diff options
Diffstat (limited to 'src/main.c')
| -rw-r--r-- | src/main.c | 472 |
1 files changed, 247 insertions, 225 deletions
@@ -1,15 +1,15 @@ /******************************************************************************************* -* -* raylib [models] example - Draw textured cube -* -* Example originally created with raylib 4.5, last time updated with raylib 4.5 -* -* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, -* BSD-like license that allows static linking with closed source software -* -* Copyright (c) 2022-2024 Ramon Santamaria (@raysan5) -* -********************************************************************************************/ + * + * raylib [models] example - Draw textured cube + * + * Example originally created with raylib 4.5, last time updated with raylib 4.5 + * + * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, + * BSD-like license that allows static linking with closed source software + * + * Copyright (c) 2022-2024 Ramon Santamaria (@raysan5) + * + ********************************************************************************************/ #include <libdragon.h> @@ -18,281 +18,303 @@ #include <GL/glu.h> #include <raylib.h> #include <rlgl.h> +#include <fmath.h> //#include "raylib_font_RGBA16_5551.h" #define ATTR_NINTENDO64_WIDTH 320 #define ATTR_NINTENDO64_HEIGHT 240 bool flag=true; bool xflag=false; -#include "second.h" #include "player.h" +#include "input.h" +#include "render.h" +#include "world.h" Camera camera = { 0 }; +Camera camera2 = { 0 }; void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture -void updateController() -{ - -} + bool initApp() { - return true; + return true; } void finishApp() { - - + + } extern Texture2D getFontGLTextureId(char *text); Rectangle src={0.0f,0.0f,5.0f,10.0f}; Rectangle dst={0.0f,0.0f,32.0f,32.0f}; -Player player_one = { - .position = { 0 }, - .direction = { 1, 0, 0 }, - .speed = 1.0f/60.0f + +World world = { + .players = { + { + .position = { 0 }, + .direction = { 1, 0, 0 }, + .speed = 1.0f/60.0f, + .color = BLUE, + }, + { + .position = { 1, 1, 1 }, + .direction = { 1, 0, 0 }, + .speed = 1.0f/60.0f, + .color = RED, + } + } }; -struct controller_data controllers; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { - // Initialization - //-------------------------------------------------------------------------------------- - const int screenWidth = ATTR_NINTENDO64_WIDTH; - const int screenHeight = ATTR_NINTENDO64_HEIGHT; - + // Initialization + //-------------------------------------------------------------------------------------- + const int screenWidth = ATTR_NINTENDO64_WIDTH; + const int screenHeight = ATTR_NINTENDO64_HEIGHT; + + + InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes"); + + // Define the camera to look into our 3d world + camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; + camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera.fovy = 45.0f; + camera.projection = CAMERA_PERSPECTIVE; - InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes"); - + // Define the camera to look into our 3d world + camera2.position = (Vector3){ 1.0f, -10.0f, 5.0f }; + camera2.target = (Vector3){ 0.0f, 0.0f, 0.0f }; + camera2.up = (Vector3){ 0.0f, 1.0f, 0.0f }; + camera2.fovy = 35.0f; + camera2.projection = CAMERA_PERSPECTIVE; - // Define the camera to look into our 3d world - camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; - camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; - camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; - camera.fovy = 45.0f; - camera.projection = CAMERA_PERSPECTIVE; - controller_init(); + Texture2D texture = LoadTexture("rom:/cubicmap_atlas32x32.png"); // Load map texture + //Model model = LoadModel("rom:/plane.m3d"); - Texture2D texture = LoadTexture("rom:/cubicmap_atlas32x32.png"); // Load map texture - //Model model = LoadModel("rom:/plane.m3d"); + Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position - Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position + //BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds - //BoundingBox bounds = GetMeshBoundingBox(model.meshes[0]); // Set model bounds - - SetTargetFPS(60); // Set our game to run at 60 frames-per-second - //---------------------------------------------------------- + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //---------------------------------------------------------- - // Main game loop - while (flag) // Detect window close with Start button - { - // Update - //----------------------------------------------------- - updateController(); - controller_read(&controllers); + // Main game loop + while (flag) // Detect window close with Start button + { + // Update + //----------------------------------------------------- + //controller_read(&controllers); - movePlayer(&player_one); + movePlayer(&(world.players[0])); - // Update - //---------------------------------------------------------------------------------- - //UpdateCamera(&camera, CAMERA_ORBITAL); - //---------------------------------------------------------------------------------- + // Update + //---------------------------------------------------------------------------------- + //UpdateCamera(&camera, CAMERA_ORBITAL); + //---------------------------------------------------------------------------------- - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); - ClearBackground(DARKGRAY); + ClearBackground(DARKGRAY); - BeginMode3D(camera); + BeginScissorMode(320/2, 0, 320/2, 240); + rlViewport(320/2, 0, 320/2, 240); + renderWorld(&world, &camera); + EndScissorMode(); + BeginScissorMode(0, 0, 320/2, 240); + rlViewport(0, 0, 320/2, 240); + renderWorld(&world, &camera2); + EndScissorMode(); + rlViewport(0, 0, 320, 240); - drawPlayer(&player_one); + // Draw cube with an applied texture + //test(); + // Draw cube with an applied texture, but only a defined rectangle piece of the texture + //DrawCubeTextureRec(texture, (Rectangle){ 0, texture.height/2, texture.width/2, texture.height/2 }, + // (Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE); + + updateController(); - // Draw cube with an applied texture - //test(); - // Draw cube with an applied texture, but only a defined rectangle piece of the texture - //DrawCubeTextureRec(texture, (Rectangle){ 0, texture.height/2, texture.width/2, texture.height/2 }, - // (Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE); + char text[500]; + sprintf(text, "Joystick %d,%d", inputs_p1.stick_x, inputs_p1.stick_y); + DrawText(text, 10, 30, 12, GREEN); + DrawFPS(10, 10); - DrawGrid(10, 1.0f); // Draw a grid + EndDrawing(); - EndMode3D(); - DrawFPS(10, 10); + //----------------------------------------------------- + } - EndDrawing(); - + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadTexture(texture); // Unload map texture - - //----------------------------------------------------- - } + CloseWindow(); // Close window and OpenGL context + //---------------------------------------------------------- - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadTexture(texture); // Unload map texture - - CloseWindow(); // Close window and OpenGL context - //---------------------------------------------------------- - - finishApp(); - return 0; + finishApp(); + return 0; } 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; - - // Set desired texture to be enabled while drawing following vertex data - rlSetTexture(texture.id); - - // Vertex data transformation can be defined with the commented lines, - // but in this example we calculate the transformed vertex data directly when calling rlVertex3f() - //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); + float x = position.x; + float y = position.y; + float z = position.z; + + // Set desired texture to be enabled while drawing following vertex data + rlSetTexture(texture.id); + + // Vertex data transformation can be defined with the commented lines, + // but in this example we calculate the transformed vertex data directly when calling rlVertex3f() + //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; - - // Set desired texture to be enabled while drawing following vertex data - rlSetTexture(texture.id); - - // We calculate the normalized texture coordinates for the desired texture-source-rectangle - // It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent - 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); + float x = position.x; + float y = position.y; + float z = position.z; + float texWidth = (float)texture.width; + float texHeight = (float)texture.height; + + // Set desired texture to be enabled while drawing following vertex data + rlSetTexture(texture.id); + + // We calculate the normalized texture coordinates for the desired texture-source-rectangle + // It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent + 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); } |
