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| author | Ray <[email protected]> | 2022-11-15 12:16:28 +0100 |
|---|---|---|
| committer | Ray <[email protected]> | 2022-11-15 12:16:28 +0100 |
| commit | fadc29d811de346218b4d03a41e3d90904043bd6 (patch) | |
| tree | 275cc83db29c67e721ddf6b2be139501444b1d55 /src | |
| parent | 4bb71c8fa2e4965bf416f5dbf5838284cdf8a333 (diff) | |
| download | raylib-fadc29d811de346218b4d03a41e3d90904043bd6.tar.gz raylib-fadc29d811de346218b4d03a41e3d90904043bd6.zip | |
WARNING: REMOVED: `DrawCubeTexture()`, `DrawCubeTextureRec()`
Those two functions have been moved to a new example: `models_draw_cube_texture`. The reasons for this decision:
- Function inflexibility: Many users with the need to draw a textured cube could need to customize the texture applied to every face, that function did not allow that kind of functionality.
- rlgl functionality exposure: The implementation exposed will teach users how to implement custom textured triangles drawing.
Diffstat (limited to 'src')
| -rw-r--r-- | src/raylib.h | 2 | ||||
| -rw-r--r-- | src/rmodels.c | 145 |
2 files changed, 0 insertions, 147 deletions
diff --git a/src/raylib.h b/src/raylib.h index bebd3e01..1abce717 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1412,8 +1412,6 @@ RLAPI void DrawCube(Vector3 position, float width, float height, float length, C RLAPI void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version) RLAPI void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires RLAPI void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version) -RLAPI void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured -RLAPI void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture RLAPI void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere RLAPI void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters RLAPI void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires diff --git a/src/rmodels.c b/src/rmodels.c index 2ca5ef09..290d6e29 100644 --- a/src/rmodels.c +++ b/src/rmodels.c @@ -397,151 +397,6 @@ void DrawCubeWiresV(Vector3 position, Vector3 size, Color color) DrawCubeWires(position, size.x, size.y, size.z, color); } -// Draw cube -// NOTE: Cube position is the center position -void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color) -{ - float x = position.x; - float y = position.y; - float z = position.z; - - rlSetTexture(texture.id); - - //rlPushMatrix(); - // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate) - //rlTranslatef(2.0f, 0.0f, 0.0f); - //rlRotatef(45, 0, 1, 0); - //rlScalef(2.0f, 2.0f, 2.0f); - - rlBegin(RL_QUADS); - rlColor4ub(color.r, color.g, color.b, color.a); - // Front Face - rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad - // Back Face - rlNormal3f(0.0f, 0.0f, - 1.0f); // Normal Pointing Away From Viewer - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad - // Top Face - rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad - // Bottom Face - rlNormal3f(0.0f, - 1.0f, 0.0f); // Normal Pointing Down - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad - // Right face - rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad - // Left Face - rlNormal3f( - 1.0f, 0.0f, 0.0f); // Normal Pointing Left - rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad - rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad - rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad - rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad - rlEnd(); - //rlPopMatrix(); - - rlSetTexture(0); -} - -// Draw cube with texture piece applied to all faces -void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color) -{ - float x = position.x; - float y = position.y; - float z = position.z; - float texWidth = (float)texture.width; - float texHeight = (float)texture.height; - - rlSetTexture(texture.id); - - rlBegin(RL_QUADS); - rlColor4ub(color.r, color.g, color.b, color.a); - - // Front face - rlNormal3f(0.0f, 0.0f, 1.0f); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z + length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z + length/2); - - // Back face - rlNormal3f(0.0f, 0.0f, - 1.0f); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z - length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z - length/2); - - // Top face - rlNormal3f(0.0f, 1.0f, 0.0f); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y + height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y + height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z - length/2); - - // Bottom face - rlNormal3f(0.0f, - 1.0f, 0.0f); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y - height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y - height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z + length/2); - - // Right face - rlNormal3f(1.0f, 0.0f, 0.0f); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z - length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z - length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x + width/2, y + height/2, z + length/2); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x + width/2, y - height/2, z + length/2); - - // Left face - rlNormal3f( - 1.0f, 0.0f, 0.0f); - rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z - length/2); - rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight); - rlVertex3f(x - width/2, y - height/2, z + length/2); - rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z + length/2); - rlTexCoord2f(source.x/texWidth, source.y/texHeight); - rlVertex3f(x - width/2, y + height/2, z - length/2); - - rlEnd(); - - rlSetTexture(0); -} - // Draw sphere void DrawSphere(Vector3 centerPos, float radius, Color color) { |
