raylib/src/models.c

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/*********************************************************************************************
*
* raylib.models
*
* Basic functions to draw 3d shapes and load/draw 3d models (.OBJ)
*
* Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include <GL/gl.h> // OpenGL functions
#include <stdio.h> // Standard input/output functions, used to read model files data
#include <stdlib.h> // Declares malloc() and free() for memory management
#include <math.h> // Used for sin, cos, tan
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#include "raymath.h" // Required for data type Matrix and Matrix functions
#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Nop...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// It's lonely here...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static float GetHeightValue(Color pixel);
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw cube
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
{
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float x = position.x;
float y = position.y;
float z = position.z;
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rlPushMatrix();
// NOTE: Be careful! Function order matters (scale, translate, rotate)
//rlScalef(2.0f, 2.0f, 2.0f);
//rlTranslatef(0.0f, 0.0f, 0.0f);
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
// Back Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
// Top Face -------------------------------------------------------
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right
// Bottom Face ----------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left
// Right face -----------------------------------------------------
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left
// Left Face ------------------------------------------------------
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right
rlEnd();
rlPopMatrix();
}
// Draw cube (Vector version)
void DrawCubeV(Vector3 position, Vector3 size, Color color)
{
DrawCube(position, size.x, size.y, size.z, color);
}
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
{
float x = position.x;
float y = position.y;
float z = position.z;
rlPushMatrix();
//rlRotatef(45, 0, 1, 0);
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left
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// Back Face ------------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
// Left Line
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
// Top Line
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
// Right Line
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left
// Top Face -------------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Front
rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Front
rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Back
// Bottom Face ---------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Top Left Front
rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Left Back
// Right Line
rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Top Right Front
rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Right Back
rlEnd();
rlPopMatrix();
}
// Draw cube
// NOTE: Cube position is the center position
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float lenght, Color color)
{
float x = position.x;
float y = position.y;
float z = position.z;
rlEnableTexture(texture.glId);
rlPushMatrix();
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// NOTE: Be careful! Function order matters (scale, translate, rotate)
//rlScalef(2.0f, 2.0f, 2.0f);
//rlTranslatef(2.0f, 0.0f, 0.0f);
//rlRotatef(45, 0, 1, 0);
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rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
// Back Face
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rlNormal3f( 0.0f, 0.0f,-1.0f); // Normal Pointing Away From Viewer
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
// Top Face
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rlNormal3f( 0.0f, 1.0f, 0.0f); // Normal Pointing Up
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
// Bottom Face
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rlNormal3f( 0.0f,-1.0f, 0.0f); // Normal Pointing Down
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
// Right face
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rlNormal3f( 1.0f, 0.0f, 0.0f); // Normal Pointing Right
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z-lenght/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z-lenght/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x+width/2, y+height/2, z+lenght/2); // Top Left Of The Texture and Quad
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x+width/2, y-height/2, z+lenght/2); // Bottom Left Of The Texture and Quad
// Left Face
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rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z-lenght/2); // Bottom Left Of The Texture and Quad
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x-width/2, y-height/2, z+lenght/2); // Bottom Right Of The Texture and Quad
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z+lenght/2); // Top Right Of The Texture and Quad
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x-width/2, y+height/2, z-lenght/2); // Top Left Of The Texture and Quad
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
// Draw sphere
void DrawSphere(Vector3 centerPos, float radius, Color color)
{
DrawSphereEx(centerPos, radius, 16, 16, color);
}
// Draw sphere with extended parameters
void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
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rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
//rlRotatef(rotation, 0, 1, 0);
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rlScalef(radius, radius, radius);
rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
for(int i = 0; i < 2 * rings + 1; i ++)
{
for(int j = 0; j < slices; j++)
{
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*i)) * sin(DEG2RAD*(j*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*i)) * radius,
cos(DEG2RAD*(270+(90/rings)*i)) * cos(DEG2RAD*(j*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius,
cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*(j*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius,
cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*(j*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*i)) * sin(DEG2RAD*(j*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*i)) * radius,
cos(DEG2RAD*(270+(90/rings)*i)) * cos(DEG2RAD*(j*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i))) * sin(DEG2RAD*((j+1)*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*(i))) * radius,
cos(DEG2RAD*(270+(90/rings)*(i))) * cos(DEG2RAD*((j+1)*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius,
cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)) * radius);
}
}
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rlEnd();
rlPopMatrix();
}
// Draw sphere wires
void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color)
{
rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
//rlRotatef(rotation, 0, 1, 0);
rlScalef(radius, radius, radius);
rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
for(int i = 0; i < 2 * rings + 1; i ++)
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{
for(int j = 0; j < slices; j++)
{
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*i)) * sin(DEG2RAD*(j*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*i)) * radius,
cos(DEG2RAD*(270+(90/rings)*i)) * cos(DEG2RAD*(j*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius,
cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*((j+1)*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius,
cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*((j+1)*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*(j*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius,
cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*(j*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*(i+1))) * sin(DEG2RAD*(j*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*(i+1))) * radius,
cos(DEG2RAD*(270+(90/rings)*(i+1))) * cos(DEG2RAD*(j*360/slices)) * radius);
rlVertex3f(cos(DEG2RAD*(270+(90/rings)*i)) * sin(DEG2RAD*(j*360/slices)) * radius,
sin(DEG2RAD*(270+(90/rings)*i)) * radius,
cos(DEG2RAD*(270+(90/rings)*i)) * cos(DEG2RAD*(j*360/slices)) * radius);
}
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}
rlEnd();
rlPopMatrix();
}
// Draw a cylinder
// NOTE: It could be also used for pyramid and cone
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
{
if (sides < 3) sides = 3;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
if (radiusTop > 0)
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{
// Draw Body -------------------------------------------------------------------------------------
for(int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom); //Bottom Right
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop); //Top Left
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom); //Bottom Left
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop); //Top Right
}
// Draw Cap --------------------------------------------------------------------------------------
for(int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
}
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}
else
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{
// Draw Cone -------------------------------------------------------------------------------------
for(int i = 0; i < 360; i += 360/sides)
{
rlVertex3f(0, height, 0);
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
}
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}
// Draw Base -----------------------------------------------------------------------------------------
for(int i = 0; i < 360; i += 360/sides)
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{
rlVertex3f(0, 0, 0);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
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}
rlEnd();
rlPopMatrix();
}
// Draw a wired cylinder
// NOTE: It could be also used for pyramid and cone
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int sides, Color color)
{
if(sides < 3) sides = 3;
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
for(int i = 0; i < 360; i += 360/sides)
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{
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusBottom, 0, cos(DEG2RAD*(i+360/sides)) * radiusBottom);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
rlVertex3f(sin(DEG2RAD*(i+360/sides)) * radiusTop, height, cos(DEG2RAD*(i+360/sides)) * radiusTop);
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
rlVertex3f(sin(DEG2RAD*i) * radiusTop, height, cos(DEG2RAD*i) * radiusTop);
rlVertex3f(sin(DEG2RAD*i) * radiusBottom, 0, cos(DEG2RAD*i) * radiusBottom);
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}
rlEnd();
rlPopMatrix();
}
// Draw a plane
// TODO: Test this function
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
{
// NOTE: Plane is always created on XZ ground and then rotated
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rlPushMatrix();
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
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rlRotatef(rotation.x, 1, 0, 0);
rlRotatef(rotation.y, 0, 1, 0);
rlRotatef(rotation.z, 0, 0, 1);
rlScalef(size.x, 1.0f, size.y);
rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 1.0f, 0.0f);
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f);
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(0.5f, 0.0f, -0.5f);
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(0.5f, 0.0f, 0.5f);
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(-0.5f, 0.0f, 0.5f);
rlEnd();
rlPopMatrix();
}
// Draw a plane with divisions
// TODO: Test this function
void DrawPlaneEx(Vector3 centerPos, Vector2 size, Vector3 rotation, int slicesX, int slicesZ, Color color)
{
float quadWidth = size.x / slicesX;
float quadLenght = size.y / slicesZ;
float texPieceW = 1 / size.x;
float texPieceH = 1 / size.y;
// NOTE: Plane is always created on XZ ground and then rotated
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rlPushMatrix();
rlTranslatef(-size.x / 2, 0.0f, -size.y / 2);
rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
// TODO: Review multiples rotations Gimbal-Lock... use matrix or quaternions...
