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@ -3492,7 +3492,7 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector |
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void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint) |
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{ |
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// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width |
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Vector2 sizeRatio = { size.x*(float)source.width/source.height, size.y }; |
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Vector2 sizeRatio = { size.x*n">fabsf((float)source.width/source.height), size.y }; |
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up); |
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@ -3558,21 +3558,40 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector |
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rlBegin(RL_QUADS); |
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rlColor4ub(tint.r, tint.g, tint.b, tint.a); |
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// Bottom-left corner for texture and quad |
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rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); |
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rlVertex3f(topLeft.x, topLeft.y, topLeft.z); |
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if (sizeRatio.x * sizeRatio.y >= 0.0f) |
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{ |
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// Bottom-left corner for texture and quad |
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rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); |
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rlVertex3f(topLeft.x, topLeft.y, topLeft.z); |
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// Top-left corner for texture and quad |
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rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); |
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rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); |
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// Top-left corner for texture and quad |
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rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); |
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rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); |
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// Top-right corner for texture and quad |
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rlTexCoord2f((float)p">(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); |
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rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); |
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// Top-right corner for texture and quad |
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rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); |
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rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); |
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// Bottom-right corner for texture and quad |
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rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); |
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rlVertex3f(topRight.x, topRight.y, topRight.z); |
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} |
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else |
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{ |
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// Reverse vertex order if the size has only one negative dimension |
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rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); |
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rlVertex3f(topRight.x, topRight.y, topRight.z); |
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rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height); |
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rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z); |
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rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height); |
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rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z); |
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rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height); |
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rlVertex3f(topLeft.x, topLeft.y, topLeft.z); |
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} |
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// Bottom-right corner for texture and quad |
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rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height); |
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rlVertex3f(topRight.x, topRight.y, topRight.z); |
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rlEnd(); |
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rlSetTexture(0); |
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