Added new function DrawTextureTiled() (#1291)

* Implemented DrawTextureTiled()

* Example added
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Vlad Adrian 2020-06-28 00:59:14 +03:00 committed by GitHub
parent eae6e6a828
commit 4d71e9b44f
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4 changed files with 223 additions and 0 deletions

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@ -3005,6 +3005,80 @@ void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangl
DrawTexturePro(texture, source, quad, origin, 0.0f, tint);
}
// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into destRec.
// NOTE: For tilling a whole texture DrawTextureQuad() is better
void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint)
{
if(texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line!
int tileWidth = sourceRec.width*scale, tileHeight = sourceRec.height*scale;
if(destRec.width < tileWidth && destRec.height < tileHeight)
{
// Can fit only one tile
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
(Rectangle){destRec.x, destRec.y, destRec.width, destRec.height}, origin, rotation, tint);
}
else if(destRec.width <= tileWidth)
{
// Tiled vertically (one column)
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
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);
}
// Fit last tile
if(dy < destRec.height) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x, destRec.y + dy, destRec.width, destRec.height - dy}, origin, rotation, tint);
}
}
else if(destRec.height <= tileHeight)
{
// Tiled horizontally (one row)
int dx = 0;
for(;dx+tileWidth < destRec.width; dx += tileWidth) {
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);
}
// Fit last tile
if(dx < destRec.width) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y, destRec.width - dx, destRec.height}, origin, rotation, tint);
}
}
else
{
// Tiled both horizontally and vertically (rows and columns)
int dx = 0;
for(;dx+tileWidth < destRec.width; dx += tileWidth) {
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
DrawTexturePro(texture, sourceRec, (Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, tileHeight}, origin, rotation, tint);
}
if(dy < destRec.height) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, destRec.height - dy}, origin, rotation, tint);
}
}
// Fit last column of tiles
if(dx < destRec.width) {
int dy = 0;
for(;dy+tileHeight < destRec.height; dy += tileHeight) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, tileHeight}, origin, rotation, tint);
}
// Draw final tile in the bottom right corner
if(dy < destRec.height) {
DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height},
(Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, destRec.height - dy}, origin, rotation, tint);
}
}
}
}
// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
// NOTE: origin is relative to destination rectangle size
void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)