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| author | Vlad Adrian <[email protected]> | 2020-06-28 00:59:14 +0300 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-06-27 23:59:14 +0200 |
| commit | 4d71e9b44fd043472eb523207765fd882578a2e0 (patch) | |
| tree | 7eee2baa992e31d9c7bdaa5732bd343156f8118e /src | |
| parent | eae6e6a828064a2cc8c3d7735c4422d5ca398eaa (diff) | |
| download | raylib-4d71e9b44fd043472eb523207765fd882578a2e0.tar.gz raylib-4d71e9b44fd043472eb523207765fd882578a2e0.zip | |
Added new function `DrawTextureTiled()` (#1291)
* Implemented DrawTextureTiled()
* Example added
Diffstat (limited to 'src')
| -rw-r--r-- | src/raylib.h | 1 | ||||
| -rw-r--r-- | src/textures.c | 74 |
2 files changed, 75 insertions, 0 deletions
diff --git a/src/raylib.h b/src/raylib.h index e456f5fe..4359147a 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1187,6 +1187,7 @@ RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangle quad, Color tint); // Draw texture quad with tiling and offset parameters +RLAPI void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into destRec. RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, 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 destRec, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely diff --git a/src/textures.c b/src/textures.c index 85a7c77e..71efe280 100644 --- a/src/textures.c +++ b/src/textures.c @@ -3005,6 +3005,80 @@ void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Rectangl DrawTexturePro(texture, source, quad, origin, 0.0f, tint); } +// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into destRec. +// NOTE: For tilling a whole texture DrawTextureQuad() is better +void DrawTextureTiled(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, float scale, Color tint) +{ + if(texture.id <= 0 || scale <= 0.0f) return; // Wanna see a infinite loop?!...just delete this line! + + int tileWidth = sourceRec.width*scale, tileHeight = sourceRec.height*scale; + if(destRec.width < tileWidth && destRec.height < tileHeight) + { + // Can fit only one tile + DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height}, + (Rectangle){destRec.x, destRec.y, destRec.width, destRec.height}, origin, rotation, tint); + } + else if(destRec.width <= tileWidth) + { + // Tiled vertically (one column) + int dy = 0; + for(;dy+tileHeight < destRec.height; dy += tileHeight) { + DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, sourceRec.height}, (Rectangle){destRec.x, destRec.y + dy, destRec.width, tileHeight}, origin, rotation, tint); + } + + // Fit last tile + if(dy < destRec.height) { + DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)destRec.width/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height}, + (Rectangle){destRec.x, destRec.y + dy, destRec.width, destRec.height - dy}, origin, rotation, tint); + } + } + else if(destRec.height <= tileHeight) + { + // Tiled horizontally (one row) + int dx = 0; + for(;dx+tileWidth < destRec.width; dx += tileWidth) { + DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height}, (Rectangle){destRec.x + dx, destRec.y, tileWidth, destRec.height}, origin, rotation, tint); + } + + // Fit last tile + if(dx < destRec.width) { + DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)destRec.height/tileHeight)*sourceRec.height}, + (Rectangle){destRec.x + dx, destRec.y, destRec.width - dx, destRec.height}, origin, rotation, tint); + } + } + else + { + // Tiled both horizontally and vertically (rows and columns) + int dx = 0; + for(;dx+tileWidth < destRec.width; dx += tileWidth) { + int dy = 0; + for(;dy+tileHeight < destRec.height; dy += tileHeight) { + DrawTexturePro(texture, sourceRec, (Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, tileHeight}, origin, rotation, tint); + } + + if(dy < destRec.height) { + DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height}, + (Rectangle){destRec.x + dx, destRec.y + dy, tileWidth, destRec.height - dy}, origin, rotation, tint); + } + } + + // Fit last column of tiles + if(dx < destRec.width) { + int dy = 0; + for(;dy+tileHeight < destRec.height; dy += tileHeight) { + DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, sourceRec.height}, + (Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, tileHeight}, origin, rotation, tint); + } + + // Draw final tile in the bottom right corner + if(dy < destRec.height) { + DrawTexturePro(texture, (Rectangle){sourceRec.x, sourceRec.y, ((float)(destRec.width - dx)/tileWidth)*sourceRec.width, ((float)(destRec.height - dy)/tileHeight)*sourceRec.height}, + (Rectangle){destRec.x + dx, destRec.y + dy, destRec.width - dx, destRec.height - dy}, origin, rotation, tint); + } + } + } +} + // Draw a part of a texture (defined by a rectangle) with 'pro' parameters // NOTE: origin is relative to destination rectangle size void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint) |
