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Add DrawTexturedPoly and example (#1677)
* adds DrawTexturedPoly with example * the actual example ... ahem * moved DrawTexturePoly to textures function and example NB function name changed to fit with other DrawTextureXXX functions (no "d" ) Co-authored-by: codifies <you@example.com>
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@ -1260,6 +1260,7 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re
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RLAPI void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint); // Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest, Vector2 origin, float rotation, Color tint); // Draws a texture (or part of it) that stretches or shrinks nicely
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RLAPI void DrawTexturePoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
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// Color/pixel related functions
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RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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@ -3510,6 +3510,48 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
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}
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}
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// t texture to use
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// x,y position to draw the poly (centre)
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// points points of the poly (relative to 0,0)
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// tPnts uv coordinates
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// numPoints number of points in the poly
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// colour the tint of the poly
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//
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// NB centre (0,0) must have straight line path to all points
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// without crossing perimeter, points must be in anticlockwise
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// order
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void DrawTexturePoly(Texture t, float x, float y,
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Vector2 *points, Vector2 *tPnts,
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int numPoints, Color colour)
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{
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rlEnableTexture(t.id);
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// for some reason texturing doesn't work on trianglesso make a
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// degenerate QUAD, DrawTriangleFan does this too why ?
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rlCheckRenderBatchLimit((numPoints-1)*4);
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rlBegin(RL_QUADS);
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rlColor4ub(colour.r, colour.g, colour.b, colour.a);
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for (int i = 0; i < numPoints-1; i++)
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{
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rlTexCoord2f(0.5, 0.5);
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rlVertex2f(x, y);
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rlTexCoord2f(tPnts[i].x, tPnts[i].y);
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rlVertex2f(points[i].x + x, points[i].y + y);
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rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
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rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
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rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
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rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
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}
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rlEnd();
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rlDisableTexture();
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}
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// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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Color Fade(Color color, float alpha)
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{
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