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rlRotatef(rotation.x, 1, 0, 0);
rlRotatef(rotation.y, 0, 1, 0);
rlRotatef(rotation.z, 0, 0, 1);
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rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 1.0f, 0.0f);
for (int z = 0; z < slicesZ; z++)
{
for (int x = 0; x < slicesX; x++)
{
// Draw the plane quad by quad (with textcoords)
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rlTexCoord2f((float)x * texPieceW, (float)z * texPieceH);
rlVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght);
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rlTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH);
rlVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght);
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rlTexCoord2f((float)x * texPieceW + texPieceW, (float)z * texPieceH + texPieceH);
rlVertex3f((float)x * quadWidth + quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
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rlTexCoord2f((float)x * texPieceW, (float)z * texPieceH + texPieceH);
rlVertex3f((float)x * quadWidth, 0.0f, (float)z * quadLenght + quadLenght);
}
}
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rlEnd();
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rlPopMatrix();
}
// Draw a grid centered at (0, 0, 0)
void DrawGrid(int slices, float spacing)
{
int halfSlices = slices / 2;
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rlBegin(RL_LINES);
for(int i = -halfSlices; i <= halfSlices; i++)
{
if (i == 0)
{
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rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
rlColor3f(0.5f, 0.5f, 0.5f);
}
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else
{
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
rlColor3f(0.75f, 0.75f, 0.75f);
}
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
}
rlEnd();
}
// Draw gizmo
void DrawGizmo(Vector3 position)
{
// NOTE: RGB = XYZ
float lenght = 1.0f;
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rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
//rlRotatef(rotation, 0, 1, 0);
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rlScalef(lenght, lenght, lenght);
rlBegin(RL_LINES);
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
rlColor3f(1.0f, 0.0f, 0.0f); rlVertex3f(1.0f, 0.0f, 0.0f);
rlColor3f(0.0f, 1.0f, 0.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
rlColor3f(0.0f, 1.0f, 0.0f); rlVertex3f(0.0f, 1.0f, 0.0f);
rlColor3f(0.0f, 0.0f, 1.0f); rlVertex3f(0.0f, 0.0f, 0.0f);
rlColor3f(0.0f, 0.0f, 1.0f); rlVertex3f(0.0f, 0.0f, 1.0f);
rlEnd();
rlPopMatrix();
}
void DrawGizmoEx(Vector3 position, Vector3 rotation, float scale, bool orbits)
{
// NOTE: RGB = XYZ
rlPushMatrix();
rlTranslatef(position.x, position.y, position.z);
rlScalef(scale, scale, scale);
if(rotation.x) rlRotatef(rotation.x, 1, 0, 0);
if(rotation.y) rlRotatef(rotation.y, 0, 1, 0);
if(rotation.z) rlRotatef(rotation.z, 0, 0, 1);
rlBegin(RL_LINES);
// X Axis
rlColor4ub(200, 0, 0, 255); // RED
rlVertex3f(position.x, position.y, position.z);
rlVertex3f(position.x + 1, position.y, position.z);
// ArrowX
rlVertex3f(position.x + 1.1, position.y, position.z);
rlVertex3f(position.x + .9, position.y, position.z + .1);
rlVertex3f(position.x + 1.1, position.y, position.z);
rlVertex3f(position.x + .9, position.y, position.z - .1);
// Y Axis
rlColor4ub(0, 200, 0, 255); // GREEN
rlVertex3f(position.x, position.y, position.z);
rlVertex3f(position.x, position.y + 1, position.z);
// ArrowY
rlVertex3f(position.x, position.y + 1.1, position.z);
rlVertex3f(position.x + .1, position.y + .9, position.z);
rlVertex3f(position.x, position.y + 1.1, position.z);
rlVertex3f(position.x - .1, position.y + .9, position.z);
// Z Axis
rlColor4ub(0, 0, 200, 255); // BLUE
rlVertex3f(position.x, position.y, position.z);
rlVertex3f(position.x, position.y, position.z - 1);
// ArrowZ
rlVertex3f(position.x, position.y, position.z - 1.1);
rlVertex3f(position.x + .1, position.y, position.z - .9);
rlVertex3f(position.x, position.y, position.z - 1.1);
rlVertex3f(position.x - .1, position.y, position.z - .9);
