Update glez.c
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da346a5426
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24e1b9da32
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src/glez.c
18
src/glez.c
@ -142,7 +142,7 @@ void glez_rect_outline(float x, float y, float w, float h, glez_rgba_t color,
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void glez_rect_textured(float x, float y, float w, float h, glez_rgba_t color,
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glez_texture_t texture, float tx, float ty, float tw,
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float th)
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float th, float angle)
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{
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internal_texture_t *tex = internal_texture_get(texture);
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internal_texture_bind(texture);
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@ -162,29 +162,29 @@ void glez_rect_textured(float x, float y, float w, float h, glez_rgba_t color,
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float t0 = ty / tex->height;
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float t1 = (ty + th) / tex->height;
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vertices[0].position.x = x;
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vertices[0].position.y = y;
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vertices[0].position.x = x * cos(angle) - y * sin(angle);
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vertices[0].position.y = y * sin(angle) + y * cos(angle);
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vertices[0].tex_coords.x = s0;
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vertices[0].tex_coords.y = t1;
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vertices[0].color = color;
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vertices[0].mode = DRAW_MODE_TEXTURED;
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vertices[1].position.x = x;
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vertices[1].position.y = y + h;
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vertices[1].position.x = x * cos(angle) - y * sin(angle);
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vertices[1].position.y = (y + h) * sin(angle) + y * cos(angle);
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vertices[1].tex_coords.x = s0;
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vertices[1].tex_coords.y = t0;
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vertices[1].color = color;
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vertices[1].mode = DRAW_MODE_TEXTURED;
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vertices[2].position.x = x + w;
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vertices[2].position.y = y + h;
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vertices[2].position.x = (x + w) * cos(angle) - y * sin(angle);
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vertices[2].position.y = (y + h) * sin(angle) + y * cos(angle);
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vertices[2].tex_coords.x = s1;
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vertices[2].tex_coords.y = t0;
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vertices[2].color = color;
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vertices[2].mode = DRAW_MODE_TEXTURED;
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vertices[3].position.x = x + w;
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vertices[3].position.y = y;
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vertices[3].position.x = (x + w) * cos(angle) - y * sin(angle);
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vertices[3].position.y = y * sin(angle) + y * cos(angle);
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vertices[3].tex_coords.x = s1;
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vertices[3].tex_coords.y = t1;
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vertices[3].color = color;
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