/******************************************************************************************* * * raylib [shapes] example - rlgl triangle * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev * * 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 "rlgl.h" #include "raymath.h" //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rlgl triangle"); // Starting postions and rendered triangle positions Vector2 startingPositions[] = {{ 400.0f, 150.0f }, { 300.0f, 300.0f }, { 500.0f, 300.0f }}; Vector2 trianglePositions[] = { startingPositions[0], startingPositions[1], startingPositions[2] }; // Currently selected vertex, -1 means none int triangleIndex = -1; SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // Reset index on release if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) { triangleIndex = -1; } // If the user has selected a vertex, offset it by the mouse's delta this frame if (triangleIndex != -1) { Vector2 *position = &trianglePositions[triangleIndex]; Vector2 mouseDelta = GetMouseDelta(); position->x += mouseDelta.x; position->y += mouseDelta.y; } // Enable/disable backface culling (2-sided triangles, slower to render) if (IsKeyPressed(KEY_LEFT)) { rlEnableBackfaceCulling(); } if (IsKeyPressed(KEY_RIGHT)) { rlDisableBackfaceCulling(); } // Reset triangle vertices to starting positions and reset backface culling if (IsKeyPressed(KEY_R)) { trianglePositions[0] = startingPositions[0]; trianglePositions[1] = startingPositions[1]; trianglePositions[2] = startingPositions[2]; rlEnableBackfaceCulling(); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); if (IsKeyDown(KEY_SPACE)) { // Draw triangle with lines rlBegin(RL_LINES); // Three lines, six points // Define color for next vertex rlColor4ub(255, 0, 0, 255); // Define vertex rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); rlColor4ub(0, 255, 0, 255); rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); rlColor4ub(0, 255, 0, 255); rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); rlColor4ub(0, 0, 255, 255); rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); rlColor4ub(0, 0, 255, 255); rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); rlColor4ub(255, 0, 0, 255); rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); rlEnd(); } else { // Draw triangle as a triangle rlBegin(RL_TRIANGLES); // One triangle, three points // Define color for next vertex rlColor4ub(255, 0, 0, 255); // Define vertex rlVertex2f(trianglePositions[0].x, trianglePositions[0].y); rlColor4ub(0, 255, 0, 255); rlVertex2f(trianglePositions[1].x, trianglePositions[1].y); rlColor4ub(0, 0, 255, 255); rlVertex2f(trianglePositions[2].x, trianglePositions[2].y); rlEnd(); } // Render the vertex handles, reacting to mouse movement/input for (unsigned int i = 0; i < 3; i++) { Vector2 position = trianglePositions[i]; float size = 4.0f; Vector2 mousePosition = GetMousePosition(); // If the cursor is within the handle circle if (Vector2Distance(mousePosition, position) < size) { float fillAlpha = 0.0f; if (triangleIndex == -1) { fillAlpha = 0.5f; } // If handle selected/clicked if (i == triangleIndex) { fillAlpha = 1.0f; } // If clicked, set selected index to handle index if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { triangleIndex = i; } // If visible, draw DARKGRAY circle with varying alpha. if (fillAlpha > 0.0f) { Color fillColor = ColorAlpha(DARKGRAY, fillAlpha); DrawCircleV(position, size, fillColor); } } // Draw handle outline DrawCircleLinesV(position, size, BLACK); } // Draw controls DrawText("space for lines\nleft for backface culling\nright for no backface culling\nclick and drag points\nr to reset", 10, 10, 20, DARKGRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }