Add DrawTexturedPoly and example (#1677)

* adds DrawTexturedPoly with example

* the actual example ... ahem

* moved DrawTexturePoly to textures function and example
NB function name changed to fit with other DrawTextureXXX functions
(no "d" )

Co-authored-by: codifies <you@example.com>
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chriscamacho 2021-03-25 13:22:10 +00:00 committed by GitHub
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commit 9569d6a802
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4 changed files with 140 additions and 1 deletions

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@ -437,7 +437,8 @@ TEXTURES = \
textures/textures_sprite_explosion \
textures/textures_bunnymark \
textures/textures_blend_modes \
textures/textures_draw_tiled
textures/textures_draw_tiled \
textures/textures_poly
TEXT = \
text/text_raylib_fonts \

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@ -0,0 +1,95 @@
/*******************************************************************************************
*
* raylib [shapes] example - Draw Textured Polygon
*
* This example has been created using raylib 99.98 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Copyright (c) 2021 Chris Camacho (codifies - bedroomcoders.co.uk)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int numPnts = 11; // 10 points and back to the start
Vector2 tPnts[] = {
(Vector2){.75, 0},
(Vector2){.25, 0},
(Vector2){0, .5},
(Vector2){0, .75},
(Vector2){.25, 1},
(Vector2){.375, .875},
(Vector2){.625, .875},
(Vector2){.75, 1},
(Vector2){1, .75},
(Vector2){1, .5},
(Vector2){.75, 0} // close the poly
};
Vector2 pnts[numPnts];
// create the poly coords from the UV's
// you don't have to do this you can specify
// them however you want
for (int i=0; i < numPnts; i++)
{
pnts[i].x = (tPnts[i].x - 0.5) * 256.0;
pnts[i].y = (tPnts[i].y - 0.5) * 256.0;
}
InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
Texture tex = LoadTexture("resources/cat.png");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
float ang = 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update your variables here
//----------------------------------------------------------------------------------
ang++;
Vector2 dPnts[numPnts];
for (int i = 0; i < numPnts; i++)
{
dPnts[i] = Vector2Rotate(pnts[i], ang);
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Textured Polygon", 20, 20, 20, DARKGRAY);
DrawTexturePoly(tex, screenWidth/2, screenHeight/2,
dPnts, tPnts, numPnts, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
UnloadTexture(tex);
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -1260,6 +1260,7 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
RLAPI void DrawTexturePoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f

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@ -3510,6 +3510,48 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
}
}
// t texture to use
// x,y position to draw the poly (centre)
// points points of the poly (relative to 0,0)
// tPnts uv coordinates
// numPoints number of points in the poly
// colour the tint of the poly
//
// NB centre (0,0) must have straight line path to all points
// without crossing perimeter, points must be in anticlockwise
// order
void DrawTexturePoly(Texture t, float x, float y,
Vector2 *points, Vector2 *tPnts,
int numPoints, Color colour)
{
rlEnableTexture(t.id);
// for some reason texturing doesn't work on trianglesso make a
// degenerate QUAD, DrawTriangleFan does this too why ?
rlCheckRenderBatchLimit((numPoints-1)*4);
rlBegin(RL_QUADS);
rlColor4ub(colour.r, colour.g, colour.b, colour.a);
for (int i = 0; i < numPoints-1; i++)
{
rlTexCoord2f(0.5, 0.5);
rlVertex2f(x, y);
rlTexCoord2f(tPnts[i].x, tPnts[i].y);
rlVertex2f(points[i].x + x, points[i].y + y);
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
}
rlEnd();
rlDisableTexture();
}
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
Color Fade(Color color, float alpha)
{