Added new function DrawTextureTiled()
(#1291)
* Implemented DrawTextureTiled() * Example added
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examples/textures/resources/pat.png
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examples/textures/resources/pat.png
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examples/textures/textures_draw_tiled.c
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examples/textures/textures_draw_tiled.c
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/*******************************************************************************************
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*
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* raylib [textures] example - Draw part of the texture tiled
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*
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* This example has been created using raylib 3.0 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2020 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define SIZEOF(A) (sizeof(A)/sizeof(A[0]))
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#define OPT_WIDTH 220 // max width for the options container
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#define MARGIN_SIZE 8 // size for the margins
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#define COLOR_SIZE 16 // size of the color select buttons
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int main(int argc, char **argv)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE); // Make the window resizable
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - Draw part of a texture tiled");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture ptex = LoadTexture("resources/pat.png");
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SetTextureFilter(ptex, FILTER_TRILINEAR); // Makes the texture smoother when upscaled
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// Coordinates for all patterns inside the texture
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const Rectangle patRec[] = { (Rectangle){3,3,66,66}, (Rectangle){75,3,100,100},
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(Rectangle){3,75,66,66}, (Rectangle){7,156,50,50}, (Rectangle){85,106,90,45}, (Rectangle){75,154,100,60} };
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// Setup colors
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const Color colors[] = { BLACK, MAROON, ORANGE, BLUE, PURPLE, BEIGE, LIME, RED, DARKGRAY, SKYBLUE};
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enum {MAX_COLORS = SIZEOF(colors)};
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Rectangle colorRec[MAX_COLORS] = { 0 };
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// Calculate rectangle for each color
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for(int i=0, x=0, y=0; i<MAX_COLORS; i++) {
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colorRec[i].x = 2+MARGIN_SIZE + x;
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colorRec[i].y = 22+256+MARGIN_SIZE + y;
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colorRec[i].width = COLOR_SIZE*2;
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colorRec[i].height = COLOR_SIZE;
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if(i == MAX_COLORS/2 - 1) {
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x = 0; y += COLOR_SIZE + MARGIN_SIZE;
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} else x += COLOR_SIZE * 2 + MARGIN_SIZE;
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}
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int activePat = 0, activeCol = 0;
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float scale = 1.0f, rotation = 0.0f;
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SetTargetFPS(60);
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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// Handle mouse
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if(IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
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const Vector2 mouse = GetMousePosition();
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// Check which pattern was clicked and set it as the active pattern
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for(int i=0; i<SIZEOF(patRec); ++i) {
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if(CheckCollisionPointRec(mouse, (Rectangle){2+MARGIN_SIZE+patRec[i].x, 40+MARGIN_SIZE+patRec[i].y,patRec[i].width, patRec[i].height})) {
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activePat = i;
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break;
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}
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}
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// Check to see which color was clicked and set it as the active color
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for(int i=0; i<MAX_COLORS; ++i) {
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if(CheckCollisionPointRec(mouse, colorRec[i])) {
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activeCol = i;
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break;
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}
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}
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}
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// Handle keys
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// Change scale
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if(IsKeyPressed(KEY_UP)) scale += 0.25f;
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if(IsKeyPressed(KEY_DOWN)) scale -= 0.25f;
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if(scale > 10.0f) scale = 10.0f;
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else if( scale <= 0.0f) scale = 0.25f;
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// Change rotation
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if(IsKeyPressed(KEY_LEFT)) rotation -= 25.0f;
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if(IsKeyPressed(KEY_RIGHT)) rotation += 25.0f;
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// Reset
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if(IsKeyPressed(KEY_SPACE)) { rotation = 0.0f; scale = 1.0f; }
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw the tiled area
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DrawTextureTiled(ptex, patRec[activePat], (Rectangle){OPT_WIDTH+MARGIN_SIZE, MARGIN_SIZE, screenWidth - OPT_WIDTH - 2*MARGIN_SIZE, screenHeight - 2*MARGIN_SIZE},
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(Vector2){0.0f, 0.0f}, rotation, scale, colors[activeCol]);
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// Draw options
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DrawRectangle(MARGIN_SIZE, MARGIN_SIZE, OPT_WIDTH - MARGIN_SIZE, screenHeight-2*MARGIN_SIZE, ColorAlpha(LIGHTGRAY, 0.5f));
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DrawText("Select Pattern", 2+MARGIN_SIZE, 30+MARGIN_SIZE, 10, BLACK);
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DrawTexture(ptex, 2+MARGIN_SIZE, 40+MARGIN_SIZE, BLACK);
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DrawRectangle(2+MARGIN_SIZE + patRec[activePat].x, 40+MARGIN_SIZE+patRec[activePat].y,patRec[activePat].width, patRec[activePat].height, ColorAlpha(DARKBLUE, 0.3f));
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DrawText("Select Color", 2+MARGIN_SIZE, 10+256+MARGIN_SIZE, 10, BLACK);
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for(int i=0; i<MAX_COLORS; ++i) {
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DrawRectangleRec(colorRec[i], colors[i]);
