Shipwright/OTRGui/libs/raylib/examples/textures/textures_polygon.c

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/*******************************************************************************************
*
* raylib [shapes] example - Draw Textured Polygon
*
* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Chris Camacho (@codifies - bedroomcoders.co.uk) and
* reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define MAX_POINTS 11 // 10 points and back to the start
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, GetScreenHeight()/2 },
positions, texcoords, MAX_POINTS, WHITE);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}