rlgl Vertex level operations and Draw Textured Polygon Example.
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93
examples/draw_textured_polygon/main.lua
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93
examples/draw_textured_polygon/main.lua
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-- Based on raylib example - Draw Textured Polygon by Chris Camacho (@codifies)
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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Vec2 = require( "vector2" )
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local monitor = 0
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local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
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local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
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local winSize = Vec2:new( RL.GetScreenSize() )
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local polygon = {
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texture = -1,
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texcoords = {
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Vec2:new( 0.75, 0.0 ),
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Vec2:new( 0.25, 0.0 ),
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Vec2:new( 0.0, 0.5 ),
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Vec2:new( 0.0, 0.75 ),
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Vec2:new( 0.25, 1.0 ),
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Vec2:new( 0.375, 0.875 ),
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Vec2:new( 0.625, 0.875 ),
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Vec2:new( 0.75, 1.0 ),
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Vec2:new( 1.0, 0.75 ),
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Vec2:new( 1.0, 0.5 ),
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Vec2:new( 0.75, 0.0 ),
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},
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points = {},
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positions = {},
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angle = 0.0,
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}
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function RL.init()
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RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetWindowState( RL.FLAG_VSYNC_HINT )
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RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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RL.SetWindowTitle( "Textured Polygon" )
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polygon.texture = RL.LoadTexture( RL.GetBasePath().."../resources/images/cat.png" )
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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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for _, texcoord in ipairs( polygon.texcoords ) do
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table.insert( polygon.points, Vec2:new( ( texcoord.x - 0.5 ) * 256, ( texcoord.y - 0.5 ) * 256 ) )
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end
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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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for _, point in ipairs( polygon.points ) do
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table.insert( polygon.positions, point:clone() )
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end
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end
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function RL.process( delta )
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polygon.angle = polygon.angle + delta
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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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for i = 1, #polygon.points do
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polygon.positions[i] = Vec2:new( RL.Vector2Rotate( polygon.points[i], polygon.angle ) )
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end
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end
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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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local function drawTexturePoly( texture, center, points, texcoords, tint )
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RL.rlSetTexture( RL.GetTextureId( texture ) )
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-- Texturing is only supported on RL_QUADS
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RL.rlBegin( RL.RL_QUADS )
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RL.rlColor4ub( tint )
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for i = 1, #points - 1 do
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RL.rlTexCoord2f( { 0.5, 0.5 } )
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RL.rlVertex2f( center )
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RL.rlTexCoord2f( texcoords[i] )
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RL.rlVertex2f( center + points[i] )
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RL.rlTexCoord2f( texcoords[i + 1] )
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RL.rlVertex2f( center + points[i + 1] )
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-- Dublicate of last vertex to complete quad.
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RL.rlTexCoord2f( texcoords[i + 1] )
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RL.rlVertex2f( center + points[i + 1] )
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end
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RL.rlEnd()
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end
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function RL.draw()
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RL.ClearBackground( RL.RAYWHITE )
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drawTexturePoly( polygon.texture, winSize:scale( 0.5 ), polygon.positions, polygon.texcoords, RL.WHITE )
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end
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