Update textures.c
See raylib/examples/textures/textures_image_9patch.c for how to use `DrawTextureNPatch` function.
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src/textures.c
378
src/textures.c
@ -2330,85 +2330,67 @@ void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, V
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}
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}
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void DrawNPatch(NPatch nPatch, Rectangle destRec, bool usePadding, Vector2 origin, float rotation, Color tint)
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void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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// Check if n-patch texture is valid
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if (nPatch.texture.id > 0)
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if (texture.id > 0)
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{
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float width = (float)nPatch.texture.width;
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float height = (float)nPatch.texture.height;
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float width = (float)texture.width;
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float height = (float)texture.height;
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float patchWidth = (destRec.width >= nPatch.minSize.x)? destRec.width : nPatch.minSize.x;
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float patchHeight = (destRec.height >= nPatch.minSize.y)? destRec.height : nPatch.minSize.y;
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float patchWidth = (destRec.width <= 0.0f)? 0.0f : destRec.width;
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float patchHeight = (destRec.height <= 0.0f)? 0.0f : destRec.height;
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if (usePadding)
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{
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patchWidth += (float)(nPatch.padding[0] + nPatch.padding[2]);
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patchHeight += (float)(nPatch.padding[1] + nPatch.padding[3]);
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}
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if (nPatch.sourceRec.width < 0) nPatch.sourceRec.x -= nPatch.sourceRec.width;
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if (nPatch.sourceRec.height < 0) nPatch.sourceRec.y -= nPatch.sourceRec.height;
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// Ignore the destRec width if the n-patch type is NPT_3PATCH_VERTICAL
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if (nPatch.type == NPT_3PATCH_VERTICAL) { patchWidth = nPatch.sourceRec.width; }
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// Ignore the destRec height if the n-patch type is NPT_3PATCH_HORIZONTAL
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if (nPatch.type == NPT_3PATCH_HORIZONTAL) { patchHeight = nPatch.sourceRec.height; }
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if (nPatchInfo.sourceRec.width < 0) nPatchInfo.sourceRec.x -= nPatchInfo.sourceRec.width;
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if (nPatchInfo.sourceRec.height < 0) nPatchInfo.sourceRec.y -= nPatchInfo.sourceRec.height;
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if (nPatchInfo.type == NPT_3PATCH_HORIZONTAL) patchHeight = nPatchInfo.sourceRec.height;
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if (nPatchInfo.type == NPT_3PATCH_VERTICAL) patchWidth = nPatchInfo.sourceRec.width;
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bool drawCenter = true;
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bool drawMiddle = true;
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float leftBorder = (float)nPatchInfo.left;
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float topBorder = (float)nPatchInfo.top;
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float rightBorder = (float)nPatchInfo.right;
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float bottomBorder = (float)nPatchInfo.bottom;
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float borderWidth[4]; // copy the nPatch.borderWidth[4] values so they can be adjusted
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for (int i = 0; i < 4; i++) { borderWidth[i] = nPatch.borderWidth[i]; }
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// adjust the lateral (left and right) border widths in case patchWidth < nPatch.texture.width
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if (patchWidth <= nPatch.borderWidth[0] + nPatch.borderWidth[2])
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// adjust the lateral (left and right) border widths in case patchWidth < texture.width
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if (patchWidth <= (leftBorder + rightBorder) && nPatchInfo.type != NPT_3PATCH_VERTICAL)
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{
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drawCenter = false;
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borderWidth[0] = (borderWidth[0] / (nPatch.borderWidth[0] + nPatch.borderWidth[2])) * patchWidth;
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borderWidth[2] = patchWidth - borderWidth[0];
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leftBorder = (leftBorder / (leftBorder + rightBorder)) * patchWidth;
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rightBorder = patchWidth - leftBorder;
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}
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// adjust the lateral (top and bottom) border heights in case patchHeight < nPatch.texture.height
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if (patchHeight <= nPatch.borderWidth[1] + nPatch.borderWidth[3])
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// adjust the lateral (top and bottom) border heights in case patchHeight < texture.height
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if (patchHeight <= (topBorder + bottomBorder) && nPatchInfo.type != NPT_3PATCH_HORIZONTAL)
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{
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drawMiddle = false;
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borderWidth[1] = (borderWidth[1] / (nPatch.borderWidth[1] + nPatch.borderWidth[3])) * patchHeight;
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borderWidth[3] = patchHeight - borderWidth[1];
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topBorder = (topBorder / (topBorder + bottomBorder)) * patchHeight;
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bottomBorder = patchHeight - topBorder;
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}
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Vector2 vertA, vertB, vertC, vertD;
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vertA.x = 0.0f; // outer left
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vertA.y = 0.0f; // outer top
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vertB.x = borderWidth[0]; // inner left
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vertB.y = borderWidth[1]; // inner top
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vertC.x = patchWidth - borderWidth[2]; // inner right
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vertC.y = patchHeight - borderWidth[3]; // inner bottom
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vertB.x = leftBorder; // inner left
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vertB.y = topBorder; // inner top
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vertC.x = patchWidth - rightBorder; // inner right
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vertC.y = patchHeight - bottomBorder; // inner bottom
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vertD.x = patchWidth; // outer right
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vertD.y = patchHeight; // outer bottom
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Vector2 coordA, coordB, coordC, coordD;
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coordA.x = nPatch.sourceRec.x / width;
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coordA.y = nPatch.sourceRec.y / height;
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coordB.x = (nPatch.sourceRec.x + borderWidth[0]) / width;
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coordB.y = (nPatch.sourceRec.y + borderWidth[1]) / height;
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coordC.x = (nPatch.sourceRec.x + nPatch.sourceRec.width - borderWidth[2]) / width;
