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-rw-r--r--examples/textures/textures_poly.c77
-rw-r--r--src/raylib.h10
-rw-r--r--src/textures.c53
3 files changed, 66 insertions, 74 deletions
diff --git a/examples/textures/textures_poly.c b/examples/textures/textures_poly.c
index bfb8cdc5..ea413112 100644
--- a/examples/textures/textures_poly.c
+++ b/examples/textures/textures_poly.c
@@ -2,17 +2,21 @@
*
* raylib [shapes] example - Draw Textured Polygon
*
-* This example has been created using raylib 99.98 (www.raylib.com)
+* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
-* Copyright (c) 2021 Chris Camacho (codifies - bedroomcoders.co.uk)
+* Example contributed by Chris Camacho (@codifies - bedroomcoders.co.uk) and
+* reviewed by Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
+#define MAX_POINTS 11 // 10 points and back to the start
+
int main(void)
{
// Initialization
@@ -20,54 +24,51 @@ int main(void)
const int screenWidth = 800;
const int screenHeight = 450;
- int numPnts = 11; // 10 points and back to the start
-
- Vector2 tPnts[] = {
- (Vector2){.75, 0},
- (Vector2){.25, 0},
- (Vector2){0, .5},
- (Vector2){0, .75},
- (Vector2){.25, 1},
- (Vector2){.375, .875},
- (Vector2){.625, .875},
- (Vector2){.75, 1},
- (Vector2){1, .75},
- (Vector2){1, .5},
- (Vector2){.75, 0} // close the poly
+ Vector2 texcoords[MAX_POINTS] = {
+ (Vector2){ 0.75f, 0.0f },
+ (Vector2){ 0.25f, 0.0f },
+ (Vector2){ 0.0f, 0.5f },
+ (Vector2){ 0.0f, 0.75f },
+ (Vector2){ 0.25f, 1.0f},
+ (Vector2){ 0.375f, 0.875f},
+ (Vector2){ 0.625f, 0.875f},
+ (Vector2){ 0.75f, 1.0f},
+ (Vector2){ 1.0f, 0.75f},
+ (Vector2){ 1.0f, 0.5f},
+ (Vector2){ 0.75f, 0.0f} // Close the poly
};
- Vector2 pnts[numPnts];
+ Vector2 points[MAX_POINTS] = { 0 };
- // create the poly coords from the UV's
+ // Create the poly coords from the UV's
// you don't have to do this you can specify
// them however you want
- for (int i=0; i < numPnts; i++)
+ for (int i = 0; i < MAX_POINTS; i++)
{
- pnts[i].x = (tPnts[i].x - 0.5) * 256.0;
- pnts[i].y = (tPnts[i].y - 0.5) * 256.0;
+ points[i].x = (texcoords[i].x - 0.5f)*256.0f;
+ points[i].y = (texcoords[i].y - 0.5f)*256.0f;
}
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
- Texture tex = LoadTexture("resources/cat.png");
+ Texture texture = LoadTexture("resources/cat.png");
+
+ float ang = 0;
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
- float ang = 0;
+
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
- // Update your variables here
- //----------------------------------------------------------------------------------
ang++;
- Vector2 dPnts[numPnts];
- for (int i = 0; i < numPnts; i++)
- {
- dPnts[i] = Vector2Rotate(pnts[i], ang);
- }
+ Vector2 positions[MAX_POINTS] = { 0 };
+
+ for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], ang);
+ //----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
@@ -75,20 +76,20 @@ int main(void)
ClearBackground(RAYWHITE);
- DrawText("Textured Polygon", 20, 20, 20, DARKGRAY);
+ DrawText("textured polygon", 20, 20, 20, DARKGRAY);
- DrawTexturePoly(tex, screenWidth/2, screenHeight/2,
- dPnts, tPnts, numPnts, WHITE);
+ DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 },
+ positions, texcoords, MAX_POINTS, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
-
- UnloadTexture(tex);
// De-Initialization
//--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
+ UnloadTexture(texture); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
diff --git a/src/raylib.h b/src/raylib.h
index 472e1751..2c6f40b2 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1266,12 +1266,12 @@ RLAPI void SetTextureWrap(Texture2D texture, int wrap);
RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint); // Draw a Texture2D
RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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 source, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
+RLAPI void DrawTextureRec(Texture2D texture, Rectangle source, 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 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.
-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
-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
-RLAPI void DrawTexturePoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
+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.
+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
+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
+RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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)
{