Rectangles added :)

This commit is contained in:
H. Utku Maden 2023-06-28 15:22:48 +03:00
parent 61e4d2bd16
commit 5c71afe9c7

@ -31,8 +31,9 @@ namespace Quik.VertexGenerator
switch(name)
{
case Command.Line: LineProc(queue); break;
default:
break;
case Command.Bezier: BezierProc(queue); break;
case Command.Rectangle: RectangleProc(queue); break;
default: break;
}
}
@ -389,6 +390,610 @@ namespace Quik.VertexGenerator
return new LineInfo(vbase, 0, 1, index - 2, index - 1);
}
private readonly List<QuikRectangle> RectangleList = new List<QuikRectangle>();
private void RectangleProc(CommandQueue queue)
{
Frame frame = queue.Dequeue();
RectangleList.Clear();
if (frame.Type == FrameType.IVec1)
{
int count = (int)frame;
for (int i = 0; i < count; i++)
{
frame = queue.Dequeue();
RectangleList.Add((QuikRectangle)frame);
}
}
else
{
RectangleList.Add((QuikRectangle)frame);
}
float stroke = Style.StrokeWidth ?? 1.0f;
float radius = (float?)Style["radius"] ?? 0.0f; // TODO: not this.
DrawQueue.StartDrawCall(Viewport);
for (int i = 0; i < RectangleList.Count; i++)
{
QuikRectangle outer = RectangleList[i];
QuikRectangle inner = new QuikRectangle(
outer.Right - stroke, outer.Top - stroke,
outer.Left + stroke, outer.Bottom + stroke);
GenerateRectangleBase(inner, Math.Max(radius - stroke, 0.0f));
if (stroke == 0.0f)
continue;
if (radius == 0.0f)
{
GenerateRectangleStripStraight(outer);
}
else if (radius < stroke)
{
GenerateRectangleStripNarrow(outer, radius);
}
else
{
GenerateRectangleStripWide(outer, radius);
}
}
DrawQueue.EndDrawCall();
}
private void GenerateRectangleBase(in QuikRectangle rectangle, float radius)
{
/*
+--j-------i--+
|NW| N |NE|
k--d-------c--h
| | | |
|W | C | E|
| | | |
l--a-------b--g
|SW| S |SE|
+--e-------f--+
a b c d e f g h i j k l
0 1 2 3 4 5 6 7 8 9 10 11
*/
DrawQueue.RestoreOffset();
// Draw center rectangle.
QuikVec2 aPos, bPos, cPos, dPos;
QuikVertex v = FillVertex;
aPos = v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
bPos = v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
cPos = v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Top - radius);
DrawQueue.AddVertex(v);
dPos = v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Top - radius);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(0); DrawQueue.AddElement(1); DrawQueue.AddElement(2);
DrawQueue.AddElement(1); DrawQueue.AddElement(2); DrawQueue.AddElement(3);
if (radius == 0.0f)
return;
// Draw south rectangle.
v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(4); DrawQueue.AddElement(5); DrawQueue.AddElement(1);
DrawQueue.AddElement(4); DrawQueue.AddElement(1); DrawQueue.AddElement(0);
// Draw east rectangle.
v.Position = new QuikVec2(rectangle.Right, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right, rectangle.Top - radius);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(1); DrawQueue.AddElement(6); DrawQueue.AddElement(7);
DrawQueue.AddElement(1); DrawQueue.AddElement(7); DrawQueue.AddElement(3);
// Draw north rectangle.
v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Top);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(3); DrawQueue.AddElement(2); DrawQueue.AddElement(8);
DrawQueue.AddElement(3); DrawQueue.AddElement(8); DrawQueue.AddElement(0);
// Draw west rectangle.
v.Position = new QuikVec2(rectangle.Left, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(11); DrawQueue.AddElement(0); DrawQueue.AddElement(3);
DrawQueue.AddElement(11); DrawQueue.AddElement(3); DrawQueue.AddElement(10);
// Draw north east corner.
int resolution = GetRoundingResolution(radius, 0.5f * MathF.PI);
int previous = 7, current = 12;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = MathF.Cos(theta) * radius;
float yoff = MathF.Sin(theta) * radius;
v.Position = cPos + new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(2); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(2); DrawQueue.AddElement(previous); DrawQueue.AddElement(8);
// Draw the north west corner.
previous = 9;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta) * radius;
float yoff = MathF.Cos(theta) * radius;
v.Position = dPos + new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(3); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(3); DrawQueue.AddElement(previous); DrawQueue.AddElement(10);
// Draw south west corner.
previous = 11;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Cos(theta) * radius;
float yoff = -MathF.Sin(theta) * radius;
v.Position = aPos + new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(0); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(0); DrawQueue.AddElement(previous); DrawQueue.AddElement(4);
// Draw the south east corner.