// Extra
if(orbits)
{
int n = 3;
// X Axis
rlColor4ub(200, 0, 0, 255); // RED
for (int i=0; i < 360; i++)
{
rlVertex3f(0, position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n);
rlVertex3f(0,position.x + sin(DEG2RAD*(i+1)) * scale/n, position.y + cos(DEG2RAD*(i+1)) * scale/n);
}
// Y Axis
rlColor4ub(0, 200, 0, 255); // GREEN
for (int i=0; i < 360; i++)
{
rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, 0, position.y + cos(DEG2RAD*i) * scale/n);
rlVertex3f(position.x + sin(DEG2RAD*(i+1)) * scale/n, 0, position.y + cos(DEG2RAD*(i+1)) * scale/n);
}
// Z Axis
rlColor4ub(0, 0, 200, 255); // BLUE
for (int i=0; i < 360; i++)
{
rlVertex3f(position.x + sin(DEG2RAD*i) * scale/n, position.y + cos(DEG2RAD*i) * scale/n, 0);
rlVertex3f(position.x + sin(DEG2RAD*(i+1)) * scale/n, position.y + cos(DEG2RAD*(i+1)) * scale/n, 0);
}
}
rlEnd();
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rlPopMatrix();
}
// Load a 3d model (.OBJ)
// TODO: Add comments explaining this function process
Model LoadModel(const char *fileName)
{
VertexData vData;
char dataType;
char comments[200];
int numVertex = 0;
int numNormals = 0;
int numTexCoords = 0;
int numTriangles = 0;
FILE* objFile;
objFile = fopen(fileName, "rt");
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
switch(dataType)
{
case '#': // It's a comment
{
fgets(comments, 200, objFile);
} break;
case 'v':
{
fscanf(objFile, "%c", &dataType);
if (dataType == 't') // Read texCoord
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numTexCoords);
}
else printf("Ouch! Something was wrong...");
fgets(comments, 200, objFile);
}
else if (dataType == 'n') // Read normals
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numNormals);
}
else printf("Ouch! Something was wrong...");
fgets(comments, 200, objFile);
}
else // Read vertex
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'v')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numVertex);
}
else printf("Ouch! Something was wrong...");
fgets(comments, 200, objFile);
}
} break;
case 'f':
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
while (dataType == 'f')
{
fgets(comments, 200, objFile);
fscanf(objFile, "%c", &dataType);
}
if (dataType == '#')
{
fscanf(objFile, "%i", &numTriangles);
}
else printf("Ouch! Something was wrong...");
fgets(comments, 200, objFile);
} break;
default: break;
}
}
Vector3 midVertices[numVertex];
Vector3 midNormals[numNormals];
Vector2 midTexCoords[numTexCoords];
vData.numVertices = numTriangles*3;
vData.vertices = (float *)malloc(vData.numVertices * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.numVertices * 2 * sizeof(float));
vData.normals = (float *)malloc(vData.numVertices * 3 * sizeof(float));
int countVertex = 0;
int countNormals = 0;
int countTexCoords = 0;
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
rewind(objFile);
while(!feof(objFile))
{
fscanf(objFile, "%c", &dataType);
switch(dataType)
{
case '#':
{
fgets(comments, 200, objFile);
} break;
case 'v':
{
fscanf(objFile, "%c", &dataType);
if (dataType == 't') // Read texCoord
{
float useless = 0;
fscanf(objFile, "%f %f %f", &midTexCoords[countTexCoords].x, &midTexCoords[countTexCoords].y, &useless);
countTexCoords++;
fscanf(objFile, "%c", &dataType);
}
else if (dataType == 'n') // Read normals
{
fscanf(objFile, "%f %f %f", &midNormals[countNormals].x, &midNormals[countNormals].y, &midNormals[countNormals].z );
countNormals++;
fscanf(objFile, "%c", &dataType);
}
else // Read vertex
{
fscanf(objFile, "%f %f %f", &midVertices[countVertex].x, &midVertices[countVertex].y, &midVertices[countVertex].z );
countVertex++;
fscanf(objFile, "%c", &dataType);
}
} break;
case 'f':
{
// At this point all vertex data (v, vt, vn) have been gathered on midVertices, midTexCoords, midNormals
// Now we can organize that data into our VertexData struct
int vNum, vtNum, vnNum;
fscanf(objFile, "%c", &dataType);
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
vData.vertices[vCounter] = midVertices[vNum-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum-1].z;
vCounter += 3;
vData.normals[nCounter] = midNormals[vnNum-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum-1].z;
