From dab78d59f34efcaae46966e35410687a13dd838e Mon Sep 17 00:00:00 2001 From: "Jorge A. Gomes" Date: Wed, 8 Aug 2018 16:42:39 -0300 Subject: [PATCH] Update textures.c See raylib/examples/textures/textures_image_9patch.c for how to use `DrawTextureNPatch` function. --- src/textures.c | 378 +++++++++++++++++-------------------------------- 1 file changed, 128 insertions(+), 250 deletions(-) diff --git a/src/textures.c b/src/textures.c index d610d03b..48bf69ac 100644 --- a/src/textures.c +++ b/src/textures.c @@ -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(); + } }