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d224912bd5
| Author | SHA1 | Date | |
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| d224912bd5 | |||
| 39706cccbe |
4
src/external/rlsw.h
vendored
4
src/external/rlsw.h
vendored
@ -3909,7 +3909,6 @@ static void sw_immediate_set_color(const float color[4])
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RLSW.primitive.color[2] = color[2];
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RLSW.primitive.color[2] = color[2];
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RLSW.primitive.color[3] = color[3];
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RLSW.primitive.color[3] = color[3];
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RLSW.primitive.hasColorAlpha |= (color[3] < 1.0f);
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}
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}
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static void sw_immediate_set_texcoord(const float texcoord[2])
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static void sw_immediate_set_texcoord(const float texcoord[2])
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@ -3948,6 +3947,9 @@ static void sw_immediate_push_vertex(const float position[4])
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for (int i = 0; i < 4; i++) vertex->color[i] = RLSW.primitive.color[i];
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for (int i = 0; i < 4; i++) vertex->color[i] = RLSW.primitive.color[i];
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for (int i = 0; i < 2; i++) vertex->texcoord[i] = RLSW.primitive.texcoord[i];
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for (int i = 0; i < 2; i++) vertex->texcoord[i] = RLSW.primitive.texcoord[i];
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// Track whether any vertex in this primitive has alpha < 1.0
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RLSW.primitive.hasColorAlpha |= (vertex->color[3] < 1.0f);
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// Immediate rendering of the primitive if the required number is reached
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// Immediate rendering of the primitive if the required number is reached
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if (RLSW.primitive.vertexCount == SW_PRIMITIVE_VERTEX_COUNT[RLSW.drawMode])
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if (RLSW.primitive.vertexCount == SW_PRIMITIVE_VERTEX_COUNT[RLSW.drawMode])
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{
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{
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@ -888,14 +888,13 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
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// Draw rectangle with rounded edges
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// Draw rectangle with rounded edges
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void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color)
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void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color)
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{
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{
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// NOTE: For line thicknes <=1.0f using RL_LINES, otherwise using RL_QUADS/RL_TRIANGLES
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DrawRectangleRoundedLinesEx(rec, roundness, segments, 1.0f, color);
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DrawRectangleRoundedLinesEx(rec, roundness, segments, 1.0f, color);
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}
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}
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// Draw rectangle with rounded edges outline with line thickness
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// Draw rectangle with rounded edges outline with line thickness
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void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float thick, Color color)
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void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float thick, Color color)
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{
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{
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if (thick < 0) thick = 0;
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if (thick <= 0) return;
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// Not a rounded rectangle
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// Not a rounded rectangle
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if (roundness <= 0.0f)
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if (roundness <= 0.0f)
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@ -966,8 +965,6 @@ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, f
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const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f };
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const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f };
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if (thick > 1)
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{
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#if SUPPORT_QUADS_DRAW_MODE
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#if SUPPORT_QUADS_DRAW_MODE
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rlSetTexture(GetShapesTexture().id);
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rlSetTexture(GetShapesTexture().id);
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Rectangle shapeRect = GetShapesTextureRectangle();
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Rectangle shapeRect = GetShapesTextureRectangle();
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@ -1108,35 +1105,6 @@ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, f
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rlEnd();
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rlEnd();
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#endif
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#endif
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}
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}
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else
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{
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// Use LINES to draw the outline
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rlBegin(RL_LINES);
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// Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop
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{
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float angle = angles[k];
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const Vector2 center = centers[k];
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for (int i = 0; i < segments; i++)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
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rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
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angle += stepLength;
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}
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}
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// And now the remaining 4 lines
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for (int i = 0; i < 8; i += 2)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(point[i].x, point[i].y);
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rlVertex2f(point[i + 1].x, point[i + 1].y);
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}
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rlEnd();
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}
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}
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// Draw a polygon of n sides
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// Draw a polygon of n sides
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
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