/******************************************************************************************* * * 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) 2021-2023 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); }