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- /*******************************************************************************************
- *
- * raylib [textures] example - Draw a texture along a segmented curve
- *
- * Example originally created with raylib 4.5, last time updated with raylib 4.5
- *
- * Example contributed by Jeffery Myers and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2022-2024 Jeffery Myers and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
-
- #include "raymath.h"
- #include "rlgl.h"
-
- #include <math.h> // Required for: powf()
- #include <stdlib.h> // Required for: NULL
-
- //----------------------------------------------------------------------------------
- // Global Variables Definition
- //----------------------------------------------------------------------------------
- static Texture texRoad = { 0 };
-
- static bool showCurve = false;
-
- static float curveWidth = 50;
- static int curveSegments = 24;
-
- static Vector2 curveStartPosition = { 0 };
- static Vector2 curveStartPositionTangent = { 0 };
-
- static Vector2 curveEndPosition = { 0 };
- static Vector2 curveEndPositionTangent = { 0 };
-
- static Vector2 *curveSelectedPoint = NULL;
-
- //----------------------------------------------------------------------------------
- // Module Functions Declaration
- //----------------------------------------------------------------------------------
- static void DrawTexturedCurve(void);
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main()
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT);
- InitWindow(screenWidth, screenHeight, "raylib [textures] examples - textured curve");
-
- // Load the road texture
- texRoad = LoadTexture("resources/road.png");
- SetTextureFilter(texRoad, TEXTURE_FILTER_BILINEAR);
-
- // Setup the curve
- curveStartPosition = (Vector2){ 80, 100 };
- curveStartPositionTangent = (Vector2){ 100, 300 };
-
- curveEndPosition = (Vector2){ 700, 350 };
- curveEndPositionTangent = (Vector2){ 600, 100 };
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- // Curve config options
- if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve;
- if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2;
- if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2;
- if (curveWidth < 2) curveWidth = 2;
-
- // Update segments
- if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2;
- if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2;
-
- if (curveSegments < 2) curveSegments = 2;
-
- // Update curve logic
- // If the mouse is not down, we are not editing the curve so clear the selection
- if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) curveSelectedPoint = NULL;
-
- // If a point was selected, move it
- if (curveSelectedPoint) *curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta());
-
- // The mouse is down, and nothing was selected, so see if anything was picked
- Vector2 mouse = GetMousePosition();
- if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition;
- else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent;
- else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition;
- else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent;
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- DrawTexturedCurve(); // Draw a textured Spline Cubic Bezier
-
- // Draw spline for reference
- if (showCurve) DrawSplineSegmentBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE);
-
- // Draw the various control points and highlight where the mouse is
- DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE);
- DrawLineV(curveStartPositionTangent, curveEndPositionTangent, Fade(LIGHTGRAY, 0.4f));
- DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE);
-
- if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW);
- DrawCircleV(curveStartPosition, 5, RED);
-
- if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW);
- DrawCircleV(curveStartPositionTangent, 5, MAROON);
-
- if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW);
- DrawCircleV(curveEndPosition, 5, GREEN);
-
- if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW);
- DrawCircleV(curveEndPositionTangent, 5, DARKGREEN);
-
- // Draw usage info
- DrawText("Drag points to move curve, press SPACE to show/hide base curve", 10, 10, 10, DARKGRAY);
- DrawText(TextFormat("Curve width: %2.0f (Use + and - to adjust)", curveWidth), 10, 30, 10, DARKGRAY);
- DrawText(TextFormat("Curve segments: %d (Use LEFT and RIGHT to adjust)", curveSegments), 10, 50, 10, DARKGRAY);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texRoad);
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
-
- //----------------------------------------------------------------------------------
- // Module Functions Definition
- //----------------------------------------------------------------------------------
-
- // Draw textured curve using Spline Cubic Bezier
- static void DrawTexturedCurve(void)
- {
- const float step = 1.0f/curveSegments;
-
- Vector2 previous = curveStartPosition;
- Vector2 previousTangent = { 0 };
- float previousV = 0;
-
- // We can't compute a tangent for the first point, so we need to reuse the tangent from the first segment
- bool tangentSet = false;
-
- Vector2 current = { 0 };
- float t = 0.0f;
-
- for (int i = 1; i <= curveSegments; i++)
- {
- t = step*(float)i;
-
- float a = powf(1.0f - t, 3);
- float b = 3.0f*powf(1.0f - t, 2)*t;
- float c = 3.0f*(1.0f - t)*powf(t, 2);
- float d = powf(t, 3);
-
- // Compute the endpoint for this segment
- current.y = a*curveStartPosition.y + b*curveStartPositionTangent.y + c*curveEndPositionTangent.y + d*curveEndPosition.y;
- current.x = a*curveStartPosition.x + b*curveStartPositionTangent.x + c*curveEndPositionTangent.x + d*curveEndPosition.x;
-
- // Vector from previous to current
- Vector2 delta = { current.x - previous.x, current.y - previous.y };
-
- // The right hand normal to the delta vector
- Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x });
-
- // The v texture coordinate of the segment (add up the length of all the segments so far)
- float v = previousV + Vector2Length(delta);
-
- // Make sure the start point has a normal
- if (!tangentSet)
- {
- previousTangent = normal;
- tangentSet = true;
- }
-
- // Extend out the normals from the previous and current points to get the quad for this segment
- Vector2 prevPosNormal = Vector2Add(previous, Vector2Scale(previousTangent, curveWidth));
- Vector2 prevNegNormal = Vector2Add(previous, Vector2Scale(previousTangent, -curveWidth));
-
- Vector2 currentPosNormal = Vector2Add(current, Vector2Scale(normal, curveWidth));
- Vector2 currentNegNormal = Vector2Add(current, Vector2Scale(normal, -curveWidth));
-
- // Draw the segment as a quad
- rlSetTexture(texRoad.id);
- rlBegin(RL_QUADS);
- rlColor4ub(255,255,255,255);
- rlNormal3f(0.0f, 0.0f, 1.0f);
-
- rlTexCoord2f(0, previousV);
- rlVertex2f(prevNegNormal.x, prevNegNormal.y);
-
- rlTexCoord2f(1, previousV);
- rlVertex2f(prevPosNormal.x, prevPosNormal.y);
-
- rlTexCoord2f(1, v);
- rlVertex2f(currentPosNormal.x, currentPosNormal.y);
-
- rlTexCoord2f(0, v);
- rlVertex2f(currentNegNormal.x, currentNegNormal.y);
- rlEnd();
-
- // The current step is the start of the next step
- previous = current;
- previousTangent = normal;
- previousV = v;
- }
- }
-
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