- /*******************************************************************************************
- *
- * raylib [models] example - Drawing billboards
- *
- * Example originally created with raylib 1.3, last time updated with raylib 3.5
- *
- * 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) 2015-2024 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
- #include "raylib.h"
- #include "raymath.h"
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
- Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
- Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
-
- // Entire billboard texture, source is used to take a segment from a larger texture.
- Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
-
- // NOTE: Billboard locked on axis-Y
- Vector3 billUp = { 0.0f, 1.0f, 0.0f };
-
- // Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
- Vector2 size = { source.width/source.height, 1.0f };
-
- // Rotate around origin
- // Here we choose to rotate around the image center
- Vector2 origin = Vector2Scale(size, 0.5f);
-
- // Distance is needed for the correct billboard draw order
- // Larger distance (further away from the camera) should be drawn prior to smaller distance.
- float distanceStatic;
- float distanceRotating;
- float rotation = 0.0f;
-
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera, CAMERA_ORBITAL);
-
- rotation += 0.4f;
- distanceStatic = Vector3Distance(camera.position, billPositionStatic);
- distanceRotating = Vector3Distance(camera.position, billPositionRotating);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- DrawGrid(10, 1.0f); // Draw a grid
-
- // Draw order matters!
- if (distanceStatic > distanceRotating)
- {
- DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
- DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
- }
- else
- {
- DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
- DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
- }
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadTexture(bill); // Unload texture
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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