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Diffstat (limited to 'deps/raylib/examples/shapes/shapes_rectangle_advanced.c')
-rw-r--r-- | deps/raylib/examples/shapes/shapes_rectangle_advanced.c | 330 |
1 files changed, 330 insertions, 0 deletions
diff --git a/deps/raylib/examples/shapes/shapes_rectangle_advanced.c b/deps/raylib/examples/shapes/shapes_rectangle_advanced.c new file mode 100644 index 0000000..e885a10 --- /dev/null +++ b/deps/raylib/examples/shapes/shapes_rectangle_advanced.c @@ -0,0 +1,330 @@ +#include "raylib.h" +#include "rlgl.h" +#include <math.h> + +// Draw rectangle with rounded edges and horizontal gradient, with options to choose side of roundness +// Adapted from both `DrawRectangleRounded` and `DrawRectangleGradientH` +void DrawRectangleRoundedGradientH(Rectangle rec, float roundnessLeft, float roundnessRight, int segments, Color left, Color right) +{ + // Neither side is rounded + if ((roundnessLeft <= 0.0f && roundnessRight <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) + { + DrawRectangleGradientEx(rec, left, left, right, right); + return; + } + + if (roundnessLeft >= 1.0f) roundnessLeft = 1.0f; + if (roundnessRight >= 1.0f) roundnessRight = 1.0f; + + // Calculate corner radius both from right and left + float recSize = rec.width > rec.height ? rec.height : rec.width; + float radiusLeft = (recSize*roundnessLeft)/2; + float radiusRight = (recSize*roundnessRight)/2; + + if (radiusLeft <= 0.0f) radiusLeft = 0.0f; + if (radiusRight <= 0.0f) radiusRight = 0.0f; + + if (radiusRight <= 0.0f && radiusLeft <= 0.0f) return; + + float stepLength = 90.0f/(float)segments; + + /* + Diagram Copied here for reference, original at `DrawRectangleRounded` source code + + P0____________________P1 + /| |\ + /1| 2 |3\ + P7 /__|____________________|__\ P2 + | |P8 P9| | + | 8 | 9 | 4 | + | __|____________________|__ | + P6 \ |P11 P10| / P3 + \7| 6 |5/ + \|____________________|/ + P5 P4 + */ + + // Coordinates of the 12 points also apdated from `DrawRectangleRounded` + const Vector2 point[12] = { + // PO, P1, P2 + {(float)rec.x + radiusLeft, rec.y}, {(float)(rec.x + rec.width) - radiusRight, rec.y}, { rec.x + rec.width, (float)rec.y + radiusRight }, + // P3, P4 + {rec.x + rec.width, (float)(rec.y + rec.height) - radiusRight}, {(float)(rec.x + rec.width) - radiusRight, rec.y + rec.height}, + // P5, P6, P7 + {(float)rec.x + radiusLeft, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radiusLeft}, {rec.x, (float)rec.y + radiusLeft}, + // P8, P9 + {(float)rec.x + radiusLeft, (float)rec.y + radiusLeft}, {(float)(rec.x + rec.width) - radiusRight, (float)rec.y + radiusRight}, + // P10, P11 + {(float)(rec.x + rec.width) - radiusRight, (float)(rec.y + rec.height) - radiusRight}, {(float)rec.x + radiusLeft, (float)(rec.y + rec.height) - radiusLeft} + }; + + const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; + const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlSetTexture(GetShapesTexture().id); + Rectangle shapeRect = GetShapesTextureRectangle(); + + rlBegin(RL_QUADS); + // Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner + for (int k = 0; k < 4; ++k) + { + Color color; + float radius; + if (k == 0) color = left, radius = radiusLeft; // [1] Upper Left Corner + if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner + if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner + if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner + float angle = angles[k]; + const Vector2 center = centers[k]; + + for (int i = 0; i < segments/2; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(center.x, center.y); + + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius); + + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + + angle += (stepLength*2); + } + + // End one even segments + if ( segments % 2) + { + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(center.x, center.y); + + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(center.x, center.y); + } + } + + // + // Here we use the `Diagram` to guide ourselves to which point receives what color. + // + // By choosing the color correctly associated with a pointe the gradient effect + // will naturally come from OpenGL interpolation. + // + + // [2] Upper Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[0].x, point[0].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[1].x, point[1].y); + + // [4] Left Rectangle + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[2].x, point[2].