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Updated sf2dlib, added a "thickness" argument to lines (warning: break some old lines), Added WIP render targets, Added arguments (main file and root path)

You'll need to update some of your codes if you used lines with colors, or you'll have some ... Nice line effects.
This commit is contained in:
Firew0lf 2016-03-22 21:48:52 +01:00
parent 694159f444
commit 5107f0277c
12 changed files with 477 additions and 41 deletions

View file

@ -2,15 +2,36 @@
#include "sf2d_private.h"
#include <math.h>
void sf2d_draw_line(int x0, int y0, int x1, int y1, u32 color)
#ifndef M_PI
#define M_PI (3.14159265358979323846)
#endif
void sf2d_draw_line(float x0, float y0, float x1, float y1, float width, u32 color)
{
sf2d_vertex_pos_col *vertices = sf2d_pool_memalign(4 * sizeof(sf2d_vertex_pos_col), 8);
if (!vertices) return;
vertices[0].position = (sf2d_vector_3f){(float)x0+1.0f, (float)y0+1.0f, SF2D_DEFAULT_DEPTH};
vertices[1].position = (sf2d_vector_3f){(float)x0-1.0f, (float)y0-1.0f, SF2D_DEFAULT_DEPTH};
vertices[2].position = (sf2d_vector_3f){(float)x1+1.0f, (float)y1+1.0f, SF2D_DEFAULT_DEPTH};
vertices[3].position = (sf2d_vector_3f){(float)x1-1.0f, (float)y1-1.0f, SF2D_DEFAULT_DEPTH};
float dx = x1 - x0;
float dy = y1 - y0;
float nx = -dy;
float ny = dx;
float len = sqrt(nx * nx + ny * ny);
if (len > 0 ){
nx /= len;
ny /= len;
}
nx *= width*0.5f;
ny *= width*0.5f;
vertices[0].position = (sf2d_vector_3f){x0+nx, y0+ny, SF2D_DEFAULT_DEPTH};
vertices[1].position = (sf2d_vector_3f){x0-nx, y0-ny, SF2D_DEFAULT_DEPTH};
vertices[2].position = (sf2d_vector_3f){x1+nx, y1+ny, SF2D_DEFAULT_DEPTH};
vertices[3].position = (sf2d_vector_3f){x1-nx, y1-ny, SF2D_DEFAULT_DEPTH};
vertices[0].color = color;
vertices[1].color = vertices[0].color;