previous = 5;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta) * radius;
float yoff = MathF.Cos(theta) * radius;
v.Position = bPos + new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(1); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(1); DrawQueue.AddElement(previous); DrawQueue.AddElement(6);
}
private void GenerateRectangleStripStraight(in QuikRectangle rectangle)
{
/*
h---------g
|\ N /|
| \ / |
| d---c |
|W | | E|
| a---b |
| / \ |
|/ S \|
e---------f
a b c d e f g h
0 1 2 3 4 5 6 7
*/
QuikVertex v = StrokeVertex;
float stroke = Style.StrokeWidth ?? 1.0f;
DrawQueue.RestoreOffset();
v.Position = new QuikVec2(rectangle.Left + stroke, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - stroke, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - stroke, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + stroke, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left, rectangle.Top);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(4); DrawQueue.AddElement(5); DrawQueue.AddElement(1); // SSW
DrawQueue.AddElement(4); DrawQueue.AddElement(1); DrawQueue.AddElement(0); // SSE
DrawQueue.AddElement(1); DrawQueue.AddElement(5); DrawQueue.AddElement(6); // SEE
DrawQueue.AddElement(1); DrawQueue.AddElement(6); DrawQueue.AddElement(2); // NEE
DrawQueue.AddElement(3); DrawQueue.AddElement(2); DrawQueue.AddElement(6); // NNE
DrawQueue.AddElement(3); DrawQueue.AddElement(6); DrawQueue.AddElement(7); // NNW
DrawQueue.AddElement(4); DrawQueue.AddElement(0); DrawQueue.AddElement(3); // NWW
DrawQueue.AddElement(4); DrawQueue.AddElement(3); DrawQueue.AddElement(7); // SWW
}
private void GenerateRectangleStripNarrow(in QuikRectangle rectangle, float radius)
{
/*
v-j---i-u
| | | |
x-w | N | t-s
| \| |/ |
k---d---c---h
| | | |
| W | | E |
| | | |
l---a---b---g
| /| |\ |
m-n | S | q-r
| | | |
o-e---f-p
a b c d e f g h i j
00: 0 1 2 3 4 5 6 7 8 9
k l m n o p q r s t
10: 0 1 2 3 4 5 6 7 8 9
u v w x
20: 0 1 2 3
*/
QuikVertex v = StrokeVertex;
QuikVec2 nPos, qPos, tPos, wPos;
float stroke = Style.StrokeWidth ?? 1.0f;
DrawQueue.RestoreOffset();
// a-b-c-d
v.Position = new QuikVec2(rectangle.Left + stroke, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - stroke, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - stroke, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + stroke, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
// ef-gh-ij-kl
v.Position = new QuikVec2(rectangle.Left + stroke, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + stroke, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - stroke, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - stroke, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
// mno
v.Position = new QuikVec2(rectangle.Left, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
nPos = v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
// pqr
v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
qPos = v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
// stu
v.Position = new QuikVec2(rectangle.Right, rectangle.Top - radius);
DrawQueue.AddVertex(v);
tPos = v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Top);
DrawQueue.AddVertex(v);
// vwx
v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Top);
DrawQueue.AddVertex(v);
wPos = v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left, rectangle.Top - radius);
DrawQueue.AddVertex(v);
// E
DrawQueue.AddElement(1); DrawQueue.AddElement(6); DrawQueue.AddElement(7);
DrawQueue.AddElement(1); DrawQueue.AddElement(7); DrawQueue.AddElement(2);
// N
DrawQueue.AddElement(3); DrawQueue.AddElement(2); DrawQueue.AddElement(8);
DrawQueue.AddElement(3); DrawQueue.AddElement(8); DrawQueue.AddElement(9);
// W
DrawQueue.AddElement(11); DrawQueue.AddElement(0); DrawQueue.AddElement(3);
DrawQueue.AddElement(11); DrawQueue.AddElement(3); DrawQueue.AddElement(10);
// S
DrawQueue.AddElement(4); DrawQueue.AddElement(5); DrawQueue.AddElement(1);
DrawQueue.AddElement(4); DrawQueue.AddElement(1); DrawQueue.AddElement(0);
// NEE
DrawQueue.AddElement(2); DrawQueue.AddElement(7); DrawQueue.AddElement(18);
DrawQueue.AddElement(2); DrawQueue.AddElement(18); DrawQueue.AddElement(19);
// NNE
DrawQueue.AddElement(2); DrawQueue.AddElement(19); DrawQueue.AddElement(20);
DrawQueue.AddElement(2); DrawQueue.AddElement(20); DrawQueue.AddElement(8);
// NNW
DrawQueue.AddElement(22); DrawQueue.AddElement(3); DrawQueue.AddElement(19);
DrawQueue.AddElement(22); DrawQueue.AddElement(19); DrawQueue.AddElement(21);
// NWW
DrawQueue.AddElement(10); DrawQueue.AddElement(3); DrawQueue.AddElement(22);
DrawQueue.AddElement(10); DrawQueue.AddElement(22); DrawQueue.AddElement(23);
// SWW
DrawQueue.AddElement(12); DrawQueue.AddElement(13); DrawQueue.AddElement(0);
DrawQueue.AddElement(12); DrawQueue.AddElement(0); DrawQueue.AddElement(11);
// SSW
DrawQueue.AddElement(14); DrawQueue.AddElement(4); DrawQueue.AddElement(0);
DrawQueue.AddElement(14); DrawQueue.AddElement(0); DrawQueue.AddElement(13);
// NE
int resolution = GetRoundingResolution(radius, 0.5f * MathF.PI);
int previous = 18, current = 24;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = MathF.Cos(theta) * radius;
float yoff = MathF.Sin(theta) * radius;
v.Position = tPos + new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(19); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(19); DrawQueue.AddElement(previous); DrawQueue.AddElement(20);
