mirror of https://github.com/raysan5/raylib
REVIEWED: DrawTexturePoly()
This commit is contained in:
parent
668ba870e4
commit
bc6b16beb2
|
@ -2,17 +2,21 @@
|
|||
*
|
||||
* raylib [shapes] example - Draw Textured Polygon
|
||||
*
|
||||
* This example has been created using raylib 99.98 (www.raylib.com)
|
||||
* This example has been created using raylib 3.7 (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)
|
||||
* Example contributed by Chris Camacho (@codifies - bedroomcoders.co.uk) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#define MAX_POINTS 11 // 10 points and back to the start
|
||||
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
|
@ -20,54 +24,51 @@ int main(void)
|
|||
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 texcoords[MAX_POINTS] = {
|
||||
(Vector2){ 0.75f, 0.0f },
|
||||
(Vector2){ 0.25f, 0.0f },
|
||||
(Vector2){ 0.0f, 0.5f },
|
||||
(Vector2){ 0.0f, 0.75f },
|
||||
(Vector2){ 0.25f, 1.0f},
|
||||
(Vector2){ 0.375f, 0.875f},
|
||||
(Vector2){ 0.625f, 0.875f},
|
||||
(Vector2){ 0.75f, 1.0f},
|
||||
(Vector2){ 1.0f, 0.75f},
|
||||
(Vector2){ 1.0f, 0.5f},
|
||||
(Vector2){ 0.75f, 0.0f} // Close the poly
|
||||
};
|
||||
|
||||
Vector2 pnts[numPnts];
|
||||
Vector2 points[MAX_POINTS] = { 0 };
|
||||
|
||||
// create the poly coords from the UV's
|
||||
// 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++)
|
||||
for (int i = 0; i < MAX_POINTS; i++)
|
||||
{
|
||||
pnts[i].x = (tPnts[i].x - 0.5) * 256.0;
|
||||
pnts[i].y = (tPnts[i].y - 0.5) * 256.0;
|
||||
points[i].x = (texcoords[i].x - 0.5f)*256.0f;
|
||||
points[i].y = (texcoords[i].y - 0.5f)*256.0f;
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
|
||||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
|
||||
|
||||
Texture tex = LoadTexture("resources/cat.png");
|
||||
Texture texture = LoadTexture("resources/cat.png");
|
||||
|
||||
float ang = 0;
|
||||
|
||||
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);
|
||||
}
|
||||
Vector2 positions[MAX_POINTS] = { 0 };
|
||||
|
||||
for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], ang);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -75,20 +76,20 @@ int main(void)
|
|||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
DrawText("Textured Polygon", 20, 20, 20, DARKGRAY);
|
||||
DrawText("textured polygon", 20, 20, 20, DARKGRAY);
|
||||
|
||||
DrawTexturePoly(tex, screenWidth/2, screenHeight/2,
|
||||
dPnts, tPnts, numPnts, WHITE);
|
||||
DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 },
|
||||
positions, texcoords, MAX_POINTS, WHITE);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
UnloadTexture(tex);
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
UnloadTexture(texture); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
10
src/raylib.h
10
src/raylib.h
|
@ -1266,12 +1266,12 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
|
|||
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
|
||||
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
|
||||
RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
|
||||
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
|
||||
RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
|
||||
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
|
||||
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(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // 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
|
||||
|
|
|
@ -3510,48 +3510,39 @@ 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)
|
||||
// Draw textured polygon, defined by vertex and texturecoordinates
|
||||
// NOTE: Polygon center must have straight line path to all points
|
||||
// without crossing perimeter, points must be in anticlockwise order
|
||||
void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint)
|
||||
{
|
||||
rlEnableTexture(t.id);
|
||||
rlCheckRenderBatchLimit((pointsCount - 1)*4);
|
||||
|
||||
rlSetTexture(texture.id);
|
||||
|
||||
// for some reason texturing doesn't work on trianglesso make a
|
||||
// degenerate QUAD, DrawTriangleFan does this too why ?
|
||||
rlCheckRenderBatchLimit((numPoints-1)*4);
|
||||
// Texturing is only supported on QUADs
|
||||
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);
|
||||
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
|
||||
|
||||
rlTexCoord2f(tPnts[i].x, tPnts[i].y);
|
||||
rlVertex2f(points[i].x + x, points[i].y + y);
|
||||
for (int i = 0; i < pointsCount - 1; i++)
|
||||
{
|
||||
rlTexCoord2f(0.5f, 0.5f);
|
||||
rlVertex2f(center.x, center.y);
|
||||
|
||||
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
|
||||
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
|
||||
rlTexCoord2f(texcoords[i].x, texcoords[i].y);
|
||||
rlVertex2f(points[i].x + center.x, points[i].y + center.y);
|
||||
|
||||
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
|
||||
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
|
||||
}
|
||||
rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
|
||||
rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
|
||||
|
||||
rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
|
||||
rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
|
||||
}
|
||||
rlEnd();
|
||||
rlDisableTexture();
|
||||
|
||||
rlSetTexture(0);
|
||||
}
|
||||
|
||||
|
||||
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
|
||||
Color Fade(Color color, float alpha)
|
||||
{
|
||||
|
|
Loading…
Reference in New Issue