REVIEWED: DrawCubeTextureRec() formatting
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parent
282ec9bb76
commit
4a1bd12e2d
276
src/rmodels.c
276
src/rmodels.c
@ -341,57 +341,57 @@ void DrawCubeWires(Vector3 position, float width, float height, float length, Co
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face -----------------------------------------------------
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// Bottom Line
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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// Front face -----------------------------------------------------
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// Bottom line
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom left
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom right
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// Left Line
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
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// Left line
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Bottom right
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top right
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// Top Line
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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// Top line
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top right
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top left
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// Right Line
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom Left
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// Right line
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top left
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Bottom left
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// Back Face ------------------------------------------------------
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// Bottom Line
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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// Back face ------------------------------------------------------
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// Bottom line
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom left
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom right
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// Left Line
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom Right
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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// Left line
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Bottom right
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top right
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// Top Line
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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// Top line
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top right
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top left
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// Right Line
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
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// Right line
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top left
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom left
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// Top Face -------------------------------------------------------
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// Left Line
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
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// Top face -------------------------------------------------------
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// Left line
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top left front
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top left back
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// Right Line
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
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// Right line
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top right front
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rlVertex3f(x+width/2, y+height/2, z-length/2); // Top right back
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// Bottom Face ---------------------------------------------------
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// Left Line
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
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// Bottom face ---------------------------------------------------
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// Left line
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rlVertex3f(x-width/2, y-height/2, z+length/2); // Top left front
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rlVertex3f(x-width/2, y-height/2, z-length/2); // Top left back
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// Right Line
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Top Right Front
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Top Right Back
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// Right line
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rlVertex3f(x+width/2, y-height/2, z+length/2); // Top right front
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rlVertex3f(x+width/2, y-height/2, z-length/2); // Top right back
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rlEnd();
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rlPopMatrix();
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}
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@ -464,153 +464,89 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
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rlSetTexture(0);
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}
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// Draw cube with texture piece applied to all faces
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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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float texWidth = (float)texture.width;
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float texHeight = (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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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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// Front face
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x - width/2, y - height/2, z + length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x + width/2, y - height/2, z + length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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rlVertex3f(x + width/2, y + height/2, z + length/2);
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rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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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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// Back face
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rlNormal3f(0.0f, 0.0f, - 1.0f);
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rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x - width/2, y - height/2, z - length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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rlVertex3f(x - width/2, y + height/2, z - length/2);
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rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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rlVertex3f(x + width/2, y + height/2, z - length/2);
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rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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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 face
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rlNormal3f(0.0f, 1.0f, 0.0f);
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rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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rlVertex3f(x - width/2, y + height/2, z - length/2);
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rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x - width/2, y + height/2, z + length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x + width/2, y + height/2, z + length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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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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// Bottom face
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rlNormal3f(0.0f, - 1.0f, 0.0f);
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rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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rlVertex3f(x - width/2, y - height/2, z - length/2);
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rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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rlVertex3f(x + width/2, y - height/2, z - length/2);
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rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x + width/2, y - height/2, z + length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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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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// Right face
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rlNormal3f(1.0f, 0.0f, 0.0f);
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rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x + width/2, y - height/2, z - length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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rlVertex3f(x + width/2, y + height/2, z - length/2);
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rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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rlVertex3f(x + width/2, y + height/2, z + length/2);
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rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x + width/2, y - height/2, z + length/2);
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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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// Left face
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rlNormal3f( - 1.0f, 0.0f, 0.0f);
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rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x - width/2, y - height/2, z - length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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rlVertex3f(x - width/2, y - height/2, z + length/2);
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rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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rlVertex3f(x - width/2, y + height/2, z + length/2);
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rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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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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// 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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rlEnd();
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rlSetTexture(0);
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}
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