moved DrawTexturePoly to textures function and example

NB function name changed to fit with other DrawTextureXXX functions
(no "d" )
This commit is contained in:
codifies 2021-03-25 12:34:26 +00:00
parent 4bce27cd36
commit 9893ad823a
5 changed files with 49 additions and 49 deletions

View File

@ -416,8 +416,7 @@ SHAPES = \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_textured_polygon
shapes/shapes_draw_rectangle_rounded
TEXTURES = \
textures/textures_logo_raylib \
@ -438,7 +437,8 @@ TEXTURES = \
textures/textures_sprite_explosion \
textures/textures_bunnymark \
textures/textures_blend_modes \
textures/textures_draw_tiled
textures/textures_draw_tiled \
textures/textures_poly
TEXT = \
text/text_raylib_fonts \

View File

@ -47,9 +47,9 @@ int main(void)
pnts[i].y = (tPnts[i].y - 0.5) * 256.0;
}
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - Textured Polygon");
InitWindow(screenWidth, screenHeight, "raylib [textures] example - Textured Polygon");
Texture tex = LoadTexture("../textures/resources/cat.png");
Texture tex = LoadTexture("resources/cat.png");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -77,7 +77,7 @@ int main(void)
DrawText("Textured Polygon", 20, 20, 20, DARKGRAY);
DrawTexturedPoly(tex, screenWidth/2, screenHeight/2,
DrawTexturePoly(tex, screenWidth/2, screenHeight/2,
dPnts, tPnts, numPnts, WHITE);
EndDrawing();

View File

@ -1147,7 +1147,6 @@ RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color);
RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void DrawTexturedPoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
@ -1261,6 +1260,7 @@ RLAPI void DrawTextureQuad(Texture2D texture, Vector2 tiling, Vector2 offset, Re
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.
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
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
RLAPI void DrawTexturePoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
// Color/pixel related functions
RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f

View File

@ -1419,48 +1419,6 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo
rlPopMatrix();
}
// t texture to use
// x,y position to draw the poly (centre)
// points points of the poly (relative to 0,0)
// tPnts uv coordinates
// numPoints number of points in the poly
// colour the tint of the poly
//
// NB centre (0,0) must have straight line path to all points
// without crossing perimeter, points must be in anticlockwise
// order
void DrawTexturedPoly(Texture t, float x, float y,
Vector2 *points, Vector2 *tPnts,
int numPoints, Color colour)
{
rlEnableTexture(t.id);
// for some reason texturing doesn't work on trianglesso make a
// degenerate QUAD, DrawTriangleFan does this too why ?
rlCheckRenderBatchLimit((numPoints-1)*4);
rlBegin(RL_QUADS);
rlColor4ub(colour.r, colour.g, colour.b, colour.a);
for (int i = 0; i < numPoints-1; i++)
{
rlTexCoord2f(0.5, 0.5);
rlVertex2f(x, y);
rlTexCoord2f(tPnts[i].x, tPnts[i].y);
rlVertex2f(points[i].x + x, points[i].y + y);
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
}
rlEnd();
rlDisableTexture();
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Collision Detection functions
//----------------------------------------------------------------------------------

View File

@ -3510,6 +3510,48 @@ void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle dest,
}
}
// t texture to use
// x,y position to draw the poly (centre)
// points points of the poly (relative to 0,0)
// tPnts uv coordinates
// numPoints number of points in the poly
// colour the tint of the poly
//
// NB centre (0,0) must have straight line path to all points
// without crossing perimeter, points must be in anticlockwise
// order
void DrawTexturePoly(Texture t, float x, float y,
Vector2 *points, Vector2 *tPnts,
int numPoints, Color colour)
{
rlEnableTexture(t.id);
// for some reason texturing doesn't work on trianglesso make a
// degenerate QUAD, DrawTriangleFan does this too why ?
rlCheckRenderBatchLimit((numPoints-1)*4);
rlBegin(RL_QUADS);
rlColor4ub(colour.r, colour.g, colour.b, colour.a);
for (int i = 0; i < numPoints-1; i++)
{
rlTexCoord2f(0.5, 0.5);
rlVertex2f(x, y);
rlTexCoord2f(tPnts[i].x, tPnts[i].y);
rlVertex2f(points[i].x + x, points[i].y + y);
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
}
rlEnd();
rlDisableTexture();
}
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
Color Fade(Color color, float alpha)
{