Add DrawTexturedPoly and example (#1677)

* adds DrawTexturedPoly with example

* the actual example ... ahem

* moved DrawTexturePoly to textures function and example
NB function name changed to fit with other DrawTextureXXX functions
(no "d" )

Co-authored-by: codifies <you@example.com>
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chriscamacho 2021-03-25 13:22:10 +00:00 committed by GitHub
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commit 9569d6a802
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4 changed files with 140 additions and 1 deletions

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/*******************************************************************************************
*
* raylib [shapes] example - Draw Textured Polygon
*
* This example has been created using raylib 99.98 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
* Copyright (c) 2021 Chris Camacho (codifies - bedroomcoders.co.uk)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
int numPnts = 11; // 10 points and back to the start
Vector2 tPnts[] = {
(Vector2){.75, 0},
(Vector2){.25, 0},
(Vector2){0, .5},
(Vector2){0, .75},
(Vector2){.25, 1},
(Vector2){.375, .875},
(Vector2){.625, .875},
(Vector2){.75, 1},
(Vector2){1, .75},
(Vector2){1, .5},
(Vector2){.75, 0} // close the poly
};
Vector2 pnts[numPnts];
// create the poly coords from the UV's
// you don't have to do this you can specify
// them however you want
for (int i=0; i < numPnts; i++)
{
pnts[i].x = (tPnts[i].x - 0.5) * 256.0;
pnts[i].y = (tPnts[i].y - 0.5) * 256.0;
}
InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
Texture tex = LoadTexture("resources/cat.png");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
float ang = 0;
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// Update your variables here
//----------------------------------------------------------------------------------
ang++;
Vector2 dPnts[numPnts];
for (int i = 0; i < numPnts; i++)
{
dPnts[i] = Vector2Rotate(pnts[i], ang);
}
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawText("Textured Polygon", 20, 20, 20, DARKGRAY);
DrawTexturePoly(tex, screenWidth/2, screenHeight/2,
dPnts, tPnts, numPnts, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
UnloadTexture(tex);
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}