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[3].x, point[3].y); + + // [6] Bottom Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[5].x, point[5].y); + + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[4].x, point[4].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + + // [8] left Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[7].x, point[7].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[6].x, point[6].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + + // [9] Middle Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + + rlColor4ub(right.r, right.g, right.b, right.a); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + + rlEnd(); + rlSetTexture(0); +#else + + // + // Here we use the `Diagram` to guide ourselves to which point receives what color. + // + // By choosing the color correctly associated with a pointe the gradient effect + // will naturally come from OpenGL interpolation. + // But this time instead of Quad, we think in triangles. + // + + rlBegin(RL_TRIANGLES); + + // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner + for (int k = 0; k < 4; ++k) + { + Color color; + float radius; + if (k == 0) color = left, radius = radiusLeft; // [1] Upper Left Corner + if (k == 1) color = right, radius = radiusRight; // [3] Upper Right Corner + if (k == 2) color = right, radius = radiusRight; // [5] Lower Right Corner + if (k == 3) color = left, radius = radiusLeft; // [7] Lower Left Corner + float angle = angles[k]; + const Vector2 center = centers[k]; + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x, center.y); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + angle += stepLength; + } + } + + // [2] Upper Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[8].x, point[8].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[1].x, point[1].y); + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[0].x, point[0].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[9].x, point[9].y); + + // [4] Right Rectangle + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[3].x, point[3].y); + rlVertex2f(point[2].x, point[2].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[3].x, point[3].y); + + // [6] Bottom Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[5].x, point[5].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[4].x, point[4].y); + rlVertex2f(point[10].x, point[10].y); + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[11].x, point[11].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[4].x, point[4].y); + + // [8] Left Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[6].x, point[6].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[11].x, point[11].y); + + // [9] Middle Rectangle + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[11].x, point[11].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[9].x, point[9].y); + rlColor4ub(left.r, left.g, left.b, left.a); + rlVertex2f(point[8].x, point[8].y); + rlColor4ub(right.r, right.g, right.b, right.a); + rlVertex2f(point[10].x, point[10].y); + rlEnd(); +#endif +} + +int main(int argc, char *argv[]) +{ + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = 800; + const int screenHeight = 450; + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle avanced"); + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update rectangle bounds + //---------------------------------------------------------------------------------- + float width = GetScreenWidth()/2.0f, height = GetScreenHeight()/6.0f; + Rectangle rec = { + GetScreenWidth() / 2.0f - width/2, + GetScreenHeight() / 2.0f - (5)*(height/2), + width, height + }; + //-------------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + ClearBackground(RAYWHITE); + + // Draw All Rectangles with different roundess for each side and different gradients + DrawRectangleRoundedGradientH(rec, 0.8f, 0.8f, 36, BLUE, RED); + + rec.y += rec.height + 1; + DrawRectangleRoundedGradientH(rec, 0.5f, 1.0f, 36, RED, PINK); + + rec.y += rec.height + 1; + DrawRectangleRoundedGradientH(rec, 1.0f, 0.5f, 36, RED, BLUE); + + rec.y += rec.height + 1; + DrawRectangleRoundedGradientH(rec, 0.0f, 1.0f, 36, BLUE, BLACK); + + rec.y += rec.height + 1; + DrawRectangleRoundedGradientH(rec, 1.0f, 0.0f, 36, BLUE, PINK); + EndDrawing(); + //-------------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + return 0; +} + |