423 lines
18 KiB
C
423 lines
18 KiB
C
/*******************************************************************************************
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*
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* raylib [rlgl] example - Using rlgl module as standalone module
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*
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* NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders but it can also be used.
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*
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* DEPENDENCIES:
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* rlgl.h - OpenGL 1.1 immediate-mode style coding translation layer
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* glad.h - OpenGL extensions initialization library (required by rlgl)
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* raymath.h - 3D math library (required by rlgl)
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* glfw3 - Windows and context initialization library
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*
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* rlgl library is provided as a single-file header-only library, this library
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* allows coding in a pseudo-OpenGL 1.1 style while translating calls to multiple
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* OpenGL versions backends (1.1, 2.1, 3.3, ES 2.0).
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*
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* COMPILATION:
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* gcc -o rlgl_standalone.exe rlgl_standalone.c -s -Iexternal\include -I..\..\src \
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* -L. -Lexternal\lib -lglfw3 -lopengl32 -lgdi32 -Wall -std=c99 -DGRAPHICS_API_OPENGL_33
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*
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* LICENSE: zlib/libpng
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*
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* This example is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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********************************************************************************************/
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#define RLGL_IMPLEMENTATION
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#define RLGL_STANDALONE
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#include "rlgl.h" // OpenGL 1.1 immediate-mode style coding
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#ifdef __EMSCRIPTEN__
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#define GLFW_INCLUDE_ES2
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#endif
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#include <GLFW/glfw3.h> // Windows/Context and inputs management
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#define RED (Color){ 230, 41, 55, 255 } // Red
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#define RAYWHITE (Color){ 245, 245, 245, 255 } // My own White (raylib logo)
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#define DARKGRAY (Color){ 80, 80, 80, 255 } // Dark Gray
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static void ErrorCallback(int error, const char* description);
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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// Drawing functions (uses rlgl functionality)
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static void DrawGrid(int slices, float spacing);
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static void DrawCube(Vector3 position, float width, float height, float length, Color color);
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static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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//----------------------------------------------------------------------------------
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// Main Entry point
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//----------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
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//--------------------------------------------------------
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glfwSetErrorCallback(ErrorCallback);
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if (!glfwInit())
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{
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TraceLog(LOG_WARNING, "GLFW3: Can not initialize GLFW");
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return 1;
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}
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else TraceLog(LOG_INFO, "GLFW3: GLFW initialized successfully");
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_DEPTH_BITS, 16);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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//glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
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GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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return 2;
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}
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else TraceLog(LOG_INFO, "GLFW3: Window created successfully");
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glfwSetWindowPos(window, 200, 200);
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glfwSetKeyCallback(window, KeyCallback);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(0);
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// Load OpenGL 3.3 supported extensions
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rlLoadExtensions(glfwGetProcAddress);
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//--------------------------------------------------------
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// Initialize OpenGL context (states and resources)
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rlglInit(screenWidth, screenHeight);
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// Initialize viewport and internal projection/modelview matrices
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rlViewport(0, 0, screenWidth, screenHeight);
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rlMatrixMode(RL_PROJECTION); // Switch to PROJECTION matrix
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rlLoadIdentity(); // Reset current matrix (PROJECTION)
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rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection with top-left corner at (0,0)
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rlMatrixMode(RL_MODELVIEW); // Switch back to MODELVIEW matrix
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rlLoadIdentity(); // Reset current matrix (MODELVIEW)
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!glfwWindowShouldClose(window))
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{
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// Update
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//----------------------------------------------------------------------------------
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//camera.position.x += 0.01f;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rlClearScreenBuffers(); // Clear current framebuffer
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// Draw '3D' elements in the scene
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//-----------------------------------------------
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// Calculate projection matrix (from perspective) and view matrix from camera look at
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Matrix matProj = MatrixPerspective(camera.fovy*DEG2RAD, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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SetMatrixModelview(matView); // Set internal modelview matrix (default shader)
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SetMatrixProjection(matProj); // Set internal projection matrix (default shader)
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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DrawGrid(10, 1.0f);
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// NOTE: Internal buffers drawing (3D data)
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rlglDraw();
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//-----------------------------------------------
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// Draw '2D' elements in the scene (GUI)
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//-----------------------------------------------
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#define RLGL_CREATE_MATRIX_MANUALLY
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#if defined(RLGL_CREATE_MATRIX_MANUALLY)
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matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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matView = MatrixIdentity();
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SetMatrixModelview(matView); // Set internal modelview matrix (default shader)
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SetMatrixProjection(matProj); // Set internal projection matrix (default shader)
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#else // Let rlgl generate and multiply matrix internally
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rlMatrixMode(RL_PROJECTION); // Enable internal projection matrix
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rlLoadIdentity(); // Reset internal projection matrix
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rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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rlMatrixMode(RL_MODELVIEW); // Enable internal modelview matrix
