REVIEWED: DrawCubeTextureRec() formatting

This commit is contained in:
raysan5 2021-10-12 12:08:12 +02:00
parent 282ec9bb76
commit 4a1bd12e2d

View File

@ -341,57 +341,57 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// Front Face -----------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
// Front face -----------------------------------------------------
// Bottom line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom left
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom right
// Left Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
// Left line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom right
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top right
// Top Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
// Top line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top right
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top left
// Right Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
// Right line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top left
rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom left
// Back Face ------------------------------------------------------
// Bottom Line
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
// Back face ------------------------------------------------------
// Bottom line
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom left
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom right
// Left Line
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
// Left line
rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom right
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top right
// Top Line
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
// Top line
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top right
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top left
// Right Line
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
// Right line
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top left
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom left
// Top Face -------------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
// Top face -------------------------------------------------------
// Left line
rlVertex3f(x-width/2, y+height/2, z+length/2); // Top left front
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top left back
// Right Line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
// Right line
rlVertex3f(x+width/2, y+height/2, z+length/2); // Top right front
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top right back
// Bottom Face ---------------------------------------------------
// Left Line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
// Bottom face ---------------------------------------------------
// Left line
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top left front
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top left back
// Right Line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
// Right line
rlVertex3f(x+width/2, y-height/2, z+length/2); // Top right front
rlVertex3f(x+width/2, y-height/2, z-length/2); // Top right back
rlEnd();
rlPopMatrix();
}
@ -464,153 +464,89 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
rlSetTexture(0);
}
// Draw cube with texture piece applied to all faces
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;
float texWidth = (float)texture.width;
float texHeight = (float)texture.height;
rlCheckRenderBatchLimit(36);
rlSetTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
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);
// Front face
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z + length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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);
// Back face
rlNormal3f(0.0f, 0.0f, - 1.0f);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z - length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y + height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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 face
rlNormal3f(0.0f, 1.0f, 0.0f);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y + height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y + height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y + height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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
rlNormal3f(0.0f, - 1.0f, 0.0f);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y - height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y - height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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);
}
// Right face
rlNormal3f(1.0f, 0.0f, 0.0f);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z - length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z - length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
rlVertex3f(x + width/2, y + height/2, z + length/2);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x + width/2, y - height/2, z + length/2);
// Back Face
{
// Normal Pointing Away From Viewer
rlNormal3f(0.0f, 0.0f, - 1.0f);
// Left face
rlNormal3f( - 1.0f, 0.0f, 0.0f);
rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z - length/2);
rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
rlVertex3f(x - width/2, y - height/2, z + length/2);
rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
rlVertex3f(x - width/2, y + height/2, z + length/2);
rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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);
// 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();
rlEnd();
rlSetTexture(0);
}