mirror of
https://github.com/HarbourMasters/Shipwright.git
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101 lines
3.7 KiB
C
101 lines
3.7 KiB
C
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/*******************************************************************************************
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*
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* raylib [shapes] example - Draw Textured Polygon
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*
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* This example has been created using raylib 3.7 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Example contributed by Chris Camacho (@codifies - bedroomcoders.co.uk) and
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* reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2021 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define MAX_POINTS 11 // 10 points and back to the start
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured polygon");
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// Define texture coordinates to map our texture to poly
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Vector2 texcoords[MAX_POINTS] = {
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(Vector2){ 0.75f, 0.0f },
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(Vector2){ 0.25f, 0.0f },
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(Vector2){ 0.0f, 0.5f },
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(Vector2){ 0.0f, 0.75f },
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(Vector2){ 0.25f, 1.0f},
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(Vector2){ 0.375f, 0.875f},
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(Vector2){ 0.625f, 0.875f},
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(Vector2){ 0.75f, 1.0f},
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(Vector2){ 1.0f, 0.75f},
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(Vector2){ 1.0f, 0.5f},
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(Vector2){ 0.75f, 0.0f} // Close the poly
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};
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// Define the base poly vertices from the UV's
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// NOTE: They can be specified in any other way
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Vector2 points[MAX_POINTS] = { 0 };
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for (int i = 0; i < MAX_POINTS; i++)
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{
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points[i].x = (texcoords[i].x - 0.5f)*256.0f;
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points[i].y = (texcoords[i].y - 0.5f)*256.0f;
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}
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// Define the vertices drawing position
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// NOTE: Initially same as points but updated every frame
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Vector2 positions[MAX_POINTS] = { 0 };
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = points[i];
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// Load texture to be mapped to poly
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Texture texture = LoadTexture("resources/cat.png");
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float angle = 0.0f; // Rotation angle (in degrees)
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Update points rotation with an angle transform
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// NOTE: Base points position are not modified
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angle++;
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for (int i = 0; i < MAX_POINTS; i++) positions[i] = Vector2Rotate(points[i], angle*DEG2RAD);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawText("textured polygon", 20, 20, 20, DARKGRAY);
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DrawTexturePoly(texture, (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 },
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positions, texcoords, MAX_POINTS, WHITE);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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