gg: draw_arc()
parent
cce0b2425e
commit
8986633624
27
vlib/gg/gg.v
27
vlib/gg/gg.v
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@ -11,6 +11,7 @@ import (
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gx
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os
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glfw
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math
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)
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pub struct Vec2 {
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@ -414,6 +415,32 @@ pub fn (ctx &GG) draw_line(x, y, x2, y2 f32, color gx.Color) {
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gl.draw_arrays(C.GL_LINES, 0, 2)
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}
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pub fn (ctx &GG) draw_arc(x, y, r, start_angle, end_angle f32, segments int, color gx.Color) {
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ctx.shader.set_int('has_texture', 0)
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C.glDeleteBuffers(1, &ctx.vao)
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C.glDeleteBuffers(1, &ctx.vbo)
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ctx.shader.use()
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ctx.shader.set_color('color', color)
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start_rads := start_angle * 0.0174533 // deg -> rad approx
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end_rads := end_angle * 0.0174533
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rad_increment := end_rads / segments
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mut vertices := []f32
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mut i := 0
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for i < segments {
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theta := f32(i) * rad_increment - start_rads
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vertices << [x + f32(math.cos(theta)) * r, y + f32(math.sin(theta)) * r]
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i++
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}
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// Add the last vertex at the final arc angle.
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vertices << [x + f32(math.cos(end_rads)) * r, y + f32(math.sin(end_rads)) * r]
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gl.bind_vao(ctx.vao)
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gl.set_vbo(ctx.vbo, vertices, C.GL_STATIC_DRAW)
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gl.vertex_attrib_pointer(0, 2, C.GL_FLOAT, false, 2, 0)
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gl.enable_vertex_attrib_array(0)
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gl.bind_vao(ctx.vao)
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gl.draw_arrays(C.GL_LINE_STRIP, 0, segments + 1)
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}
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/*
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pub fn (c &GG) draw_gray_line(x, y, x2, y2 f32) {
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c.draw_line(x, y, x2, y2, gx.Gray)
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