In another thread on XNA, Callum Rogers wrote some code which creates a texture with the outline of a circle, but I'm trying to create a circle filled with a color. What I have to modify on this code to fill the circle with color?
public Texture2D CreateCircle(int radius)
{
int outerRadius = radius*2 + 2; // So circle doesn't go out of bounds
Texture2D texture = new Texture2D(GraphicsDevice, outerRadius, outerRadius);
Color[] data = new Color[outerRadius * outerRadius];
// Colour the entire texture transparent first.
for (int i = 0; i < data.Length; i++)
data[i] = Color.Transparent;
// Work out the minimum step necessary using trigonometry + sine approximation.
double angleStep = 1f/radius;
for (double angle = 0; angle < Math.PI*2; angle += angleStep)
{
// Use the parametric definition of a circle: http://en.wikipedia.org/wiki/Circle#Cartesian_coordinates
int x = (int)Math.Round(radius + radius * Math.Cos(angle));
int y = (int)Math.Round(radius + radius * Math.Sin(angle));
data[y * outerRadius + x + 1] = Color.White;
}
texture.SetData(data);
return texture;
}
Don't use a texture for stuff like this (especially for things being in one single color!) - also don't try to do it pixel by pixel. You've got 3D acceleration for a reason.
Just draw the circle similar to a pie using a triangle fan. You'll need the following vertices.
The first two points will define a line between the center of the circle and its border. The third vertex will define the first polygon. Vertices 1, 3 and 4 will then define the second polygon, etc.
To get the points on the circle's border use the formulas from your example. The first angle will be 0°, the following ones multiples of (360° / points on circle). To get a full circle you'll need one additional point that matches the second point (the first point on the border).
Depending on the number of vertices on the circle you'll get different n-gons. The more vertices you use the rounder the shape will look (at some performance cost):
Actually the XNA example for drawing primites show how to draw a circle (or n-gon) using a triangle fan.
well for anyone who wants to do it pixel by pixel ... i made a solution based on the information given. In your 2d texture method add the following code to fill the circle. I'm making a game and wanted to be able to make circles different colors and sizes. So inside CreateCircle(int radius) method, add the following code after the outline has been created :
bool finished = false;
int firstSkip = 0;
int lastSkip = 0;
for (int i = 0; i <= data.Length - 1; i++)
{
if (finished == false)
{
//T = transparent W = White;
//Find the First Batch of Colors TTTTWWWTTTT The top of the circle
if ((data[i] == Color.White) && (firstSkip == 0))
{
while (data[i + 1] == Color.White)
{
i++;
}
firstSkip = 1;
i++;
}
//Now Start Filling TTTTTTTTWWTTTTTTTT
//circle in Between TTTTTTW--->WTTTTTT
//transaparent blancks TTTTTWW--->WWTTTTT
// TTTTTTW--->WTTTTTT
// TTTTTTTTWWTTTTTTTT
if (firstSkip == 1)
{
if (data[i] == Color.White && data[i + 1] != Color.White)
{
i++;
while (data[i] != Color.White)
{
//Loop to check if its the last row of pixels
//We need to check this because of the
//int outerRadius = radius * 2 + -->'2'<--;
for (int j = 1; j <= outerRadius; j++)
{
if (data[i + j] != Color.White)
{
lastSkip++;
}
}
//If its the last line of pixels, end drawing
if (lastSkip == outerRadius)
{
break;
finished = true;
}
else
{
data[i] = Color.White;
i++;
lastSkip = 0;
}
}
while (data[i] == Color.White)
{
i++;
}
i--;
}
}
}
}
// Set the data when finished
//-- don't need to paste this part, already given up above
texture.SetData(data);
return texture;
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