// Draw a grid centered at (0, 0, 0) static void DrawGrid(int slices, float spacing) { int halfSlices = slices / 2; rlBegin(RL_LINES); for(int i = -halfSlices; i <= halfSlices; i++) { if (i == 0) { rlColor3f(0.5f, 0.5f, 0.5f); rlColor3f(0.5f, 0.5f, 0.5f); rlColor3f(0.5f, 0.5f, 0.5f); rlColor3f(0.5f, 0.5f, 0.5f); } else { rlColor3f(0.75f, 0.75f, 0.75f); rlColor3f(0.75f, 0.75f, 0.75f); rlColor3f(0.75f, 0.75f, 0.75f); rlColor3f(0.75f, 0.75f, 0.75f); } rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing); rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing); rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing); rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing); } rlEnd(); }
// Draw a pixel (Vector version) void DrawPixelV(Vector2 position, Color color) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(position.x, position.y); rlVertex2i(position.x + 1, position.y + 1); rlEnd(); }
// Draw a pixel void DrawPixel(int posX, int posY, Color color) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(posX, posY); rlVertex2i(posX + 1, posY + 1); rlEnd(); }
// Draw a line (Vector version) void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(startPos.x, startPos.y); rlVertex2f(endPos.x, endPos.y); rlEnd(); }
// Draw a line void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(startPosX, startPosY); rlVertex2i(endPosX, endPosY); rlEnd(); }
// Draw a triangle void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) { rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(v1.x, v1.y); rlVertex2f(v2.x, v2.y); rlVertex2f(v3.x, v3.y); rlEnd(); }
// Draw a color-filled rectangle (Vector version) void DrawRectangleV(Vector2 position, Vector2 size, Color color) { if (rlGetVersion() == OPENGL_11) { rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(position.x, position.y); rlVertex2i(position.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y + size.y); rlVertex2i(position.x, position.y); rlVertex2i(position.x + size.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y); rlEnd(); } else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20)) { // NOTE: This shape uses QUADS to avoid drawing order issues (view rlglDraw) rlEnableTexture(whiteTexture); // Default white texture rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); rlNormal3f(0.0f, 0.0f, 1.0f); rlTexCoord2f(0.0f, 0.0f); rlVertex2f(position.x, position.y); rlTexCoord2f(0.0f, 1.0f); rlVertex2f(position.x, position.y + size.y); rlTexCoord2f(1.0f, 1.0f); rlVertex2f(position.x + size.x, position.y + size.y); rlTexCoord2f(1.0f, 0.0f); rlVertex2f(position.x + size.x, position.y); rlEnd(); rlDisableTexture(); } }
// Draw a color-filled circle (Vector version) void DrawCircleV(Vector2 center, float radius, Color color) { rlBegin(RL_TRIANGLES); for (int i = 0; i < 360; i += 10) { rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(center.x, center.y); rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius); rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius); } rlEnd(); }
// Draw a gradient-filled rectangle // NOTE: Gradient goes from bottom (color1) to top (color2) void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2) { rlBegin(RL_TRIANGLES); rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX, posY + height); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height); rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height); rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX + width, posY); rlEnd(); }
// Draw circle outline void DrawCircleLines(int centerX, int centerY, float radius, Color color) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) for (int i = 0; i < 360; i += 10) { rlVertex2f(centerX + sin(DEG2RAD*i)*radius, centerY + cos(DEG2RAD*i)*radius); rlVertex2f(centerX + sin(DEG2RAD*(i + 10)) * radius, centerY + cos(DEG2RAD*(i + 10))*radius); } rlEnd(); }
// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally) static void DrawRectangleV(Vector2 position, Vector2 size, Color color) { rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(position.x, position.y); rlVertex2i(position.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y + size.y); rlVertex2i(position.x, position.y); rlVertex2i(position.x + size.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y); rlEnd(); }
// Draw a gradient-filled circle // NOTE: Gradient goes from center (color1) to border (color2) void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) { rlBegin(RL_TRIANGLES); for (int i = 0; i < 360; i += 10) { rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(centerX, centerY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sin(DEG2RAD*i)*radius, centerY + cos(DEG2RAD*i)*radius); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sin(DEG2RAD*(i + 10)) * radius, centerY + cos(DEG2RAD*(i + 10))*radius); } rlEnd(); }
// Draw polygon lines // NOTE: Array num elements MUST be passed as parameter to function void DrawPolyExLines(Vector2 *points, int numPoints, Color color) { if (numPoints >= 2) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); for (int i = 0; i < numPoints - 1; i++) { rlVertex2f(points[i].x, points[i].y); rlVertex2f(points[i + 1].x, points[i + 1].y); } rlEnd(); } }
// Draw a closed polygon defined by points // NOTE: Array num elements MUST be passed as parameter to function void DrawPolyEx(Vector2 *points, int numPoints, Color color) { if (numPoints >= 3) { rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); for (int i = 0; i < numPoints - 2; i++) { rlVertex2f(points[i].x, points[i].y); rlVertex2f(points[i + 1].x, points[i + 1].y); rlVertex2f(points[i + 2].x, points[i + 2].y); } rlEnd(); } }
