Update textures.c

See raylib/examples/textures/textures_image_9patch.c for how to use `DrawTextureNPatch` function.
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Jorge A. Gomes 2018-08-08 16:42:39 -03:00 committed by GitHub
parent 5f89e35d1c
commit dab78d59f3
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@ -2330,85 +2330,67 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
}
}
void DrawNPatch(NPatch nPatch, Rectangle destRec, bool usePadding, Vector2 origin, float rotation, Color tint)
void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint)
{
// Check if n-patch texture is valid
if (nPatch.texture.id > 0)
if (texture.id > 0)
{
float width = (float)nPatch.texture.width;
float height = (float)nPatch.texture.height;
float width = (float)texture.width;
float height = (float)texture.height;
float patchWidth = (destRec.width >= nPatch.minSize.x)? destRec.width : nPatch.minSize.x;
float patchHeight = (destRec.height >= nPatch.minSize.y)? destRec.height : nPatch.minSize.y;
float patchWidth = (destRec.width <= 0.0f)? 0.0f : destRec.width;
float patchHeight = (destRec.height <= 0.0f)? 0.0f : destRec.height;
if (usePadding)
{
patchWidth += (float)(nPatch.padding[0] + nPatch.padding[2]);
patchHeight += (float)(nPatch.padding[1] + nPatch.padding[3]);
}
if (nPatch.sourceRec.width < 0) nPatch.sourceRec.x -= nPatch.sourceRec.width;
if (nPatch.sourceRec.height < 0) nPatch.sourceRec.y -= nPatch.sourceRec.height;
// Ignore the destRec width if the n-patch type is NPT_3PATCH_VERTICAL
if (nPatch.type == NPT_3PATCH_VERTICAL) { patchWidth = nPatch.sourceRec.width; }
// Ignore the destRec height if the n-patch type is NPT_3PATCH_HORIZONTAL
if (nPatch.type == NPT_3PATCH_HORIZONTAL) { patchHeight = nPatch.sourceRec.height; }
if (nPatchInfo.sourceRec.width < 0) nPatchInfo.sourceRec.x -= nPatchInfo.sourceRec.width;
if (nPatchInfo.sourceRec.height < 0) nPatchInfo.sourceRec.y -= nPatchInfo.sourceRec.height;
if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL) patchHeight = nPatchInfo.sourceRec.height;
if (nPatchInfo.type == NPT_3PATCH_VERTICAL) patchWidth = nPatchInfo.sourceRec.width;
bool drawCenter = true;
bool drawMiddle = true;
float leftBorder = (float)nPatchInfo.left;
float topBorder = (float)nPatchInfo.top;
float rightBorder = (float)nPatchInfo.right;
float bottomBorder = (float)nPatchInfo.bottom;
float borderWidth[4]; // copy the nPatch.borderWidth[4] values so they can be adjusted
for (int i = 0; i < 4; i++) { borderWidth[i] = nPatch.borderWidth[i]; }
// adjust the lateral (left and right) border widths in case patchWidth < nPatch.texture.width
if (patchWidth <= nPatch.borderWidth[0] + nPatch.borderWidth[2])
// adjust the lateral (left and right) border widths in case patchWidth < texture.width
if (patchWidth <= (leftBorder + rightBorder) && nPatchInfo.type != NPT_3PATCH_VERTICAL)
{
drawCenter = false;
borderWidth[0] = (borderWidth[0] / (nPatch.borderWidth[0] + nPatch.borderWidth[2])) * patchWidth;
borderWidth[2] = patchWidth - borderWidth[0];
leftBorder = (leftBorder / (leftBorder + rightBorder)) * patchWidth;
rightBorder = patchWidth - leftBorder;
}
// adjust the lateral (top and bottom) border heights in case patchHeight < nPatch.texture.height
if (patchHeight <= nPatch.borderWidth[1] + nPatch.borderWidth[3])
// adjust the lateral (top and bottom) border heights in case patchHeight < texture.height
if (patchHeight <= (topBorder + bottomBorder) && nPatchInfo.type != NPT_3PATCH_HORIZONTAL)
{
drawMiddle = false;
borderWidth[1] = (borderWidth[1] / (nPatch.borderWidth[1] + nPatch.borderWidth[3])) * patchHeight;
borderWidth[3] = patchHeight - borderWidth[1];
topBorder = (topBorder / (topBorder + bottomBorder)) * patchHeight;
bottomBorder = patchHeight - topBorder;
}
Vector2 vertA, vertB, vertC, vertD;
vertA.x = 0.0f; // outer left
vertA.y = 0.0f; // outer top
vertB.x = borderWidth[0]; // inner left
vertB.y = borderWidth[1]; // inner top
vertC.x = patchWidth - borderWidth[2]; // inner right
vertC.y = patchHeight - borderWidth[3]; // inner bottom
vertB.x = leftBorder; // inner left
vertB.y = topBorder; // inner top
vertC.x = patchWidth - rightBorder; // inner right
vertC.y = patchHeight - bottomBorder; // inner bottom
vertD.x = patchWidth; // outer right
vertD.y = patchHeight; // outer bottom
Vector2 coordA, coordB, coordC, coordD;
coordA.x = nPatch.sourceRec.x / width;
coordA.y = nPatch.sourceRec.y / height;
