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authorraysan5 <[email protected]>2021-03-28 20:07:59 +0200
committerraysan5 <[email protected]>2021-03-28 20:07:59 +0200
commitbc6b16beb257fd78eb97a341f92b172c994b5a35 (patch)
tree88c1bd0eccebb24974d75dab37d2811a77b02b03 /src/textures.c
parent668ba870e4e84991770a14305317ae0bfafbd777 (diff)
downloadraylib-bc6b16beb257fd78eb97a341f92b172c994b5a35.tar.gz
raylib-bc6b16beb257fd78eb97a341f92b172c994b5a35.zip
REVIEWED: DrawTexturePoly()
Diffstat (limited to 'src/textures.c')
-rw-r--r--src/textures.c53
1 files changed, 22 insertions, 31 deletions
diff --git a/src/textures.c b/src/textures.c
index 0e61edc2..ec97757e 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -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)
{