// Draw rectangle outline void DrawRectangleLines(int posX, int posY, int width, int height, Color color) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(posX + 1, posY + 1); rlVertex2i(posX + width, posY + 1); rlVertex2i(posX + width, posY + 1); rlVertex2i(posX + width, posY + height); rlVertex2i(posX + width, posY + height); rlVertex2i(posX + 1, posY + height); rlVertex2i(posX + 1, posY + height); rlVertex2i(posX + 1, posY + 1); rlEnd(); }
// Draw a regular polygon of n sides (Vector version) void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) { if (sides < 3) sides = 3; rlPushMatrix(); rlTranslatef(center.x, center.y, 0.0); rlRotatef(rotation, 0, 0, 1); rlBegin(RL_TRIANGLES); for (int i = 0; i < 360; i += 360/sides) { rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(0, 0); rlVertex2f(sin(DEG2RAD*i)*radius, cos(DEG2RAD*i)*radius); rlVertex2f(sin(DEG2RAD*(i + 360/sides))*radius, cos(DEG2RAD*(i + 360/sides))*radius); } rlEnd(); rlPopMatrix(); }
// Draw text using SpriteFont // NOTE: If font size is lower than base size, base size is used // NOTE: chars spacing is NOT proportional to fontSize void DrawTextEx(SpriteFont spriteFont, const char* text, Vector2 position, int fontSize, int spacing, Color tint) { int length = strlen(text); int positionX = (int)position.x; float scaleFactor; Character c; if (fontSize <= spriteFont.charSet[0].h) scaleFactor = 1.0f; else scaleFactor = (float)fontSize / spriteFont.charSet[0].h; rlEnableTexture(spriteFont.texture.id); rlBegin(RL_QUADS); for(int i = 0; i < length; i++) { c = spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR]; rlColor4ub(tint.r, tint.g, tint.b, tint.a); rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer rlTexCoord2f((float)c.x / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); rlVertex2f(positionX, position.y); rlTexCoord2f((float)c.x / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); rlVertex2f(positionX, position.y + (c.h) * scaleFactor); rlTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)(c.y + c.h) / spriteFont.texture.height); rlVertex2f(positionX + (c.w) * scaleFactor, position.y + (c.h) * scaleFactor); rlTexCoord2f((float)(c.x + c.w) / spriteFont.texture.width, (float)c.y / spriteFont.texture.height); rlVertex2f(positionX + (c.w) * scaleFactor, position.y); positionX += ((spriteFont.charSet[(int)text[i] - FONT_FIRST_CHAR].w) * scaleFactor + spacing); } rlEnd(); rlDisableTexture(); }
// Draw cube wires void DrawCubeWires(Vector3 position, float width, float height, float length, Color color) { float x = 0.0f; float y = 0.0f; float z = 0.0f; rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); //rlRotatef(45, 0, 1, 0); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); // Front Face ----------------------------------------------------- // Bottom Line rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right // Left Line rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right // Top Line rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left // Right Line rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left // Back Face ------------------------------------------------------ // Bottom Line rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right // Left Line rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right // Top Line rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left // Right Line rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left // Top Face ------------------------------------------------------- // Left Line rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back // Right Line rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back // Bottom Face --------------------------------------------------- // Left Line rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back // Right Line rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back rlEnd(); rlPopMatrix(); }
// Draw cube // NOTE: Cube position is the center position void DrawCube(Vector3 position, float width, float height, float length, Color color) { float x = 0.0f; float y = 0.0f; float z = 0.0f; rlPushMatrix(); // NOTE: Be careful! Function order matters (rotate -> scale -> translate) rlTranslatef(position.x, position.y, position.z); //rlScalef(2.0f, 2.0f, 2.0f); //rlRotatef(45, 0, 1, 0); rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); // Front Face ----------------------------------------------------- rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right // Back Face ------------------------------------------------------ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left // Top Face ------------------------------------------------------- rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left rlVertex3f(x-width/2, y+height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left rlVertex3f(x+width/2, y+height/2, z+length/2); // Bottom Right // Bottom Face ---------------------------------------------------- rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left // Right face ----------------------------------------------------- rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Left // Left Face ------------------------------------------------------ rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Right rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Right rlEnd(); rlPopMatrix(); }