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- /*******************************************************************************************
- *
- * 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 Robin (@RobinsAviary)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include "rlgl.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[3] = {{ 400.0f, 150.0f }, { 300.0f, 300.0f }, { 500.0f, 300.0f }};
- Vector2 trianglePositions[3] = { startingPositions[0], startingPositions[1], startingPositions[2] };
- // Currently selected vertex, -1 means none
- int triangleIndex = -1;
- bool linesMode = false;
- float handleRadius = 8.0f;
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- if (IsKeyPressed(KEY_SPACE)) linesMode = !linesMode;
- // Check selected vertex
- for (unsigned int i = 0; i < 3; i++)
- {
- // If the mouse is within the handle circle
- if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius) &&
- IsMouseButtonDown(MOUSE_BUTTON_LEFT))
- {
- triangleIndex = i;
- break;
- }
- }
- // 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;
- }
- // Reset index on release
- if (IsMouseButtonReleased(MOUSE_BUTTON_LEFT)) triangleIndex = -1;
- // 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 (linesMode)
- {
- // 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++)
- {
- // Draw handle fill focused by mouse
- if (CheckCollisionPointCircle(GetMousePosition(), trianglePositions[i], handleRadius))
- DrawCircleV(trianglePositions[i], handleRadius, ColorAlpha(DARKGRAY, 0.5f));
- // Draw handle fill selected
- if (i == triangleIndex) DrawCircleV(trianglePositions[i], handleRadius, DARKGRAY);
- // Draw handle outline
- DrawCircleLinesV(trianglePositions[i], handleRadius, BLACK);
- }
- // Draw controls
- DrawText("SPACE: Toggle lines mode", 10, 10, 20, DARKGRAY);
- DrawText("LEFT-RIGHT: Toggle backface culling", 10, 40, 20, DARKGRAY);
- DrawText("MOUSE: Click and drag vertex points", 10, 70, 20, DARKGRAY);
- DrawText("R: Reset triangle to start positions", 10, 100, 20, DARKGRAY);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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