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>
This commit is contained in:
parent
dd59350485
commit
9569d6a802
4 changed files with 140 additions and 1 deletions
|
@ -437,7 +437,8 @@ TEXTURES = \
|
||||||
textures/textures_sprite_explosion \
|
textures/textures_sprite_explosion \
|
||||||
textures/textures_bunnymark \
|
textures/textures_bunnymark \
|
||||||
textures/textures_blend_modes \
|
textures/textures_blend_modes \
|
||||||
textures/textures_draw_tiled
|
textures/textures_draw_tiled \
|
||||||
|
textures/textures_poly
|
||||||
|
|
||||||
TEXT = \
|
TEXT = \
|
||||||
text/text_raylib_fonts \
|
text/text_raylib_fonts \
|
||||||
|
|
95
examples/textures/textures_poly.c
Normal file
95
examples/textures/textures_poly.c
Normal file
|
@ -0,0 +1,95 @@
|
||||||
|
/*******************************************************************************************
|
||||||
|
*
|
||||||
|
* 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;
|
||||||
|
}
|
|
@ -1260,6 +1260,7 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re
|
||||||
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
|
RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
|
||||||
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
|
||||||
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
|
RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
|
||||||
|
RLAPI void DrawTexturePoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
|
||||||
|
|
||||||
// Color/pixel related functions
|
// Color/pixel related functions
|
||||||
RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
|
RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
|
||||||
|
|
|
@ -3510,6 +3510,48 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// t texture to use
|
||||||
|
// x,y position to draw the poly (centre)
|
||||||
|
// points points of the poly (relative to 0,0)
|
||||||
|
// tPnts uv coordinates
|
||||||
|
// numPoints number of points in the poly
|
||||||
|
// colour the tint of the poly
|
||||||
|
//
|
||||||
|
// NB centre (0,0) must have straight line path to all points
|
||||||
|
// without crossing perimeter, points must be in anticlockwise
|
||||||
|
// order
|
||||||
|
void DrawTexturePoly(Texture t, float x, float y,
|
||||||
|
Vector2 *points, Vector2 *tPnts,
|
||||||
|
int numPoints, Color colour)
|
||||||
|
{
|
||||||
|
rlEnableTexture(t.id);
|
||||||
|
|
||||||
|
// for some reason texturing doesn't work on trianglesso make a
|
||||||
|
// degenerate QUAD, DrawTriangleFan does this too why ?
|
||||||
|
rlCheckRenderBatchLimit((numPoints-1)*4);
|
||||||
|
rlBegin(RL_QUADS);
|
||||||
|
rlColor4ub(colour.r, colour.g, colour.b, colour.a);
|
||||||
|
|
||||||
|
for (int i = 0; i < numPoints-1; i++)
|
||||||
|
{
|
||||||
|
rlTexCoord2f(0.5, 0.5);
|
||||||
|
rlVertex2f(x, y);
|
||||||
|
|
||||||
|
rlTexCoord2f(tPnts[i].x, tPnts[i].y);
|
||||||
|
rlVertex2f(points[i].x + x, points[i].y + y);
|
||||||
|
|
||||||
|
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
|
||||||
|
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
|
||||||
|
|
||||||
|
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
|
||||||
|
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
|
||||||
|
}
|
||||||
|
rlEnd();
|
||||||
|
rlDisableTexture();
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
|
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
|
||||||
Color Fade(Color color, float alpha)
|
Color Fade(Color color, float alpha)
|
||||||
{
|
{
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue