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@@ -2,17 +2,21 @@
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*
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* raylib [shapes] example - Draw Textured Polygon
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*
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-* This example has been created using raylib 99.98 (www.raylib.com)
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+* This example has been created using raylib 3.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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-* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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-* Copyright (c) 2021 Chris Camacho (codifies - bedroomcoders.co.uk)
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+* Example contributed by Chris Camacho (@codifies - bedroomcoders.co.uk) and
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+* reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Copyright (c) 2021 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 "raymath.h"
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+#define MAX_POINTS 11 // 10 points and back to the start
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+
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int main(void)
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{
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// Initialization
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@@ -20,54 +24,51 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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- int numPnts = 11; // 10 points and back to the start
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-
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- Vector2 tPnts[] = {
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- (Vector2){.75, 0},
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- (Vector2){.25, 0},
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- (Vector2){0, .5},
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- (Vector2){0, .75},
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- (Vector2){.25, 1},
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- (Vector2){.375, .875},
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- (Vector2){.625, .875},
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- (Vector2){.75, 1},
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- (Vector2){1, .75},
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- (Vector2){1, .5},
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- (Vector2){.75, 0} // close the 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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- Vector2 pnts[numPnts];
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+ Vector2 points[MAX_POINTS] = { 0 };
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- // create the poly coords from the UV's
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+ // Create the poly coords from the UV's
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// you don't have to do this you can specify
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// them however you want
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- for (int i=0; i < numPnts; i++)
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+ for (int i = 0; i < MAX_POINTS; i++)
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{
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- pnts[i].x = (tPnts[i].x - 0.5) * 256.0;
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- pnts[i].y = (tPnts[i].y - 0.5) * 256.0;
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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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- InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
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+ InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
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- Texture tex = LoadTexture("resources/cat.png");
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+ Texture texture = LoadTexture("resources/cat.png");
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+
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+ float ang = 0;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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- float ang = 0;
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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 your variables here
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- //----------------------------------------------------------------------------------
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ang++;
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- Vector2 dPnts[numPnts];
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- for (int i = 0; i < numPnts; i++)
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- {
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- dPnts[i] = Vector2Rotate(pnts[i], ang);
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- }
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+ Vector2 positions[MAX_POINTS] = { 0 };
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+
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+ for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], ang);
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+ //----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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@@ -75,20 +76,20 @@ int main(void)
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ClearBackground(RAYWHITE);
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- DrawText("Textured Polygon", 20, 20, 20, DARKGRAY);
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+ DrawText("textured polygon", 20, 20, 20, DARKGRAY);
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- DrawTexturePoly(tex, screenWidth/2, screenHeight/2,
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- dPnts, tPnts, numPnts, WHITE);
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+ DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 },
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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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-
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- UnloadTexture(tex);
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// De-Initialization
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//--------------------------------------------------------------------------------------
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- CloseWindow(); // Close window and OpenGL context
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+ UnloadTexture(texture); // Unload texture
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+
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+ CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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