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- /*******************************************************************************************
- *
- * raylib [shapes] example - Draw Textured Polygon
- *
- * Example originally created with raylib 3.7, last time updated with raylib 3.7
- *
- * Example contributed by Chris Camacho (@codifies) 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) 2021-2023 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #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);
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
- // 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
- };
- // 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;
- }
-
- // 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];
- // Load texture to be mapped to poly
- Texture texture = LoadTexture("resources/cat.png");
- 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();
- ClearBackground(RAYWHITE);
- DrawText("textured polygon", 20, 20, 20, DARKGRAY);
- DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2.0f, GetScreenHeight()/2.0f },
- positions, texcoords, MAX_POINTS, WHITE);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(texture); // Unload texture
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- // 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);
- // Texturing is only supported on RL_QUADS
- rlBegin(RL_QUADS);
- rlColor4ub(tint.r, tint.g, tint.b, tint.a);
- for (int i = 0; i < pointCount - 1; i++)
- {
- rlTexCoord2f(0.5f, 0.5f);
- rlVertex2f(center.x, center.y);
- rlTexCoord2f(texcoords[i].x, texcoords[i].y);
- rlVertex2f(points[i].x + center.x, points[i].y + center.y);
- rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
- rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
- rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
- rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
- }
- rlEnd();
- rlSetTexture(0);
- }
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