nCounter += 3;
vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y;
tcCounter += 2;
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
vData.vertices[vCounter] = midVertices[vNum-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum-1].z;
vCounter += 3;
vData.normals[nCounter] = midNormals[vnNum-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum-1].z;
nCounter += 3;
vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y;
tcCounter += 2;
fscanf(objFile, "%i/%i/%i", &vNum, &vtNum, &vnNum);
vData.vertices[vCounter] = midVertices[vNum-1].x;
vData.vertices[vCounter + 1] = midVertices[vNum-1].y;
vData.vertices[vCounter + 2] = midVertices[vNum-1].z;
vCounter += 3;
vData.normals[nCounter] = midNormals[vnNum-1].x;
vData.normals[nCounter + 1] = midNormals[vnNum-1].y;
vData.normals[nCounter + 2] = midNormals[vnNum-1].z;
nCounter += 3;
vData.texcoords[tcCounter] = midTexCoords[vtNum-1].x;
vData.texcoords[tcCounter + 1] = -midTexCoords[vtNum-1].y;
tcCounter += 2;
} break;
default: break;
}
}
fclose(objFile);
// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
Model model;
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#ifdef USE_OPENGL_11
model.data = vData; // model data is vertex data
#else
model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO
// Now that vertex data is uploaded to GPU, we can free arrays
free(vData.vertices);
free(vData.texcoords);
free(vData.normals);
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#endif
return model;
}
// Load a heightmap image as a 3d model
Model LoadHeightmap(Image heightmap, float maxHeight)
{
VertexData vData;
int mapX = heightmap.width;
int mapZ = heightmap.height;
// NOTE: One vertex per pixel
// TODO: Consider resolution when generating model data?
int numTriangles = (mapX-1)*(mapZ-1)*2; // One quad every four pixels
vData.numVertices = numTriangles*3;
vData.vertices = (float *)malloc(vData.numVertices * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.numVertices * 3 * sizeof(float));
vData.texcoords = (float *)malloc(vData.numVertices * 2 * sizeof(float));
int vCounter = 0; // Used to count vertices float by float
int tcCounter = 0; // Used to count texcoords float by float
int nCounter = 0; // Used to count normals float by float
int trisCounter = 0;
float scaleFactor = maxHeight/255; // TODO: Review scaleFactor calculation
for(int z = 0; z < mapZ-1; z++)
{
for(int x = 0; x < mapX-1; x++)
{
// Fill vertices array with data
//----------------------------------------------------------
// one triangle - 3 vertex
vData.vertices[vCounter] = x;
vData.vertices[vCounter + 1] = GetHeightValue(heightmap.pixels[x + z*mapX])*scaleFactor;
vData.vertices[vCounter + 2] = z;
vData.vertices[vCounter + 3] = x;
vData.vertices[vCounter + 4] = GetHeightValue(heightmap.pixels[x + (z+1)*mapX])*scaleFactor;
vData.vertices[vCounter + 5] = z+1;
vData.vertices[vCounter + 6] = x+1;
vData.vertices[vCounter + 7] = GetHeightValue(heightmap.pixels[(x+1) + z*mapX])*scaleFactor;
vData.vertices[vCounter + 8] = z;
// another triangle - 3 vertex
vData.vertices[vCounter + 9] = vData.vertices[vCounter + 6];
vData.vertices[vCounter + 10] = vData.vertices[vCounter + 7];
vData.vertices[vCounter + 11] = vData.vertices[vCounter + 8];
vData.vertices[vCounter + 12] = vData.vertices[vCounter + 3];
vData.vertices[vCounter + 13] = vData.vertices[vCounter + 4];
vData.vertices[vCounter + 14] = vData.vertices[vCounter + 5];
vData.vertices[vCounter + 15] = x+1;
vData.vertices[vCounter + 16] = GetHeightValue(heightmap.pixels[(x+1) + (z+1)*mapX])*scaleFactor;
vData.vertices[vCounter + 17] = z+1;
vCounter += 18; // 6 vertex, 18 floats
// Fill texcoords array with data
//--------------------------------------------------------------
vData.texcoords[tcCounter] = (float)x / (mapX-1);
vData.texcoords[tcCounter + 1] = (float)z / (mapZ-1);
vData.texcoords[tcCounter + 2] = (float)x / (mapX-1);
vData.texcoords[tcCounter + 3] = (float)(z+1) / (mapZ-1);
vData.texcoords[tcCounter + 4] = (float)(x+1) / (mapX-1);
vData.texcoords[tcCounter + 5] = (float)z / (mapZ-1);
vData.texcoords[tcCounter + 6] = vData.texcoords[tcCounter + 4];
