Add function DrawCubeTextureRec (#2001)

* Add function DrawCubeTextureRec

* Add EOF newline

* Remove unneeded example
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Timon de Groot 2021-09-22 21:56:38 +02:00 committed by GitHub
parent 19ef765382
commit 025246620f
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 157 additions and 5 deletions

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@ -1374,6 +1374,7 @@ RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);
RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires

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@ -9,7 +9,7 @@
* #define SUPPORT_FILEFORMAT_IQM
* #define SUPPORT_FILEFORMAT_GLTF
* #define SUPPORT_FILEFORMAT_VOX
*
*
* Selected desired fileformats to be supported for model data loading.
*
* #define SUPPORT_MESH_GENERATION
@ -463,6 +463,157 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
rlSetTexture(0);
}
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
{
float x = position.x;
float y = position.y;
float z = position.z;
float texture_width = (float)texture.width;
float texture_height = (float)texture.height;
rlCheckRenderBatchLimit(36);
rlSetTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face
{
// Normal Pointing Towards Viewer
rlNormal3f(0.0f, 0.0f, 1.0f);
// Bottom Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x - width/2, y - height/2, z + length/2);
// Bottom Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x + width/2, y - height/2, z + length/2);
// Top Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
rlVertex3f(x + width/2, y + height/2, z + length/2);
// Top Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, source.y / texture_height);
rlVertex3f(x - width/2, y + height/2, z + length/2);
}
// Back Face
{
// Normal Pointing Away From Viewer
rlNormal3f(0.0f, 0.0f, - 1.0f);
// Bottom Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x - width/2, y - height/2, z - length/2);
// Top Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
rlVertex3f(x - width/2, y + height/2, z - length/2);
// Top Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, source.y / texture_height);
rlVertex3f(x + width/2, y + height/2, z - length/2);
// Bottom Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x + width/2, y - height/2, z - length/2);
}
// Top Face
{
// Normal Pointing Up
rlNormal3f(0.0f, 1.0f, 0.0f);
// Top Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, source.y / texture_height);
rlVertex3f(x - width/2, y + height/2, z - length/2);
// Bottom Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x - width/2, y + height/2, z + length/2);
// Bottom Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x + width/2, y + height/2, z + length/2);
// Top Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
rlVertex3f(x + width/2, y + height/2, z - length/2);
}
// Bottom Face
{
// Normal Pointing Down
rlNormal3f(0.0f, - 1.0f, 0.0f);
// Top Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
rlVertex3f(x - width/2, y - height/2, z - length/2);
// Top Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, source.y / texture_height);
rlVertex3f(x + width/2, y - height/2, z - length/2);
// Bottom Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x + width/2, y - height/2, z + length/2);
// Bottom Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x - width/2, y - height/2, z + length/2);
}
// Right face
{
// Normal Pointing Right
rlNormal3f(1.0f, 0.0f, 0.0f);
// Bottom Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x + width/2, y - height/2, z - length/2);
// Top Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
rlVertex3f(x + width/2, y + height/2, z - length/2);
// Top Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, source.y / texture_height);
rlVertex3f(x + width/2, y + height/2, z + length/2);
// Bottom Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x + width/2, y - height/2, z + length/2);
}
// Left Face
{
// Normal Pointing Left
rlNormal3f( - 1.0f, 0.0f, 0.0f);
// Bottom Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x - width/2, y - height/2, z - length/2);
// Bottom Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
rlVertex3f(x - width/2, y - height/2, z + length/2);
// Top Right Of The Texture and Quad
rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
rlVertex3f(x - width/2, y + height/2, z + length/2);
// Top Left Of The Texture and Quad
rlTexCoord2f(source.x / texture_width, source.y / texture_height);
rlVertex3f(x - width/2, y + height/2, z - length/2);
}
rlEnd();
rlSetTexture(0);
}
// Draw sphere
void DrawSphere(Vector3 centerPos, float radius, Color color)
{
@ -2423,7 +2574,7 @@ Mesh GenMeshHeightmap(Image heightmap, Vector3 size)
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;
Vector3 scaleFactor = { size.x/mapX, size.y/255.0f, size.z/mapZ };
@ -3099,7 +3250,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
{
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
}
@ -5525,7 +5676,7 @@ static Model LoadVOX(const char *fileName)
int meshescount = 0;
unsigned int readed = 0;
unsigned char* fileData;
//Read vox file into buffer
fileData = LoadFileData(fileName, &readed);
if (fileData == 0)
@ -5589,7 +5740,7 @@ static Model LoadVOX(const char *fileName)
pmesh->vertices = MemAlloc(size);
memcpy(pmesh->vertices, pvertices, size);
// Copy indices
// Copy indices
// TODO: compute globals indices array
size = voxarray.indices.used * sizeof(unsigned short);
pmesh->indices = MemAlloc(size);