470 lines
21 KiB
C
470 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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* rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0)
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* that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
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*
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* NOTE: This example requires OpenGL 3.3 or OpenGL ES 2.0 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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* glfw3 - Windows and context initialization library
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* rlgl.h - OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
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* glad.h - OpenGL extensions initialization library (required by rlgl)
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* raymath.h - 3D math library
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*
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* WINDOWS 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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* APPLE COMPILATION:
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* gcc -o rlgl_standalone rlgl_standalone.c -I../../src -Iexternal/include -Lexternal/lib \
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* -lglfw3 -framework CoreVideo -framework OpenGL -framework IOKit -framework Cocoa
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* -Wno-deprecated-declarations -std=c99 -DGRAPHICS_API_OPENGL_33
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*
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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) 2014-2021 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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// NOTE: rlgl can be configured just re-defining the following values:
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//#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS 8192 // Default internal render batch elements limits
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//#define RL_DEFAULT_BATCH_BUFFERS 1 // Default number of batch buffers (multi-buffering)
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//#define RL_DEFAULT_BATCH_DRAWCALLS 256 // Default number of batch draw calls (by state changes: mode, texture)
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//#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS 4 // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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//#define RL_MAX_MATRIX_STACK_SIZE 32 // Maximum size of internal Matrix stack
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//#define RL_MAX_SHADER_LOCATIONS 32 // Maximum number of shader locations supported
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//#define RL_CULL_DISTANCE_NEAR 0.01 // Default projection matrix near cull distance
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//#define RL_CULL_DISTANCE_FAR 1000.0 // Default projection matrix far cull distance
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#define RLGL_IMPLEMENTATION
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#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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#define RAYMATH_STATIC_INLINE
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#include "raymath.h" // Vector2, Vector3, Quaternion and Matrix functionality
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#if defined(__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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#include <stdio.h> // Required for: printf()
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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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// Structures Definition
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//----------------------------------------------------------------------------------
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// Color, 4 components, R8G8B8A8 (32bit)
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typedef struct Color {
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unsigned char r; // Color red value
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unsigned char g; // Color green value
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unsigned char b; // Color blue value
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unsigned char a; // Color alpha value
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} Color;
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int projection; // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera;
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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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// NOTE: We use raymath to get this functionality but it could be implemented in this module
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//static Matrix MatrixIdentity(void);
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//static Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
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//static Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
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//static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
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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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printf("GLFW3: Can not initialize GLFW\n");
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return 1;
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}
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else printf("GLFW3: GLFW initialized successfully\n");
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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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#if defined(__APPLE__)
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glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
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#endif
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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 printf("GLFW3: Window created successfully\n");
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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((double)(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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rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
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rlSetMatrixProjection(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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// Draw internal render batch buffers (3D data)
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rlDrawRenderBatchActive();
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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_SET_MATRIX_MANUALLY
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#if defined(RLGL_SET_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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rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
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rlSetMatrixProjection(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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// Draw internal render batch buffers (2D data)
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rlDrawRenderBatchActive();
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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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fprintf(stderr, "%s", 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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rlVertex2f(position.x, position.y);
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rlVertex2f(position.x, position.y + size.y);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlVertex2f(position.x, position.y);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlVertex2f(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
|
|
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
|
|
|
// Right Line
|
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rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left
|
|
rlVertex3f(x-width/2, y-height/2, z-length/2); // Bottom Left
|
|
|
|
// Top Face -------------------------------------------------------
|
|
// Left Line
|
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rlVertex3f(x-width/2, y+height/2, z+length/2); // Top Left Front
|
|
rlVertex3f(x-width/2, y+height/2, z-length/2); // Top Left Back
|
|
|
|
// Right Line
|
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rlVertex3f(x+width/2, y+height/2, z+length/2); // Top Right Front
|
|
rlVertex3f(x+width/2, y+height/2, z-length/2); // Top Right Back
|
|
|
|
// Bottom Face ---------------------------------------------------
|
|
// Left Line
|
|
rlVertex3f(x-width/2, y-height/2, z+length/2); // Top Left Front
|
|
rlVertex3f(x-width/2, y-height/2, z-length/2); // Top Left Back
|
|
|
|
// 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
|
|
rlEnd();
|
|
rlPopMatrix();
|
|
}
|