textured curve
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//! raylib [textures] example - textured curve
//!
//! Zig-API translation of examples/textures/textures_textured_curve.c (raylib 6.2).
//! Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501) and Ramon Santamaria (@raysan5)
const rl = @import("raylib");
const rm = rl.math;
// libm powf(), as in the C example (keeps the curve bit-identical)
extern "c" fn powf(x: f32, y: f32) f32;
/// Spline Cubic Bezier curve with its drawing options
const Curve = struct {
start_position: rl.Vector2,
start_position_tangent: rl.Vector2,
end_position: rl.Vector2,
end_position_tangent: rl.Vector2,
width: f32 = 50,
segments: i32 = 24,
/// Draw textured curve using Spline Cubic Bezier
fn drawTextured(curve: Curve, tex_road: rl.Texture) void {
const step = 1.0 / @as(f32, @floatFromInt(curve.segments));
var previous = curve.start_position;
var previous_v: f32 = 0;
// We can't compute a tangent for the first point, so we need to reuse the tangent from the first segment
var previous_tangent: ?rl.Vector2 = null;
for (1..@intCast(curve.segments + 1)) |i| {
const t = step * @as(f32, @floatFromInt(i));
const a = powf(1.0 - t, 3);
const b = 3.0 * powf(1.0 - t, 2) * t;
const c = 3.0 * (1.0 - t) * powf(t, 2);
const d = powf(t, 3);
// Compute the endpoint for this segment: a*p0 + b*p1 + c*p2 + d*p3
const current: rl.Vector2 = .{
.x = a * curve.start_position.x + b * curve.start_position_tangent.x + c * curve.end_position_tangent.x + d * curve.end_position.x,
.y = a * curve.start_position.y + b * curve.start_position_tangent.y + c * curve.end_position_tangent.y + d * curve.end_position.y,
};
// Vector from previous to current
const delta: rl.Vector2 = .{ .x = current.x - previous.x, .y = current.y - previous.y };
// The right hand normal to the delta vector
const normal = rm.vector2Normalize(.{ .x = -delta.y, .y = delta.x });
// The v texture coordinate of the segment (add up the length of all the segments so far)
const v = previous_v + rm.vector2Length(delta) / @as(f32, @floatFromInt(tex_road.height * 2));
// Make sure the start point has a normal
const prev_tangent = previous_tangent orelse normal;
// Extend out the normals from the previous and current points to get the quad for this segment
const prev_pos_normal = rm.vector2Add(previous, rm.vector2Scale(prev_tangent, curve.width));
const prev_neg_normal = rm.vector2Add(previous, rm.vector2Scale(prev_tangent, -curve.width));
const current_pos_normal = rm.vector2Add(current, rm.vector2Scale(normal, curve.width));
const current_neg_normal = rm.vector2Add(current, rm.vector2Scale(normal, -curve.width));
// Draw the segment as a quad
rl.gl.setTexture(tex_road.id);
rl.gl.begin(rl.gl.quads);
rl.gl.color4ub(255, 255, 255, 255);
rl.gl.normal3f(0.0, 0.0, 1.0);
rl.gl.texCoord2f(0, previous_v);
rl.gl.vertex2f(prev_neg_normal.x, prev_neg_normal.y);
rl.gl.texCoord2f(1, previous_v);
rl.gl.vertex2f(prev_pos_normal.x, prev_pos_normal.y);
rl.gl.texCoord2f(1, v);
rl.gl.vertex2f(current_pos_normal.x, current_pos_normal.y);
rl.gl.texCoord2f(0, v);
rl.gl.vertex2f(current_neg_normal.x, current_neg_normal.y);
rl.gl.end();
// The current step is the start of the next step
previous = current;
previous_tangent = normal;
previous_v = v;
}
}
};
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.setConfigFlags(.{ .vsync_hint = true, .msaa_4x_hint = true });
rl.initWindow(screen_width, screen_height, "raylib [textures] example - textured curve");
defer rl.closeWindow(); // Close window and OpenGL context
// Load the road texture
const tex_road = try rl.loadTexture("resources/road.png");
defer rl.unloadTexture(tex_road);
rl.setTextureFilter(tex_road, .bilinear);
// Setup the curve
var curve: Curve = .{
.start_position = .{ .x = 80, .y = 100 },
.start_position_tangent = .{ .x = 100, .y = 300 },
.end_position = .{ .x = 700, .y = 350 },
.end_position_tangent = .{ .x = 600, .y = 100 },
};
var show_curve = false;
var curve_selected_point: ?*rl.Vector2 = null;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
// Curve config options
if (rl.isKeyPressed(.space)) show_curve = !show_curve;
if (rl.isKeyPressed(.equal)) curve.width += 2;
if (rl.isKeyPressed(.minus)) curve.width -= 2;
if (curve.width < 2) curve.width = 2;
// Update segments
if (rl.isKeyPressed(.left)) curve.segments -= 2;
if (rl.isKeyPressed(.right)) curve.segments += 2;
