vertices based on Y-coordinate
for (int i = 0; i < 4; i++)
{
if (input[i].screen[1] == minY && topCount < 2) top[topCount++] = &input[i];
else if (input[i].screen[1] == maxY && bottomCount < 2) bottom[bottomCount++] = &input[i];
if ((input[i].screen[1] == minY) && (topCount < 2)) top[topCount++] = &input[i];
else if ((input[i].screen[1] == maxY) && (bottomCount < 2)) bottom[bottomCount++] = &input[i];
}
// If we don't have enough top/bottom vertices (e.g., Y values are all different),
@ -2960,7 +2960,7 @@ static inline void sw_quad_sort_cw(const sw_vertex_t* *output)
}
// Sort bottom vertices by X (left to right)
if (bottomCount == 2 && bottom[0]->screen[0] > bottom[1]->screen[0])
if ((bottomCount == 2) && (bottom[0]->screen[0] > bottom[1]->screen[0]))
{
const sw_vertex_t *temp = bottom[0];
bottom[0] = bottom[1];
@ -2997,7 +2997,7 @@ static inline void FUNC_NAME(void)
int width = xMax - xMin; \
int height = yMax - yMin; \
\
if (width == 0 || height == 0) return; \
if ((width == 0) || (height == 0)) return; \
\
float wRcp = (width > 0.0f)? 1.0f/width : 0.0f; \
float hRcp = (height > 0.0f)? 1.0f/height : 0.0f; \
@ -3157,7 +3157,7 @@ static inline void sw_quad_render(void)
if (RLSW.vertexCounter < 3) return;
if (RLSW.vertexCounter == 4 && sw_quad_is_axis_aligned())
if ((RLSW.vertexCounter == 4) && sw_quad_is_axis_aligned())
{
if (SW_STATE_CHECK(SW_STATE_TEXTURE_2D | SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_TEX_DEPTH_BLEND();
else if (SW_STATE_CHECK(SW_STATE_DEPTH_TEST | SW_STATE_BLEND)) sw_quad_raster_axis_aligned_DEPTH_BLEND();
@ -3304,7 +3304,7 @@ static inline void FUNC_NAME(const sw_vertex_t *v0, const sw_vertex_t *v1) \
int dy = y2 - y1; \
\
/* Handling of lines that are more horizontal or vertical */ \
if (dx == 0 && dy == 0) \
if ((dx == 0) && (dy == 0)) \
{ \
/* TODO: A point should be rendered here */ \
return; \
@ -3444,7 +3444,7 @@ void FUNC_NAME(const sw_vertex_t *v1, const sw_vertex_t *v2) \
\
RASTER_FUNC(v1, v2); \
\
if (dx != 0 && abs(dy/dx) < 1) \
if ((dx != 0) && (abs(dy/dx) < 1)) \
{ \
int wy = (int)((RLSW.lineWidth - 1.0f)*abs(dx)/sqrtf(dx*dx + dy*dy)); \
wy >>= 1; \
@ -3551,13 +3551,13 @@ static inline void FUNC_NAME(int x, int y, float z, const float color[4]) \
{ \
if (CHECK_BOUNDS == 1) \
{ \
if (x < RLSW.vpMin[0] || x >= RLSW.vpMax[0]) return; \
if (y < RLSW.vpMin[1] || y >= RLSW.vpMax[1]) return; \
if ((x < RLSW.vpMin[0]) || (x >= RLSW.vpMax[0])) return; \
if ((y < RLSW.vpMin[1]) || (y >= RLSW.vpMax[1])) return; \
} \
else if (CHECK_BOUNDS == SW_SCISSOR_TEST) \
{ \
if (x < RLSW.scMin[0] || x >= RLSW.scMax[0]) return; \
if (y < RLSW.scMin[1] || y >= RLSW.scMax[1]) return; \
if ((x < RLSW.scMin[0]) || (x >= RLSW.scMax[0])) return; \
if ((y < RLSW.scMin[1]) || (y >= RLSW.scMax[1])) return; \
} \
\
int offset = y*RLSW.framebuffer.width + x; \
@ -3718,12 +3718,12 @@ static inline bool sw_is_texture_valid(uint32_t id)
static inline bool sw_is_texture_filter_valid(int filter)
{
return (filter == SW_NEAREST || filter == SW_LINEAR);
return ((filter == SW_NEAREST) || (filter == SW_LINEAR));
}
static inline bool sw_is_texture_wrap_valid(int wrap)
{
return (wrap == SW_REPEAT || wrap == SW_CLAMP);
return ((wrap == SW_REPEAT) || (wrap == SW_CLAMP));
}
static inline bool sw_is_draw_mode_valid(int mode)
@ -4392,7 +4392,7 @@ void swRotatef(float angle, float x, float y, float z)
float lengthSq = x*x + y*y + z*z;
if (lengthSq != 1.0f && lengthSq != 0.0f)
if ((lengthSq != 1.0f) && (lengthSq != 0.0f))
{
float invLength = 1.0f/sqrtf(lengthSq);
x *= invLength;