497 lines
21 KiB
C
497 lines
21 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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* Compile rlgl module using:
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* gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
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*
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* Compile example using:
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* gcc -o $(NAME_PART).exe $(FILE_NAME) rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "glad.h" // Extensions loading library
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#include <GLFW/glfw3.h> // Windows/Context and inputs management
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#define RLGL_STANDALONE
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#include "rlgl.h" // rlgl library: OpenGL 1.1 immediate-mode style coding
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#include <stdlib.h> // Required for: abs()
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#define RED (Color){ 230, 41, 55, 255 } // Red
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#define MAROON (Color){ 190, 33, 55, 255 } // Maroon
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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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#define WHITE (Color){ 255, 255, 255, 255 } // White
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Rectangle type
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typedef struct Rectangle {
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int x;
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int y;
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int width;
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int height;
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} Rectangle;
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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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static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint);
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static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint);
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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 = 1080;
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const int screenHeight = 600;
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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(WARNING, "GLFW3: Can not initialize GLFW");
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return 1;
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}
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else TraceLog(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(INFO, "GLFW3: Window created successfully");
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glfwSetKeyCallback(window, KeyCallback);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(1);
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// Load OpenGL 3.3 extensions
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
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{
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TraceLog(WARNING, "GLAD: Cannot load OpenGL extensions");
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return 3;
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}
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else TraceLog(INFO, "GLAD: OpenGL extensions loaded successfully");
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//--------------------------------------------------------
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// Initialize rlgl internal buffers and OpenGL state
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rlglInit();
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rlglInitGraphics(0, 0, screenWidth, screenHeight);
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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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Shader distortion = LoadShader("base.vs", "distortion.fs");
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// TODO: Upload to distortion shader configuration parameters (screen size, etc.)
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//SetShaderValue(Shader shader, int uniformLoc, float *value, int size);
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = rlglLoadRenderTexture(screenWidth, screenHeight);
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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Camera camera;
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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 = 60.0f; // Camera field-of-view Y
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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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// ...
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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rlEnableRenderTexture(target.id); // Enable render target
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rlClearScreenBuffers(); // Clear current framebuffer
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for (int i = 0; i < 2; i++)
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{
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rlViewport(i*screenWidth/2, 0, screenWidth/2, screenHeight);
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// Calculate projection matrix (from perspective) and view matrix from camera look at
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// TODO: Consider every eye fovy
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Matrix matProj = MatrixPerspective(camera.fovy, (double)(screenWidth/2)/(double)screenHeight, 0.01, 1000.0);
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MatrixTranspose(&matProj);
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// TODO: Recalculate view matrix considering IPD (inter-pupillary-distance)
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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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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// Draw '2D' elements in the scene (GUI)
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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/2, screenHeight, 0.0, 0.0, 1.0);
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MatrixTranspose(&matProj);
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matView = MatrixIdentity();
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SetMatrixModelview(matView); // Replace internal modelview matrix by a custom one
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SetMatrixProjection(matProj); // Replace internal projection matrix by a custom one
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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/2, 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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// TODO: 2D not drawing properly on stereo rendering
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//DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 500.0f, 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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rlDisableRenderTexture(); // Disable render target
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// Set viewport to default framebuffer size (screen size)
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rlViewport(0, 0, screenWidth, screenHeight);
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// Let rlgl reconfigure internal matrices using OpenGL 1.1 style coding
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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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// Draw RenderTexture (fbo) using distortion shader
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BeginShaderMode(distortion);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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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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UnloadShader(distortion);
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rlglClose(); // Unload rlgl internal buffers and default shader/texture
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glfwDestroyWindow(window);
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glfwTerminate();
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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(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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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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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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// Draw a part of a texture (defined by a rectangle)
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static void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint)
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{
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Rectangle destRec = { (int)position.x, (int)position.y, abs(sourceRec.width), abs(sourceRec.height) };
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Vector2 origin = { 0, 0 };
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DrawTexturePro(texture, sourceRec, destRec, origin, 0.0f, tint);
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}
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// Draw a part of a texture (defined by a rectangle) with 'pro' parameters
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// NOTE: origin is relative to destination rectangle size
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static void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint)
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{
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// Check if texture is valid
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if (texture.id != 0)
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{
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if (sourceRec.width < 0) sourceRec.x -= sourceRec.width;
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if (sourceRec.height < 0) sourceRec.y -= sourceRec.height;
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rlEnableTexture(texture.id);
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rlPushMatrix();
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rlTranslatef(destRec.x, destRec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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// Bottom-left corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(0.0f, 0.0f);
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// Bottom-right corner for texture and quad
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rlTexCoord2f((float)sourceRec.x / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(0.0f, destRec.height);
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// Top-right corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)(sourceRec.y + sourceRec.height) / texture.height);
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rlVertex2f(destRec.width, destRec.height);
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// Top-left corner for texture and quad
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rlTexCoord2f((float)(sourceRec.x + sourceRec.width) / texture.width, (float)sourceRec.y / texture.height);
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rlVertex2f(destRec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlDisableTexture();
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}
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}
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