e96bab7ce6
* Update raylib_api.* by CI * Fix warnings when building examples in MSVC 2022 * fix auto-format that sneaked in there. --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
245 lines
13 KiB
C
245 lines
13 KiB
C
/*******************************************************************************************
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*
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* raylib [models] example - Draw textured cube
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example 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) 2022-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h" // Required to define vertex data (immediate-mode style)
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//------------------------------------------------------------------------------------
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// Custom Functions Declaration
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//------------------------------------------------------------------------------------
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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//------------------------------------------------------------------------------------
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// Program 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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InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load texture to be applied to the cubes sides
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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// Draw cube with an applied texture
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DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
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// Draw cube with an applied texture, but only a defined rectangle piece of the texture
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DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
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(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Custom Functions Definition
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//------------------------------------------------------------------------------------
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// Draw cube textured
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// NOTE: Cube position is the center position
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void DrawCubeTexture(Texture2D texture, 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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// Set desired texture to be enabled while drawing following vertex data
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rlSetTexture(texture.id);
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// Vertex data transformation can be defined with the commented lines,
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// but in this example we calculate the transformed vertex data directly when calling rlVertex3f()
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//rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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//rlTranslatef(2.0f, 0.0f, 0.0f);
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//rlRotatef(45, 0, 1, 0);
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//rlScalef(2.0f, 2.0f, 2.0f);
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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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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
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// Back Face
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rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
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// Top Face
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rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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// Bottom Face
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rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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// Right face
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rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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// Left Face
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rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left
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rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlEnd();
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//rlPopMatrix();
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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 texWidth = (float)texture.width;
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float texHeight = (float)texture.height;
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// Set desired texture to be enabled while drawing following vertex data
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rlSetTexture(texture.id);
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// We calculate the normalized texture coordinates for the desired texture-source-rectangle
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// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
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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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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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// 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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// 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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// 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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// 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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// 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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rlEnd();
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rlSetTexture(0);
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} |