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rlLoadIdentity(); // Reset internal modelview matrix
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#endif
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DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
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// NOTE: Internal buffers drawing (2D data)
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rlglDraw();
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//-----------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rlglClose(); // Unload rlgl internal buffers and default shader/texture
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glfwDestroyWindow(window); // Close window
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glfwTerminate(); // Free GLFW3 resources
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module specific Functions Definitions
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//----------------------------------------------------------------------------------
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// GLFW3: Error callback
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static void ErrorCallback(int error, const char* description)
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{
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TraceLog(LOG_ERROR, description);
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}
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// GLFW3: Keyboard callback
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
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if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
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{
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glfwSetWindowShouldClose(window, GL_TRUE);
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}
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}
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// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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{
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(position.x, position.y);
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rlVertex2i(position.x, position.y + size.y);
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rlVertex2i(position.x + size.x, position.y + size.y);
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rlVertex2i(position.x, position.y);
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rlVertex2i(position.x + size.x, position.y + size.y);
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rlVertex2i(position.x + size.x, position.y);
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rlEnd();
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}
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// Draw a grid centered at (0, 0, 0)
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static void DrawGrid(int slices, float spacing)
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{
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int halfSlices = slices / 2;
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rlBegin(RL_LINES);
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for(int i = -halfSlices; i <= halfSlices; i++)
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{
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if (i == 0)
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{
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rlColor3f(0.5f, 0.5f, 0.5f);
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rlColor3f(0.5f, 0.5f, 0.5f);
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rlColor3f(0.5f, 0.5f, 0.5f);
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rlColor3f(0.5f, 0.5f, 0.5f);
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}
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else
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{
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rlColor3f(0.75f, 0.75f, 0.75f);
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rlColor3f(0.75f, 0.75f, 0.75f);
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rlColor3f(0.75f, 0.75f, 0.75f);
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rlColor3f(0.75f, 0.75f, 0.75f);
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}
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rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
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rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
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rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
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rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
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}
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rlEnd();
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}
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// Draw cube
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// NOTE: Cube position is the center position
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static void DrawCube(Vector3 position, float width, float height, float length, Color color)
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{
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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rlPushMatrix();
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// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
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rlTranslatef(position.x, position.y, position.z);
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//rlScalef(2.0f, 2.0f, 2.0f);
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//rlRotatef(45, 0, 1, 0);
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front Face -----------------------------------------------------
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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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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); // Top Right
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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 Right
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// Back Face ------------------------------------------------------
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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); // Top Left
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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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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 Left
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// Top Face -------------------------------------------------------
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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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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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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 Right
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// Bottom Face ----------------------------------------------------
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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 Right
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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); // Top Right
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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 Left
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// Right face -----------------------------------------------------
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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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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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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 Left
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// Left Face ------------------------------------------------------
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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 Left
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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); // Bottom Left
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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 Right
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rlEnd();
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rlPopMatrix();
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}
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// Draw cube wires
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static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
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{
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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rlPushMatrix();
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rlTranslatef(position.x, position.y, position.z);
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//rlRotatef(45, 0, 1, 0);
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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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// 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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// 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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// 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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// 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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// 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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// 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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