REVIEWED: DrawTexturePoly()
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3 changed files with 66 additions and 74 deletions
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@ -2,17 +2,21 @@
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*
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*
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* raylib [shapes] example - Draw Textured Polygon
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* raylib [shapes] example - Draw Textured Polygon
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*
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*
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* This example has been created using raylib 99.98 (www.raylib.com)
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* This example has been created using raylib 3.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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* Example contributed by Chris Camacho (@codifies - bedroomcoders.co.uk) and
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* Copyright (c) 2021 Chris Camacho (codifies - bedroomcoders.co.uk)
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* reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "raymath.h"
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#include "raymath.h"
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#define MAX_POINTS 11 // 10 points and back to the start
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int main(void)
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int main(void)
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{
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{
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// Initialization
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// Initialization
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@ -20,54 +24,51 @@ int main(void)
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const int screenWidth = 800;
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int screenHeight = 450;
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int numPnts = 11; // 10 points and back to the start
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Vector2 texcoords[MAX_POINTS] = {
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(Vector2){ 0.75f, 0.0f },
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Vector2 tPnts[] = {
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(Vector2){ 0.25f, 0.0f },
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(Vector2){.75, 0},
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(Vector2){ 0.0f, 0.5f },
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(Vector2){.25, 0},
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(Vector2){ 0.0f, 0.75f },
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(Vector2){0, .5},
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(Vector2){ 0.25f, 1.0f},
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(Vector2){0, .75},
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(Vector2){ 0.375f, 0.875f},
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(Vector2){.25, 1},
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(Vector2){ 0.625f, 0.875f},
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(Vector2){.375, .875},
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(Vector2){ 0.75f, 1.0f},
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(Vector2){.625, .875},
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(Vector2){ 1.0f, 0.75f},
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(Vector2){.75, 1},
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(Vector2){ 1.0f, 0.5f},
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(Vector2){1, .75},
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(Vector2){ 0.75f, 0.0f} // Close the poly
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(Vector2){1, .5},
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(Vector2){.75, 0} // close the poly
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};
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};
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Vector2 pnts[numPnts];
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Vector2 points[MAX_POINTS] = { 0 };
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// create the poly coords from the UV's
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// Create the poly coords from the UV's
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// you don't have to do this you can specify
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// you don't have to do this you can specify
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// them however you want
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// them however you want
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for (int i=0; i < numPnts; i++)
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for (int i = 0; i < MAX_POINTS; i++)
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{
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{
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pnts[i].x = (tPnts[i].x - 0.5) * 256.0;
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points[i].x = (texcoords[i].x - 0.5f)*256.0f;
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pnts[i].y = (tPnts[i].y - 0.5) * 256.0;
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points[i].y = (texcoords[i].y - 0.5f)*256.0f;
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}
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}
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
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Texture tex = LoadTexture("resources/cat.png");
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Texture texture = LoadTexture("resources/cat.png");
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float ang = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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float ang = 0;
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// Main game loop
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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{
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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// Update your variables here
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//----------------------------------------------------------------------------------
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ang++;
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ang++;
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Vector2 dPnts[numPnts];
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Vector2 positions[MAX_POINTS] = { 0 };
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for (int i = 0; i < numPnts; i++)
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{
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], ang);
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dPnts[i] = Vector2Rotate(pnts[i], ang);
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//----------------------------------------------------------------------------------
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}
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// Draw
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// Draw
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -75,20 +76,20 @@ int main(void)
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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DrawText("Textured Polygon", 20, 20, 20, DARKGRAY);
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DrawText("textured polygon", 20, 20, 20, DARKGRAY);
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DrawTexturePoly(tex, screenWidth/2, screenHeight/2,
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DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 },
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dPnts, tPnts, numPnts, WHITE);
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positions, texcoords, MAX_POINTS, WHITE);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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}
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}
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UnloadTexture(tex);
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// De-Initialization
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// De-Initialization
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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return 0;
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10
src/raylib.h
10
src/raylib.h
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@ -1266,12 +1266,12 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
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RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
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RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters
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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.
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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.
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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
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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
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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
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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
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RLAPI void DrawTexturePoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
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RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
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// Color/pixel related functions
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// Color/pixel related functions
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RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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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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}
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}
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// t texture to use
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// Draw textured polygon, defined by vertex and texturecoordinates
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// x,y position to draw the poly (centre)
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// NOTE: Polygon center must have straight line path to all points
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// points points of the poly (relative to 0,0)
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// without crossing perimeter, points must be in anticlockwise order
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// tPnts uv coordinates
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint)
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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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{
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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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// Texturing is only supported on QUADs
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// degenerate QUAD, DrawTriangleFan does this too why ?
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rlCheckRenderBatchLimit((numPoints-1)*4);
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rlBegin(RL_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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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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{
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rlTexCoord2f(0.5, 0.5);
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rlVertex2f(x, y);
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rlTexCoord2f(tPnts[i].x, tPnts[i].y);
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for (int i = 0; i < pointsCount - 1; i++)
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rlVertex2f(points[i].x + x, points[i].y + y);
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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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rlTexCoord2f(texcoords[i].x, texcoords[i].y);
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rlVertex2f(points[i + 1].x + x, points[i + 1].y + 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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rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
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rlVertex2f(points[i + 1].x + x, points[i + 1].y + 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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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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rlEnd();
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rlDisableTexture();
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rlSetTexture(0);
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}
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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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// 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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Color Fade(Color color, float alpha)
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{
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{
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