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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) 2021-2024 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);
+}