Howto draw circles, arcs and vector graphics in SDL?

(I am using SDL2)

SDL is a relatively small library for "low-level access to audio, keyboard, mouse, joystick, and graphics hardware through OpenGL and Direct3D." It is used to develop games and, in my case, as a simple audio-visual output and input the mouse and keyboard. This is not a "toolkit" such as GTK, Qt, wxWindows, etc. But it is cross-platform.

But the only way to find a shape for drawing is with the line, rect, and pixel functions.

Besides using a trigger or a "circle equation", how can I draw a curve? What about general vector graphics?

Is the SDL a suitable starting point or should I look elsewhere?

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4 answers

If you want to write your own circle drawing function, I would suggest adapting the SDL2_gfx algorithm . It has many more features that have already been implemented for you.

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This is an example of a midpoint circle algorithm as described above. It does not require a math library and is very fast. (Renders in about 500 microseconds). This is what Windows uses / uses to rasterize circles.

void DrawCircle(SDL_Renderer * renderer, int32_t centreX, int32_t centreY, int32_t radius)
{
   const int32_t diameter = (radius * 2);

   int32_t x = (radius - 1);
   int32_t y = 0;
   int32_t tx = 1;
   int32_t ty = 1;
   int32_t error = (tx - diameter);

   while (x >= y)
   {
      //  Each of the following renders an octant of the circle
      SDL_RenderDrawPoint(renderer, centreX + x, centreY - y);
      SDL_RenderDrawPoint(renderer, centreX + x, centreY + y);
      SDL_RenderDrawPoint(renderer, centreX - x, centreY - y);
      SDL_RenderDrawPoint(renderer, centreX - x, centreY + y);
      SDL_RenderDrawPoint(renderer, centreX + y, centreY - x);
      SDL_RenderDrawPoint(renderer, centreX + y, centreY + x);
      SDL_RenderDrawPoint(renderer, centreX - y, centreY - x);
      SDL_RenderDrawPoint(renderer, centreX - y, centreY + x);

      if (error <= 0)
      {
         ++y;
         error += ty;
         ty += 2;
      }

      if (error > 0)
      {
         --x;
         tx += 2;
         error += (tx - diameter);
      }
   }
}
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SDL . , :

cairo_t*cb(cairo_t*cr)
{cairo_set_source_rgb(cr, 1.0, 1.0, 1.0);
 cairo_rectangle(cr, 10, 20, 128, 128);
 cairo_stroke(cr);
 return cr;
}

cb :

cairo_t*cai(SDL_Window*w,SDL_Renderer*r,cairo_t*(*f)(cairo_t*))
{int width, height, pitch;void *pixels;
 SDL_GetWindowSize(w, &width, &height);
 SDL_Texture*t=SDL_CreateTexture(r,SDL_PIXELFORMAT_ARGB8888,SDL_TEXTUREACCESS_STREAMING,width,height);
 SDL_LockTexture(t, NULL, &pixels, &pitch);
 cairo_surface_t *cs=cairo_image_surface_create_for_data(pixels,CAIRO_FORMAT_ARGB32,width,height,pitch);
 cairo_t*s=cairo_create(cs);
 cairo_t*fr=f(s);SDL_UnlockTexture(t);SDL_RenderCopy(r,t,NULL,NULL);SDL_RenderPresent(r);
 return fr;
}
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If you want to make a circle or ellipse without third-party libraries, enable math.h and use the function below. He draws an ellipse or circles very well. Tested on SDL 2.0.2 and works. It draws one quadrant arc and displays the other arcs, reducing calls to cosf and sinf.

//draw one quadrant arc, and mirror the other 4 quadrants
void sdl_ellipse(SDL_Renderer* r, int x0, int y0, int radiusX, int radiusY)
{
    float pi  = 3.14159265358979323846264338327950288419716939937510;
    float pih = pi / 2.0; //half of pi

    //drew  28 lines with   4x4  circle with precision of 150 0ms
    //drew 132 lines with  25x14 circle with precision of 150 0ms
    //drew 152 lines with 100x50 circle with precision of 150 3ms
    const int prec = 27; // precision value; value of 1 will draw a diamond, 27 makes pretty smooth circles.
    float theta = 0;     // angle that will be increased each loop

    //starting point
    int x  = (float)radiusX * cos(theta);//start point
    int y  = (float)radiusY * sin(theta);//start point
    int x1 = x;
    int y1 = y;

    //repeat until theta >= 90;
    float step = pih/(float)prec; // amount to add to theta each time (degrees)
    for(theta=step;  theta <= pih;  theta+=step)//step through only a 90 arc (1 quadrant)
    {
        //get new point location
        x1 = (float)radiusX * cosf(theta) + 0.5; //new point (+.5 is a quick rounding method)
        y1 = (float)radiusY * sinf(theta) + 0.5; //new point (+.5 is a quick rounding method)

        //draw line from previous point to new point, ONLY if point incremented
        if( (x != x1) || (y != y1) )//only draw if coordinate changed
        {
            SDL_RenderDrawLine(r, x0 + x, y0 - y,    x0 + x1, y0 - y1 );//quadrant TR
            SDL_RenderDrawLine(r, x0 - x, y0 - y,    x0 - x1, y0 - y1 );//quadrant TL
            SDL_RenderDrawLine(r, x0 - x, y0 + y,    x0 - x1, y0 + y1 );//quadrant BL
            SDL_RenderDrawLine(r, x0 + x, y0 + y,    x0 + x1, y0 + y1 );//quadrant BR
        }
        //save previous points
        x = x1;//save new previous point
        y = y1;//save new previous point
    }
    //arc did not finish because of rounding, so finish the arc
    if(x!=0)
    {
        x=0;
        SDL_RenderDrawLine(r, x0 + x, y0 - y,    x0 + x1, y0 - y1 );//quadrant TR
        SDL_RenderDrawLine(r, x0 - x, y0 - y,    x0 - x1, y0 - y1 );//quadrant TL
        SDL_RenderDrawLine(r, x0 - x, y0 + y,    x0 - x1, y0 + y1 );//quadrant BL
        SDL_RenderDrawLine(r, x0 + x, y0 + y,    x0 + x1, y0 + y1 );//quadrant BR
    }
}
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