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/*******************************************************************************************
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*
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* raylib [shapes] example - Draw Textured Polygon
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*
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* Example originally created with raylib 3.7, last time updated with raylib 3.7
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*
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* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2021-2024 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h" // Required for: Vertex definition
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#include "raymath.h"
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#define MAX_POINTS 11 // 10 points and back to the start
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// Draw textured polygon, defined by vertex and texture coordinates
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
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// Define texture coordinates to map our texture to poly
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Vector2 texcoords[MAX_POINTS] = {
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(Vector2){ 0.75f, 0.0f },
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(Vector2){ 0.25f, 0.0f },
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(Vector2){ 0.0f, 0.5f },
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(Vector2){ 0.0f, 0.75f },
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(Vector2){ 0.25f, 1.0f},
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(Vector2){ 0.375f, 0.875f},
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(Vector2){ 0.625f, 0.875f},
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(Vector2){ 0.75f, 1.0f},
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(Vector2){ 1.0f, 0.75f},
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(Vector2){ 1.0f, 0.5f},
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(Vector2){ 0.75f, 0.0f} // Close the poly
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};
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// Define the base poly vertices from the UV's
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// NOTE: They can be specified in any other way
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Vector2 points[MAX_POINTS] = { 0 };
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for (int i = 0; i < MAX_POINTS; i++)
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{
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points[i].x = (texcoords[i].x - 0.5f)*256.0f;
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points[i].y = (texcoords[i].y - 0.5f)*256.0f;
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}
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// Define the vertices drawing position
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// NOTE: Initially same as points but updated every frame
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Vector2 positions[MAX_POINTS] = { 0 };
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i];
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// Load texture to be mapped to poly
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Texture texture = LoadTexture("resources/cat.png");
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float angle = 0.0f; // Rotation angle (in degrees)
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update points rotation with an angle transform
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// NOTE: Base points position are not modified
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angle++;
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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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 },
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positions, texcoords, MAX_POINTS, WHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Draw textured polygon, defined by vertex and texture coordinates
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// NOTE: Polygon center must have straight line path to all points
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// without crossing perimeter, points must be in anticlockwise order
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
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{
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rlSetTexture(texture.id);
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// Texturing is only supported on RL_QUADS
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rlBegin(RL_QUADS);
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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++)
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{
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rlTexCoord2f(0.5f, 0.5f);
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rlVertex2f(center.x, center.y);
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rlTexCoord2f(texcoords[i].x, texcoords[i].y);
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rlVertex2f(points[i].x + center.x, points[i].y + center.y);
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rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
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rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
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rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
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rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
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}
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rlEnd();
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rlSetTexture(0);
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}
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