coordB.x = (nPatch.sourceRec.x + borderWidth[0]) / width;
coordB.y = (nPatch.sourceRec.y + borderWidth[1]) / height;
coordC.x = (nPatch.sourceRec.x + nPatch.sourceRec.width - borderWidth[2]) / width;
coordC.y = (nPatch.sourceRec.y + nPatch.sourceRec.height - borderWidth[3]) / height;
coordD.x = (nPatch.sourceRec.x + nPatch.sourceRec.width) / width;
coordD.y = (nPatch.sourceRec.y + nPatch.sourceRec.height) / height;
coordA.x = nPatchInfo.sourceRec.x / width;
coordA.y = nPatchInfo.sourceRec.y / height;
coordB.x = (nPatchInfo.sourceRec.x + leftBorder) / width;
coordB.y = (nPatchInfo.sourceRec.y + topBorder) / height;
coordC.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width - rightBorder) / width;
coordC.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height - bottomBorder) / height;
coordD.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width) / width;
coordD.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height) / height;
rlEnableTexture(nPatch.texture.id);
rlEnableTexture(texture.id);
rlPushMatrix();
if (usePadding)
{
rlTranslatef(destRec.x - (float)nPatch.padding[0], destRec.y - (float)nPatch.padding[2], 0);
}
else
{
rlTranslatef(destRec.x, destRec.y, 0);
}
rlTranslatef(destRec.x, destRec.y, 0);
rlRotatef(rotation, 0, 0, 1);
rlTranslatef(-origin.x, -origin.y, 0);
@ -2416,235 +2398,131 @@ void DrawNPatch(NPatch nPatch, Rectangle destRec, bool usePadding, Vector2 origi
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
if (nPatch.type == NPT_3PATCH_HORIZONTAL)
{
// ------------------------------------------------------------
// LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
if (drawCenter)
{
// CENTER QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
}
// RIGHT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
}
else if (nPatch.type == NPT_3PATCH_VERTICAL)
{
// ------------------------------------------------------------
// TOP QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
if (drawCenter)
{
// MIDDLE QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
}
// BOTTOM QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
}
else if (nPatch.type == NPT_9PATCH)
if (nPatchInfo.type == NPT_9PATCH)
{
// ------------------------------------------------------------
// TOP-LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
if (drawCenter)
{
// TOP-CENTER QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
}
// TOP-RIGHT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
if (drawMiddle)
{
// ------------------------------------------------------------
// MIDDLE-LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
if (drawCenter)
{
// MIDDLE-CENTER QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-left corner for texture and quad
}
// MIDDLE-RIGHT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-left corner for texture and quad
}
// ------------------------------------------------------------
// BOTTOM-LEFT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Top-left corner for texture and quad
if (drawCenter)
{
// BOTTOM-CENTER QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Top-left corner for texture and quad
}
// BOTTOM-RIGHT QUAD
// Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
// Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
// Top-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
// Top-left corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Top-left corner for texture and quad
}
else if (nPatchInfo.type == NPT_3PATCH_VERTICAL)
{
// TOP QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
if (drawCenter)
{
// MIDDLE QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
}
// BOTTOM QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Top-left corner for texture and quad
}
else if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL)
{
// LEFT QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
if (drawCenter)
{
// CENTER QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
}
// RIGHT QUAD
// -----------------------------------------------------------
// Texture coords Vertices
rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y); // Bottom-left corner for texture and quad
rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y); // Bottom-right corner for texture and quad
rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
}
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
}