REVIEWED: DrawTexturePoly()

This commit is contained in:
raysan5 2021-03-28 20:07:59 +02:00
parent 668ba870e4
commit bc6b16beb2
3 changed files with 66 additions and 74 deletions

View file

@ -3510,48 +3510,39 @@ 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)
// Draw textured polygon, defined by vertex and texturecoordinates
// NOTE: Polygon center must have straight line path to all points
// without crossing perimeter, points must be in anticlockwise order
void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint)
{
rlEnableTexture(t.id);
rlCheckRenderBatchLimit((pointsCount - 1)*4);
rlSetTexture(texture.id);
// for some reason texturing doesn't work on trianglesso make a
// degenerate QUAD, DrawTriangleFan does this too why ?
rlCheckRenderBatchLimit((numPoints-1)*4);
// Texturing is only supported on QUADs
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);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlTexCoord2f(tPnts[i].x, tPnts[i].y);
rlVertex2f(points[i].x + x, points[i].y + y);
for (int i = 0; i < pointsCount - 1; i++)
{
rlTexCoord2f(0.5f, 0.5f);
rlVertex2f(center.x, center.y);
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
rlTexCoord2f(texcoords[i].x, texcoords[i].y);
rlVertex2f(points[i].x + center.x, points[i].y + center.y);
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
}
rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
}
rlEnd();
rlDisableTexture();
rlSetTexture(0);
}
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
Color Fade(Color color, float alpha)
{