|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [textures] example - polygon drawing | 
						
						
							|  | * | 
						
						
							|  | *   Example complexity rating: [★☆☆☆] 1/4 | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 3.7, last time updated with raylib 3.7 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by Chris Camacho (@chriscamacho) 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) 2021-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  |  | 
						
						
							|  | #include "rlgl.h"           // Required for: Vertex definition | 
						
						
							|  | #include "raymath.h" | 
						
						
							|  |  | 
						
						
							|  | #define MAX_POINTS  11      // 10 points and back to the start | 
						
						
							|  |  | 
						
						
							|  | // Draw textured polygon, defined by vertex and texture coordinates | 
						
						
							|  | void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint); | 
						
						
							|  | 
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							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [textures] example - polygon drawing"); | 
						
						
							|  | 
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							|  |     // Define texture coordinates to map our texture to 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 | 
						
						
							|  |     }; | 
						
						
							|  | 
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							|  |     // Define the base poly vertices from the UV's | 
						
						
							|  |     // NOTE: They can be specified in any other way | 
						
						
							|  |     Vector2 points[MAX_POINTS] = { 0 }; | 
						
						
							|  |     for (int i = 0; i < MAX_POINTS; i++) | 
						
						
							|  |     { | 
						
						
							|  |         points[i].x = (texcoords[i].x - 0.5f)*256.0f; | 
						
						
							|  |         points[i].y = (texcoords[i].y - 0.5f)*256.0f; | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // Define the vertices drawing position | 
						
						
							|  |     // NOTE: Initially same as points but updated every frame | 
						
						
							|  |     Vector2 positions[MAX_POINTS] = { 0 }; | 
						
						
							|  |     for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i]; | 
						
						
							|  | 
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							|  |     // Load texture to be mapped to poly | 
						
						
							|  |     Texture texture = LoadTexture("resources/cat.png"); | 
						
						
							|  | 
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							|  |     float angle = 0.0f;             // Rotation angle (in degrees) | 
						
						
							|  |  | 
						
						
							|  |     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 | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         // Update points rotation with an angle transform | 
						
						
							|  |         // NOTE: Base points position are not modified | 
						
						
							|  |         angle++; | 
						
						
							|  |         for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
							|  | 
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             DrawText("textured polygon", 20, 20, 20, DARKGRAY); | 
						
						
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							|  |             DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f }, | 
						
						
							|  |                             positions, texcoords, MAX_POINTS, WHITE); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     UnloadTexture(texture); // Unload texture | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();          // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | } | 
						
						
							|  | 
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							|  | // Draw textured polygon, defined by vertex and texture coordinates | 
						
						
							|  | // 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 pointCount, Color tint) | 
						
						
							|  | { | 
						
						
							|  |     rlSetTexture(texture.id); | 
						
						
							|  |     rlBegin(RL_TRIANGLES); | 
						
						
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							|  |         rlColor4ub(tint.r, tint.g, tint.b, tint.a); | 
						
						
							|  | 
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							|  |         for (int i = 0; i < pointCount - 1; i++) | 
						
						
							|  |         { | 
						
						
							|  |             rlTexCoord2f(0.5f, 0.5f); | 
						
						
							|  |             rlVertex2f(center.x, center.y); | 
						
						
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							|  |             rlTexCoord2f(texcoords[i].x, texcoords[i].y); | 
						
						
							|  |             rlVertex2f(points[i].x + center.x, points[i].y + center.y); | 
						
						
							|  | 
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							|  |             rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y); | 
						
						
							|  |             rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y); | 
						
						
							|  |         } | 
						
						
							|  |     rlEnd(); | 
						
						
							|  | 
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							|  |     rlSetTexture(0); | 
						
						
							|  | }
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