Add function DrawCubeTextureRec (#2001)
* Add function DrawCubeTextureRec * Add EOF newline * Remove unneeded example
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@ -1374,6 +1374,7 @@ RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color);
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RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
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RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
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RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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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
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RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
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RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
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RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
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151
src/rmodels.c
151
src/rmodels.c
@ -463,6 +463,157 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
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rlSetTexture(0);
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}
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void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
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{
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float x = position.x;
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float y = position.y;
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float z = position.z;
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float texture_width = (float)texture.width;
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float texture_height = (float)texture.height;
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rlCheckRenderBatchLimit(36);
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rlSetTexture(texture.id);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face
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{
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// Normal Pointing Towards Viewer
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// Bottom Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x - width/2, y - height/2, z + length/2);
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// Bottom Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x + width/2, y - height/2, z + length/2);
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// Top Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
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rlVertex3f(x + width/2, y + height/2, z + length/2);
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// Top Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, source.y / texture_height);
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rlVertex3f(x - width/2, y + height/2, z + length/2);
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}
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// Back Face
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{
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// Normal Pointing Away From Viewer
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rlNormal3f(0.0f, 0.0f, - 1.0f);
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// Bottom Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x - width/2, y - height/2, z - length/2);
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// Top Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
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rlVertex3f(x - width/2, y + height/2, z - length/2);
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// Top Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, source.y / texture_height);
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rlVertex3f(x + width/2, y + height/2, z - length/2);
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// Bottom Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x + width/2, y - height/2, z - length/2);
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}
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// Top Face
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{
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// Normal Pointing Up
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rlNormal3f(0.0f, 1.0f, 0.0f);
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// Top Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, source.y / texture_height);
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rlVertex3f(x - width/2, y + height/2, z - length/2);
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// Bottom Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x - width/2, y + height/2, z + length/2);
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// Bottom Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x + width/2, y + height/2, z + length/2);
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// Top Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
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rlVertex3f(x + width/2, y + height/2, z - length/2);
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}
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// Bottom Face
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{
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// Normal Pointing Down
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rlNormal3f(0.0f, - 1.0f, 0.0f);
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// Top Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
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rlVertex3f(x - width/2, y - height/2, z - length/2);
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// Top Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, source.y / texture_height);
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rlVertex3f(x + width/2, y - height/2, z - length/2);
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// Bottom Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x + width/2, y - height/2, z + length/2);
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// Bottom Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x - width/2, y - height/2, z + length/2);
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}
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// Right face
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{
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// Normal Pointing Right
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rlNormal3f(1.0f, 0.0f, 0.0f);
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// Bottom Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x + width/2, y - height/2, z - length/2);
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// Top Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
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rlVertex3f(x + width/2, y + height/2, z - length/2);
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// Top Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, source.y / texture_height);
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rlVertex3f(x + width/2, y + height/2, z + length/2);
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// Bottom Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x + width/2, y - height/2, z + length/2);
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}
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// Left Face
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{
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// Normal Pointing Left
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rlNormal3f( - 1.0f, 0.0f, 0.0f);
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// Bottom Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x - width/2, y - height/2, z - length/2);
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// Bottom Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, (source.y + source.height) / texture_height);
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rlVertex3f(x - width/2, y - height/2, z + length/2);
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// Top Right Of The Texture and Quad
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rlTexCoord2f((source.x + source.width) / texture_width, source.y / texture_height);
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rlVertex3f(x - width/2, y + height/2, z + length/2);
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// Top Left Of The Texture and Quad
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rlTexCoord2f(source.x / texture_width, source.y / texture_height);
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rlVertex3f(x - width/2, y + height/2, z - length/2);
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}
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rlEnd();
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rlSetTexture(0);
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}
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// Draw sphere
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void DrawSphere(Vector3 centerPos, float radius, Color color)
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{
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