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coordC.y = (nPatch.sourceRec.y + nPatch.sourceRec.height - borderWidth[3]) / height;
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coordD.x = (nPatch.sourceRec.x + nPatch.sourceRec.width) / width;
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coordD.y = (nPatch.sourceRec.y + nPatch.sourceRec.height) / height;
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coordA.x = nPatchInfo.sourceRec.x / width;
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coordA.y = nPatchInfo.sourceRec.y / height;
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coordB.x = (nPatchInfo.sourceRec.x + leftBorder) / width;
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coordB.y = (nPatchInfo.sourceRec.y + topBorder) / height;
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coordC.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width - rightBorder) / width;
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coordC.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height - bottomBorder) / height;
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coordD.x = (nPatchInfo.sourceRec.x + nPatchInfo.sourceRec.width) / width;
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coordD.y = (nPatchInfo.sourceRec.y + nPatchInfo.sourceRec.height) / height;
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rlEnableTexture(nPatch.texture.id);
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rlEnableTexture(texture.id);
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rlPushMatrix();
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if (usePadding)
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{
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rlTranslatef(destRec.x - (float)nPatch.padding[0], destRec.y - (float)nPatch.padding[2], 0);
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}
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else
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{
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rlTranslatef(destRec.x, destRec.y, 0);
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}
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rlTranslatef(destRec.x, destRec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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@ -2416,235 +2398,131 @@ void DrawNPatch(NPatch nPatch, Rectangle destRec, bool usePadding, Vector2 origi
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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if (nPatch.type == NPT_3PATCH_HORIZONTAL)
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{
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// ------------------------------------------------------------
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// LEFT QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
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if (drawCenter)
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{
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// CENTER QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
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}
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// RIGHT QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordD.y); rlVertex2f(vertC.x, vertD.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
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}
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else if (nPatch.type == NPT_3PATCH_VERTICAL)
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{
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// ------------------------------------------------------------
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// TOP QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
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if (drawCenter)
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{
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// MIDDLE QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
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}
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// BOTTOM QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordD.y); rlVertex2f(vertD.x, vertD.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
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}
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else if (nPatch.type == NPT_9PATCH)
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if (nPatchInfo.type == NPT_9PATCH)
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{
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// ------------------------------------------------------------
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// TOP-LEFT QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y);
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordA.y); rlVertex2f(vertA.x, vertA.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// TOP-CENTER QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y);
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordA.y); rlVertex2f(vertB.x, vertA.y); // Top-left corner for texture and quad
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}
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// TOP-RIGHT QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y);
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordA.y); rlVertex2f(vertD.x, vertA.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordA.y); rlVertex2f(vertC.x, vertA.y); // Top-left corner for texture and quad
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if (drawMiddle)
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{
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// ------------------------------------------------------------
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// MIDDLE-LEFT QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y);
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rlTexCoord2f(coordA.x, coordC.y); rlVertex2f(vertA.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordA.x, coordB.y); rlVertex2f(vertA.x, vertB.y); // Top-left corner for texture and quad
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if (drawCenter)
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{
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// MIDDLE-CENTER QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y);
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rlTexCoord2f(coordB.x, coordC.y); rlVertex2f(vertB.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordB.y); rlVertex2f(vertB.x, vertB.y); // Top-left corner for texture and quad
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}
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// MIDDLE-RIGHT QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y);
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// Top-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y);
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// Top-left corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y);
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rlTexCoord2f(coordC.x, coordC.y); rlVertex2f(vertC.x, vertC.y); // Bottom-left corner for texture and quad
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rlTexCoord2f(coordD.x, coordC.y); rlVertex2f(vertD.x, vertC.y); // Bottom-right corner for texture and quad
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rlTexCoord2f(coordD.x, coordB.y); rlVertex2f(vertD.x, vertB.y); // Top-right corner for texture and quad
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rlTexCoord2f(coordC.x, coordB.y); rlVertex2f(vertC.x, vertB.y); // Top-left corner for texture and quad
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}
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// ------------------------------------------------------------
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// BOTTOM-LEFT QUAD
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// Bottom-left corner for texture and quad
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rlTexCoord2f(coordA.x, coordD.y); rlVertex2f(vertA.x, vertD.y);
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// Bottom-right corner for texture and quad
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rlTexCoord2f(coordB.x, coordD.y); rlVertex2f(vertB.x, vertD.y);
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// Top-right corner for texture and quad
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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();
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user