mirror of
https://github.com/raysan5/raylib.git
synced 2025-09-14 15:28:14 +00:00
WARNING: BREAKING: Removed rlCheckRenderBatchLimit()
requirement
Updated version to `rlgl 4.2`
This commit is contained in:
@@ -238,8 +238,6 @@ void DrawLineStrip(Vector2 *points, int pointCount, Color color)
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{
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if (pointCount >= 2)
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{
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rlCheckRenderBatchLimit(pointCount);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -287,8 +285,6 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
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float angle = startAngle;
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlCheckRenderBatchLimit(4*segments/2);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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@@ -333,8 +329,6 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
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rlSetTexture(0);
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#else
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rlCheckRenderBatchLimit(3*segments);
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < segments; i++)
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{
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@@ -377,13 +371,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float
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float stepLength = (endAngle - startAngle)/(float)segments;
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float angle = startAngle;
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// Hide the cap lines when the circle is full
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bool showCapLines = true;
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int limit = 2*(segments + 2);
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if ((int)(endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; }
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rlCheckRenderBatchLimit(limit);
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rlBegin(RL_LINES);
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if (showCapLines)
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@@ -416,8 +404,6 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float
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// NOTE: Gradient goes from center (color1) to border (color2)
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
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{
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rlCheckRenderBatchLimit(3*36);
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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@@ -441,8 +427,6 @@ void DrawCircleV(Vector2 center, float radius, Color color)
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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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rlCheckRenderBatchLimit(2*36);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -458,8 +442,6 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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// Draw ellipse
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void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color)
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{
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rlCheckRenderBatchLimit(3*36);
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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@@ -474,8 +456,6 @@ void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color c
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// Draw ellipse outline
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void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color)
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{
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rlCheckRenderBatchLimit(2*36);
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rlBegin(RL_LINES);
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for (int i = 0; i < 360; i += 10)
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{
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@@ -532,8 +512,6 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA
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float angle = startAngle;
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlCheckRenderBatchLimit(4*segments);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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@@ -559,8 +537,6 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA
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rlSetTexture(0);
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#else
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rlCheckRenderBatchLimit(6*segments);
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < segments; i++)
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{
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@@ -623,12 +599,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float s
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float stepLength = (endAngle - startAngle)/(float)segments;
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float angle = startAngle;
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bool showCapLines = true;
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int limit = 4*(segments + 1);
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if ((int)(endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; }
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rlCheckRenderBatchLimit(limit);
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rlBegin(RL_LINES);
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if (showCapLines)
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@@ -720,8 +691,6 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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}
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlCheckRenderBatchLimit(4);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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@@ -745,8 +714,6 @@ void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color
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rlSetTexture(0);
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#else
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rlCheckRenderBatchLimit(6);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -781,8 +748,6 @@ void DrawRectangleGradientH(int posX, int posY, int width, int height, Color col
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// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
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void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
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{
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rlCheckRenderBatchLimit(4);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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@@ -923,8 +888,6 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
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const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlCheckRenderBatchLimit(16*segments/2 + 5*4);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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@@ -1022,8 +985,6 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
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rlEnd();
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rlSetTexture(0);
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#else
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rlCheckRenderBatchLimit(12*segments + 5*6); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each
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rlBegin(RL_TRIANGLES);
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// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner
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@@ -1155,8 +1116,6 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
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if (lineThick > 1)
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlCheckRenderBatchLimit(4*4*segments + 4*4); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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@@ -1229,8 +1188,6 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
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rlEnd();
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rlSetTexture(0);
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#else
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rlCheckRenderBatchLimit(4*6*segments + 4*6); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each
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rlBegin(RL_TRIANGLES);
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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@@ -1296,8 +1253,6 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
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else
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{
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// Use LINES to draw the outline
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rlCheckRenderBatchLimit(8*segments + 4*2); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each
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rlBegin(RL_LINES);
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// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner
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@@ -1332,8 +1287,6 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlCheckRenderBatchLimit(4);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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@@ -1354,8 +1307,6 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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rlSetTexture(0);
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#else
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rlCheckRenderBatchLimit(3);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(v1.x, v1.y);
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@@ -1369,8 +1320,6 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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// NOTE: Vertex must be provided in counter-clockwise order
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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rlCheckRenderBatchLimit(6);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(v1.x, v1.y);
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@@ -1391,8 +1340,6 @@ void DrawTriangleFan(Vector2 *points, int pointCount, Color color)
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{
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if (pointCount >= 3)
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{
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rlCheckRenderBatchLimit((pointCount - 2)*4);
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rlSetTexture(texShapes.id);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -1422,8 +1369,6 @@ void DrawTriangleStrip(Vector2 *points, int pointCount, Color color)
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{
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if (pointCount >= 3)
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{
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rlCheckRenderBatchLimit(3*(pointCount - 2));
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@@ -1452,12 +1397,6 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
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if (sides < 3) sides = 3;
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float centralAngle = 0.0f;
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlCheckRenderBatchLimit(4*sides); // Each side is a quad
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#else
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rlCheckRenderBatchLimit(3*sides);
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#endif
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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@@ -1508,8 +1447,6 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo
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if (sides < 3) sides = 3;
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float centralAngle = 0.0f;
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rlCheckRenderBatchLimit(2*sides);
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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@@ -1534,12 +1471,6 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
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float exteriorAngle = 360.0f/(float)sides;
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float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f));
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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rlCheckRenderBatchLimit(4*sides);
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#else
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rlCheckRenderBatchLimit(6*sides);
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#endif
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0f);
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rlRotatef(rotation, 0.0f, 0.0f, 1.0f);
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