REVIEWED: DrawTexturePoly()
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3 changed files with 66 additions and 74 deletions
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@ -3510,48 +3510,39 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
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}
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}
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// t texture to use
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// x,y position to draw the poly (centre)
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// points points of the poly (relative to 0,0)
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// tPnts uv coordinates
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// numPoints number of points in the poly
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// colour the tint of the poly
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//
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// NB centre (0,0) must have straight line path to all points
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// without crossing perimeter, points must be in anticlockwise
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// order
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void DrawTexturePoly(Texture t, float x, float y,
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Vector2 *points, Vector2 *tPnts,
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int numPoints, Color colour)
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// Draw textured polygon, defined by vertex and texturecoordinates
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// NOTE: Polygon center must have straight line path to all points
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// without crossing perimeter, points must be in anticlockwise order
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint)
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{
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rlEnableTexture(t.id);
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rlCheckRenderBatchLimit((pointsCount - 1)*4);
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rlSetTexture(texture.id);
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// for some reason texturing doesn't work on trianglesso make a
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// degenerate QUAD, DrawTriangleFan does this too why ?
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rlCheckRenderBatchLimit((numPoints-1)*4);
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// Texturing is only supported on QUADs
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rlBegin(RL_QUADS);
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rlColor4ub(colour.r, colour.g, colour.b, colour.a);
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for (int i = 0; i < numPoints-1; i++)
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{
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rlTexCoord2f(0.5, 0.5);
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rlVertex2f(x, y);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlTexCoord2f(tPnts[i].x, tPnts[i].y);
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rlVertex2f(points[i].x + x, points[i].y + y);
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for (int i = 0; i < pointsCount - 1; i++)
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{
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rlTexCoord2f(0.5f, 0.5f);
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rlVertex2f(center.x, center.y);
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rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
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rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
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rlTexCoord2f(texcoords[i].x, texcoords[i].y);
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rlVertex2f(points[i].x + center.x, points[i].y + center.y);
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rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
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rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
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}
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rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
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rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
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rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
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rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
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}
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rlEnd();
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rlDisableTexture();
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rlSetTexture(0);
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}
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// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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Color Fade(Color color, float alpha)
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{
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