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[examples] Added shapes_triangle_strip
(#5240)
* [examples] Add shapes_triangle_strip * Remove functions
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106
examples/shapes/shapes_triangle_strip.c
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106
examples/shapes/shapes_triangle_strip.c
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/*******************************************************************************************
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*
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* raylib [shapes] example - triangle strip
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by Jopestpe (@jopestpe)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2018-2025 Jopestpe (@jopestpe)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h" // Required for GUI controls
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip");
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Vector2 points[120] = { 0 };
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Vector2 center = { (screenWidth/2.0f) - 125.f, screenHeight/2.0f };
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float segments = 6.0f;
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float insideRadius = 100.0f;
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float outsideRadius = 150.0f;
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bool outline = true;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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int pointCount = (int)(segments);
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float angleStep = (360.0f/pointCount)*DEG2RAD;
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for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2)
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{
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float angle1 = i*angleStep;
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points[i2] = (Vector2){ center.x + cosf(angle1)*insideRadius, center.y + sinf(angle1)*insideRadius };
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float angle2 = angle1 + angleStep/2.0f;
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points[i2 + 1] = (Vector2){ center.x + cosf(angle2)*outsideRadius, center.y + sinf(angle2)*outsideRadius };
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}
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points[pointCount*2] = points[0];
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points[pointCount*2 + 1] = points[1];
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2)
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{
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float angle1 = i*angleStep;
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Color color = ColorFromHSV(angle1*RAD2DEG, 1.0f, 1.0f);
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DrawTriangle(points[i2 + 2], points[i2 + 1], points[i2], color);
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if (outline) DrawTriangleLines(points[i2], points[i2 + 1], points[i2 + 2], BLACK);
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float angle2 = angle1 + angleStep/2.0f;
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color = ColorFromHSV(angle2*RAD2DEG, 1.0f, 1.0f);
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DrawTriangle(points[i2 + 3], points[i2 + 1], points[i2 + 2], color);
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if (outline) DrawTriangleLines(points[i2 + 2], points[i2 + 1], points[i2 + 3], BLACK);
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}
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DrawLine(580, 0, 580, GetScreenHeight(), (Color){ 218, 218, 218, 255 });
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DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 232, 232, 232, 255 });
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// Draw GUI controls
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//------------------------------------------------------------------------------
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GuiSliderBar((Rectangle){ 640, 40, 120, 20}, "Segments", TextFormat("%.0f", segments), &segments, 6.0f, 60.f);
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GuiCheckBox((Rectangle){ 640, 70, 20, 20 }, "Outline", &outline);
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//------------------------------------------------------------------------------
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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