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@@ -498,6 +498,13 @@ void DrawCircle(int centerX, int centerY, float radius, Color color)
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DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
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}
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+// Draw a color-filled circle (Vector version)
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+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
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+void DrawCircleV(Vector2 center, float radius, Color color)
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+{
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+ DrawCircleSector(center, radius, 0, 360, 36, color);
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+}
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+
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// Draw a piece of a circle
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void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
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{
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@@ -530,6 +537,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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+
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// NOTE: Every QUAD actually represents two segments
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for (int i = 0; i < segments/2; i++)
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{
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@@ -539,7 +547,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
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rlVertex2f(center.x, center.y);
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
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- rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius);
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+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius);
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
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@@ -547,11 +555,11 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
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rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
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- angle += (stepLength*2);
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+ angle += (stepLength*2.0f);
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}
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// NOTE: In case number of segments is odd, we add one last piece to the cake
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- if (segments%2)
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+ if ((segments%2) == 1)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -567,6 +575,7 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
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rlVertex2f(center.x, center.y);
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}
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+
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rlEnd();
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rlSetTexture(0);
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@@ -659,13 +668,6 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
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rlEnd();
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}
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-// Draw a color-filled circle (Vector version)
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-// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
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-void DrawCircleV(Vector2 center, float radius, Color color)
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-{
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- DrawCircleSector(center, radius, 0, 360, 36, color);
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-}
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-
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// Draw circle outline
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void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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{
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