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if(activeCol == i) DrawRectangleLinesEx(colorRec[i], 3.0f, ColorAlpha(WHITE, 0.5f));
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}
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DrawText("Scale (UP/DOWN to change)", 2+MARGIN_SIZE, 80+256+MARGIN_SIZE, 10, BLACK);
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DrawText(TextFormat("%.2fx", scale), 2+MARGIN_SIZE, 92+256+MARGIN_SIZE, 20, BLACK);
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DrawText("Rotation (LEFT/RIGHT to change)", 2+MARGIN_SIZE, 122+256+MARGIN_SIZE, 10, BLACK);
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DrawText(TextFormat("%.0f degrees", rotation), 2+MARGIN_SIZE, 134+256+MARGIN_SIZE, 20, BLACK);
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DrawText("Press [SPACE] to reset", 2+MARGIN_SIZE, 164+256+MARGIN_SIZE, 10, DARKBLUE);
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// Draw FPS
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DrawText(TextFormat("%i FPS", GetFPS()), 2+MARGIN_SIZE, 2+MARGIN_SIZE, 20, BLACK);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(ptex);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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@ -1187,6 +1187,7 @@ RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint);
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
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RLAPI void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into destRec.
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
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@ -3005,6 +3005,80 @@ void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangl
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DrawTexturePro(texture, source, quad, origin, 0.0f, tint);
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}
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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into destRec.
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// NOTE: For tilling a whole texture DrawTextureQuad() is better
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void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint)
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{
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if(texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line!
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int tileWidth = sourceRec.width*scale, tileHeight = sourceRec.height*scale;
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if(destRec.width < tileWidth && destRec.height < tileHeight)
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{
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// Can fit only one tile
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x, destRec.y, destRec.width, destRec.height}, origin, rotation, tint);
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}
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else if(destRec.width <= tileWidth)
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{
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// Tiled vertically (one column)
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int dy = 0;
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for(;dy+tileHeight < destRec.height; dy += tileHeight) {
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, sourceRec.height}, (Rectangle){destRec.x, destRec.y + dy, destRec.width, tileHeight}, origin, rotation, tint);
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}
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// Fit last tile
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if(dy < destRec.height) {
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x, destRec.y + dy, destRec.width, destRec.height - dy}, origin, rotation, tint);
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}
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}
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else if(destRec.height <= tileHeight)
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{
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// Tiled horizontally (one row)
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int dx = 0;
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for(;dx+tileWidth < destRec.width; dx += tileWidth) {
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height}, (Rectangle){destRec.x + dx, destRec.y, tileWidth, destRec.height}, origin, rotation, tint);
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}
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// Fit last tile
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if(dx < destRec.width) {
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x + dx, destRec.y, destRec.width - dx, destRec.height}, origin, rotation, tint);
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}
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}
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else
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{
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// Tiled both horizontally and vertically (rows and columns)
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int dx = 0;
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for(;dx+tileWidth < destRec.width; dx += tileWidth) {
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int dy = 0;
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for(;dy+tileHeight < destRec.height; dy += tileHeight) {
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DrawTexturePro(texture, sourceRec, (Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, tileHeight}, origin, rotation, tint);
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}
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if(dy < destRec.height) {
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, destRec.height - dy}, origin, rotation, tint);
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}
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}
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// Fit last column of tiles
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if(dx < destRec.width) {
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int dy = 0;
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for(;dy+tileHeight < destRec.height; dy += tileHeight) {
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, sourceRec.height},
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(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, tileHeight}, origin, rotation, tint);
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}
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// Draw final tile in the bottom right corner
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if(dy < destRec.height) {
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DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
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(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, destRec.height - dy}, origin, rotation, tint);
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}
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}
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}
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}
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// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
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// NOTE: origin is relative to destination rectangle size
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void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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