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-rw-r--r--src/raylib.h1
-rw-r--r--src/textures.c42
2 files changed, 43 insertions, 0 deletions
diff --git a/src/raylib.h b/src/raylib.h
index d02ec4b3..fcf820a9 100644
--- a/src/raylib.h
+++ b/src/raylib.h
@@ -1260,6 +1260,7 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re
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
// 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 875f736c..61e6f30b 100644
--- a/src/textures.c
+++ b/src/textures.c
@@ -3510,6 +3510,48 @@ 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)
+{
+ rlEnableTexture(t.id);
+
+ // for some reason texturing doesn't work on trianglesso make a
+ // degenerate QUAD, DrawTriangleFan does this too why ?
+ rlCheckRenderBatchLimit((numPoints-1)*4);
+ 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);
+
+ rlTexCoord2f(tPnts[i].x, tPnts[i].y);
+ rlVertex2f(points[i].x + x, points[i].y + y);
+
+ rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
+ rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
+
+ rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
+ rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
+ }
+ rlEnd();
+ rlDisableTexture();
+
+}
+
+
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
Color Fade(Color color, float alpha)
{