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			141 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			5.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shapes] example - Draw Textured Polygon
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*
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*   Example originally created with raylib 3.7, last time updated with raylib 3.7
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*
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*   Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2021-2024 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 "rlgl.h"           // Required for: Vertex definition
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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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// Draw textured polygon, defined by vertex and texture coordinates
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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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()/2.0f, GetScreenHeight()/2.0f },
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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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// Draw textured polygon, defined by vertex and texture coordinates
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// NOTE: Polygon center must have straight line path to all points
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// without crossing perimeter, points must be in anticlockwise order
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
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{
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    rlSetTexture(texture.id);
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    // Texturing is only supported on RL_QUADS
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    rlBegin(RL_QUADS);
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        rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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        for (int i = 0; i < pointCount - 1; i++)
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        {
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            rlTexCoord2f(0.5f, 0.5f);
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            rlVertex2f(center.x, center.y);
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            rlTexCoord2f(texcoords[i].x, texcoords[i].y);
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            rlVertex2f(points[i].x + center.x, points[i].y + center.y);
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            rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
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            rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
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            rlTexCoord2f(texcoords[i + 1].x, texcoords[i + 1].y);
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            rlVertex2f(points[i + 1].x + center.x, points[i + 1].y + center.y);
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        }
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    rlEnd();
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    rlSetTexture(0);
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}
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