// NW
previous = 21;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta) * radius;
float yoff = MathF.Cos(theta) * radius;
v.Position = wPos + new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(22); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(22); DrawQueue.AddElement(previous); DrawQueue.AddElement(23);
// SW
previous = 12;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Cos(theta) * radius;
float yoff = -MathF.Sin(theta) * radius;
v.Position = nPos + new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(23); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(23); DrawQueue.AddElement(previous); DrawQueue.AddElement(14);
// SE
previous = 15;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta) * radius;
float yoff = MathF.Cos(theta) * radius;
v.Position = qPos + new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(16); DrawQueue.AddElement(previous); DrawQueue.AddElement((previous = current++));
}
DrawQueue.AddElement(16); DrawQueue.AddElement(previous); DrawQueue.AddElement(17);
}
private void GenerateRectangleStripWide(in QuikRectangle rectangle, float radius)
{
/*
l---k
| N |
i---j
p---o h---g
| W | | E |
m---n e---f
d---c
| S |
a---b
a b c d e f g h i j
00: 0 1 2 3 4 5 6 7 8 9
k l m n o p q r s t
10: 0 1 2 3 4 5
*/
QuikVertex v = StrokeVertex;
float stroke = Style.StrokeWidth ?? 1.0f;
float innerRadius = radius - stroke;
DrawQueue.RestoreOffset();
v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Bottom);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Bottom + stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - stroke, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - stroke, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Top - stroke);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Right - radius, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + radius, rectangle.Top);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + stroke, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left + stroke, rectangle.Top - radius);
DrawQueue.AddVertex(v);
v.Position = new QuikVec2(rectangle.Left, rectangle.Bottom + radius);
DrawQueue.AddVertex(v);
// S
DrawQueue.AddElement(0); DrawQueue.AddElement(1); DrawQueue.AddElement(2);
DrawQueue.AddElement(0); DrawQueue.AddElement(2); DrawQueue.AddElement(3);
// E
DrawQueue.AddElement(4); DrawQueue.AddElement(5); DrawQueue.AddElement(6);
DrawQueue.AddElement(4); DrawQueue.AddElement(6); DrawQueue.AddElement(7);
// N
DrawQueue.AddElement(8); DrawQueue.AddElement(9); DrawQueue.AddElement(10);
DrawQueue.AddElement(8); DrawQueue.AddElement(10); DrawQueue.AddElement(11);
// W
DrawQueue.AddElement(12); DrawQueue.AddElement(13); DrawQueue.AddElement(14);
DrawQueue.AddElement(12); DrawQueue.AddElement(14); DrawQueue.AddElement(15);
// Draw NE arc.
int resolution = GetRoundingResolution(radius, 0.5f * MathF.PI);
int current = 16;
QuikVec2 center = new QuikVec2(rectangle.Right - radius, rectangle.Top - radius);
int s1 = 7, s2 = 6;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = MathF.Cos(theta);
float yoff = MathF.Sin(theta);
v.Position = center + radius * new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
v.Position = center + innerRadius * new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 1);
s1 = current; s2 = current + 1;
current += 2;
}
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(10);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(9);
// Draw NW arc
center = new QuikVec2(rectangle.Left + radius, rectangle.Top - radius);
s1 = 8; s2 = 11;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Sin(theta);
float yoff = MathF.Cos(theta);
v.Position = center + radius * new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
v.Position = center + innerRadius * new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 1);
s1 = current; s2 = current + 1;
current += 2;
}
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(15);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(14);
// Draw SW arc
center = new QuikVec2(rectangle.Left + radius, rectangle.Bottom + radius);
s1 = 13; s2 = 12;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = -MathF.Cos(theta);
float yoff = -MathF.Sin(theta);
v.Position = center + radius * new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
v.Position = center + innerRadius * new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 1);
s1 = current; s2 = current + 1;
current += 2;
}
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(3);
// Draw SW arc
center = new QuikVec2(rectangle.Right - radius, rectangle.Bottom + radius);
s1 = 2; s2 = 1;
for (int i = 0; i < resolution - 1; i++)
{
float theta = (i + 1.0f) / (resolution + 1);
float xoff = MathF.Sin(theta);
float yoff = -MathF.Cos(theta);
v.Position = center + radius * new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
v.Position = center + innerRadius * new QuikVec2(xoff, yoff);
DrawQueue.AddVertex(v);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 0);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(current + 1);
s1 = current; s2 = current + 1;
current += 2;
}
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(5);
DrawQueue.AddElement(s1); DrawQueue.AddElement(s2); DrawQueue.AddElement(4);
}
private struct LineInfo
{
public int BaseOffset { get; }