vData.texcoords[tcCounter + 7] = vData.texcoords[tcCounter + 5];
vData.texcoords[tcCounter + 8] = vData.texcoords[tcCounter + 2];
vData.texcoords[tcCounter + 9] = vData.texcoords[tcCounter + 1];
vData.texcoords[tcCounter + 10] = (float)(x+1) / (mapX-1);
vData.texcoords[tcCounter + 11] = (float)(z+1) / (mapZ-1);
tcCounter += 12; // 6 texcoords, 12 floats
// Fill normals array with data
//--------------------------------------------------------------
// TODO: Review normals calculation
for (int i = 0; i < 18; i += 3)
{
vData.normals[nCounter + i] = 0.0f;
vData.normals[nCounter + i + 1] = 1.0f;
vData.normals[nCounter + i + 2] = 0.0f;
}
nCounter += 18; // 6 vertex, 18 floats
trisCounter += 2;
}
}
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// NOTE: At this point we have all vertex, texcoord, normal data for the model in vData struct
Model model;
#ifdef USE_OPENGL_11
model.data = vData; // model data is vertex data
#else
model.vaoId = rlglLoadModel(vData); // Use loaded data to generate VAO
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// Now that vertex data is uploaded to GPU, we can free arrays
free(vData.vertices);
free(vData.texcoords);
free(vData.normals);
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#endif
return model;
}
// Unload 3d model from memory
void UnloadModel(Model model)
{
#ifdef USE_OPENGL_11
free(model.data.vertices);
free(model.data.texcoords);
free(model.data.normals);
#endif
#ifdef USE_OPENGL_33
rlDeleteVertexArrays(model.vaoId);
#endif
}
// Draw a model
void DrawModel(Model model, Vector3 position, float scale, Color color)
{
rlglDrawModel(model, false);
}
// Draw a textured model
void DrawModelEx(Model model, Texture2D texture, Vector3 position, float scale, Color tint)
{
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rlEnableTexture(texture.glId);
DrawModel(model, position, scale, tint);
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rlDisableTexture();
}
// Draw a model wires
void DrawModelWires(Model model, Vector3 position, float scale, Color color)
{
rlglDrawModel(model, true);
}
// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
/*
d-------c
| |
| * |
| |
a-------b
*/
VectorScale(&right, sizeRatio.x/2);
VectorScale(&up, sizeRatio.y/2);
Vector3 p1 = VectorAdd(right, up);
Vector3 p2 = VectorSubtract(right, up);
Vector3 a = VectorSubtract(center, p2);
Vector3 b = VectorAdd(center, p1);
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
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rlEnableTexture(texture.glId);
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rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
rlNormal3f(0.0f, 1.0f, 0.0f);
rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
rlEnd();
rlDisableTexture();
}
// Draw a billboard (part of a texture defined by a rectangle)
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
{
// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
MatrixTranspose(&viewMatrix);
Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
/*
d-------c
| |
| * |
| |
a-------b
*/
VectorScale(&right, sizeRatio.x/2);
VectorScale(&up, sizeRatio.y/2);
Vector3 p1 = VectorAdd(right, up);
Vector3 p2 = VectorSubtract(right, up);
Vector3 a = VectorSubtract(center, p2);
Vector3 b = VectorAdd(center, p1);
Vector3 c = VectorAdd(center, p2);
Vector3 d = VectorSubtract(center, p1);
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rlEnableTexture(texture.glId);
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rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
rlVertex3f(a.x, a.y, a.z);
// Bottom-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
rlVertex3f(b.x, b.y, b.z);
// Top-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex3f(c.x, c.y, c.z);
// Top-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
rlVertex3f(d.x, d.y, d.z);
rlEnd();
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rlDisableTexture();
}
// Get current vertex y altitude (proportional to pixel colors in grayscale)
static float GetHeightValue(Color pixel)
{
return (((float)pixel.r + (float)pixel.g + (float)pixel.b)/3);
}