adds DrawTexturedPoly with example

This commit is contained in:
codifies 2021-03-24 21:23:58 +00:00
parent 13f97471a2
commit ccad59a17a
3 changed files with 45 additions and 1 deletions

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@ -416,7 +416,8 @@ SHAPES = \
shapes/shapes_easings_rectangle_array \
shapes/shapes_draw_ring \
shapes/shapes_draw_circle_sector \
shapes/shapes_draw_rectangle_rounded
shapes/shapes_draw_rectangle_rounded \
shapes/shapes_textured_polygon
TEXTURES = \
textures/textures_logo_raylib \

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@ -1147,6 +1147,7 @@ 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

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@ -1419,6 +1419,48 @@ 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
//----------------------------------------------------------------------------------