if (curve.segments < 2) curve.segments = 2;
// Update curve logic
// If the mouse is not down, we are not editing the curve so clear the selection
if (!rl.isMouseButtonDown(.left)) curve_selected_point = null;
// If a point was selected, move it
if (curve_selected_point) |point| point.* = rm.vector2Add(point.*, rl.getMouseDelta());
// The mouse is down, and nothing was selected, so see if anything was picked
const mouse = rl.getMousePosition();
if (rl.checkCollisionPointCircle(mouse, curve.start_position, 6)) {
curve_selected_point = &curve.start_position;
} else if (rl.checkCollisionPointCircle(mouse, curve.start_position_tangent, 6)) {
curve_selected_point = &curve.start_position_tangent;
} else if (rl.checkCollisionPointCircle(mouse, curve.end_position, 6)) {
curve_selected_point = &curve.end_position;
} else if (rl.checkCollisionPointCircle(mouse, curve.end_position_tangent, 6)) {
curve_selected_point = &curve.end_position_tangent;
}
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
curve.drawTextured(tex_road); // Draw a textured Spline Cubic Bezier
// Draw spline for reference
if (show_curve) rl.drawSplineSegmentBezierCubic(curve.start_position, curve.end_position, curve.start_position_tangent, curve.end_position_tangent, 2, .blue);
// Draw the various control points and highlight where the mouse is
rl.drawLineV(curve.start_position, curve.start_position_tangent, .sky_blue);
rl.drawLineV(curve.start_position_tangent, curve.end_position_tangent, rl.fade(.light_gray, 0.4));
rl.drawLineV(curve.end_position, curve.end_position_tangent, .purple);
const handles = [_]struct { point: rl.Vector2, color: rl.Color }{
.{ .point = curve.start_position, .color = .red },
.{ .point = curve.start_position_tangent, .color = .maroon },
.{ .point = curve.end_position, .color = .green },
.{ .point = curve.end_position_tangent, .color = .dark_green },
};
for (handles) |handle| {
if (rl.checkCollisionPointCircle(mouse, handle.point, 6)) rl.drawCircleV(handle.point, 7, .yellow);
rl.drawCircleV(handle.point, 5, handle.color);
}
// Draw usage info
rl.drawText("Drag points to move curve, press SPACE to show/hide base curve", 10, 10, 10, .dark_gray);
rl.drawText(rl.textFormat("Curve width: {d:2.0} (Use + and - to adjust)", .{curve.width}), 10, 30, 10, .dark_gray);
rl.drawText(rl.textFormat("Curve segments: {d} (Use LEFT and RIGHT to adjust)", .{curve.segments}), 10, 50, 10, .dark_gray);
}
}/*******************************************************************************************
*
* raylib [textures] example - textured curve
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 4.5, last time updated with raylib 4.5
*
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2022-2025 Jeffery Myers (@JeffM2501) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#include <math.h> // Required for: powf()
#include <stdlib.h> // Required for: NULL
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
static Texture texRoad = { 0 };
static bool showCurve = false;
static float curveWidth = 50;
static int curveSegments = 24;
static Vector2 curveStartPosition = { 0 };
static Vector2 curveStartPositionTangent = { 0 };
static Vector2 curveEndPosition = { 0 };
static Vector2 curveEndPositionTangent = { 0 };
static Vector2 *curveSelectedPoint = NULL;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
static void DrawTexturedCurve(void);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [textures] example - textured curve");
// Load the road texture
texRoad = LoadTexture("resources/road.png");
SetTextureFilter(texRoad, TEXTURE_FILTER_BILINEAR);
// Setup the curve
curveStartPosition = (Vector2){ 80, 100 };
curveStartPositionTangent = (Vector2){ 100, 300 };
curveEndPosition = (Vector2){ 700, 350 };
curveEndPositionTangent = (Vector2){ 600, 100 };
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
//----------------------------------------------------------------------------------
// Curve config options
if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve;
if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2;
if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2;
if (curveWidth < 2) curveWidth = 2;
// Update segments
if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2;
if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2;
if (curveSegments < 2) curveSegments = 2;
