moved DrawTexturePoly to textures function and example
NB function name changed to fit with other DrawTextureXXX functions (no "d" )
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@ -416,8 +416,7 @@ SHAPES = \
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shapes/shapes_easings_rectangle_array \
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shapes/shapes_draw_ring \
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shapes/shapes_draw_circle_sector \
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shapes/shapes_draw_rectangle_rounded \
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shapes/shapes_textured_polygon
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shapes/shapes_draw_rectangle_rounded
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TEXTURES = \
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textures/textures_logo_raylib \
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@ -438,7 +437,8 @@ TEXTURES = \
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textures/textures_sprite_explosion \
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textures/textures_bunnymark \
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textures/textures_blend_modes \
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textures/textures_draw_tiled
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textures/textures_draw_tiled \
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textures/textures_poly
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TEXT = \
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text/text_raylib_fonts \
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@ -47,9 +47,9 @@ int main(void)
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pnts[i].y = (tPnts[i].y - 0.5) * 256.0;
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}
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - Textured Polygon");
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
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Texture tex = LoadTexture("../textures/resources/cat.png");
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Texture tex = LoadTexture("resources/cat.png");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -77,7 +77,7 @@ int main(void)
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DrawText("Textured Polygon", 20, 20, 20, DARKGRAY);
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DrawTexturedPoly(tex, screenWidth/2, screenHeight/2,
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DrawTexturePoly(tex, screenWidth/2, screenHeight/2,
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dPnts, tPnts, numPnts, WHITE);
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EndDrawing();
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@ -1147,7 +1147,6 @@ RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color);
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RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
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RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
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RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
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RLAPI void DrawTexturedPoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
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// Basic shapes collision detection functions
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RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
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@ -1261,6 +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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42
src/shapes.c
42
src/shapes.c
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@ -1419,48 +1419,6 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo
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rlPopMatrix();
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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 DrawTexturedPoly(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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//----------------------------------------------------------------------------------
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// Module Functions Definition - Collision Detection functions
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//----------------------------------------------------------------------------------
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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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