// Update curve logic
// If the mouse is not down, we are not editing the curve so clear the selection
if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) curveSelectedPoint = NULL;
// If a point was selected, move it
if (curveSelectedPoint != NULL) *curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta());
// The mouse is down, and nothing was selected, so see if anything was picked
Vector2 mouse = GetMousePosition();
if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition;
else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent;
else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition;
else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexturedCurve(); // Draw a textured Spline Cubic Bezier
// Draw spline for reference
if (showCurve) DrawSplineSegmentBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE);
// Draw the various control points and highlight where the mouse is
DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE);
DrawLineV(curveStartPositionTangent, curveEndPositionTangent, Fade(LIGHTGRAY, 0.4f));
DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE);
if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW);
DrawCircleV(curveStartPosition, 5, RED);
if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW);
DrawCircleV(curveStartPositionTangent, 5, MAROON);
if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW);
DrawCircleV(curveEndPosition, 5, GREEN);
if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW);
DrawCircleV(curveEndPositionTangent, 5, DARKGREEN);
// Draw usage info
DrawText("Drag points to move curve, press SPACE to show/hide base curve", 10, 10, 10, DARKGRAY);
DrawText(TextFormat("Curve width: %2.0f (Use + and - to adjust)", curveWidth), 10, 30, 10, DARKGRAY);
DrawText(TextFormat("Curve segments: %d (Use LEFT and RIGHT to adjust)", curveSegments), 10, 50, 10, DARKGRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texRoad);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw textured curve using Spline Cubic Bezier
static void DrawTexturedCurve(void)
{
const float step = 1.0f/curveSegments;
Vector2 previous = curveStartPosition;
Vector2 previousTangent = { 0 };
float previousV = 0;
// We can't compute a tangent for the first point, so we need to reuse the tangent from the first segment
bool tangentSet = false;
Vector2 current = { 0 };
float t = 0.0f;
for (int i = 1; i <= curveSegments; i++)
{
t = step*(float)i;
float a = powf(1.0f - t, 3);
float b = 3.0f*powf(1.0f - t, 2)*t;
float c = 3.0f*(1.0f - t)*powf(t, 2);
float d = powf(t, 3);
// Compute the endpoint for this segment
current.y = a*curveStartPosition.y + b*curveStartPositionTangent.y + c*curveEndPositionTangent.y + d*curveEndPosition.y;
current.x = a*curveStartPosition.x + b*curveStartPositionTangent.x + c*curveEndPositionTangent.x + d*curveEndPosition.x;
// Vector from previous to current
Vector2 delta = { current.x - previous.x, current.y - previous.y };
// The right hand normal to the delta vector
Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x });
// The v texture coordinate of the segment (add up the length of all the segments so far)
float v = previousV + Vector2Length(delta) / (float)(texRoad.height * 2);
// Make sure the start point has a normal
if (!tangentSet)
{
previousTangent = normal;
tangentSet = true;
}
// Extend out the normals from the previous and current points to get the quad for this segment
Vector2 prevPosNormal = Vector2Add(previous, Vector2Scale(previousTangent, curveWidth));
Vector2 prevNegNormal = Vector2Add(previous, Vector2Scale(previousTangent, -curveWidth));
Vector2 currentPosNormal = Vector2Add(current, Vector2Scale(normal, curveWidth));
Vector2 currentNegNormal = Vector2Add(current, Vector2Scale(normal, -curveWidth));
// Draw the segment as a quad
rlSetTexture(texRoad.id);
rlBegin(RL_QUADS);
rlColor4ub(255,255,255,255);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(0, previousV);
rlVertex2f(prevNegNormal.x, prevNegNormal.y);
rlTexCoord2f(1, previousV);
rlVertex2f(prevPosNormal.x, prevPosNormal.y);
rlTexCoord2f(1, v);
rlVertex2f(currentPosNormal.x, currentPosNormal.y);
rlTexCoord2f(0, v);
rlVertex2f(currentNegNormal.x, currentNegNormal.y);
rlEnd();
// The current step is the start of the next step
previous = current;
previousTangent = normal;
previousV = v;
}
}
From raylib 6.2. The original on GitHub.