|
/*******************************************************************************************
|
|
*
|
|
* 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 "raylib.h"
|
|
|
|
#include "rlgl.h" // Required to define vertex data (immediate-mode style)
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Custom Functions Declaration
|
|
//------------------------------------------------------------------------------------
|
|
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
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Program main entry point
|
|
//------------------------------------------------------------------------------------
|
|
int main(void)
|
|
{
|
|
// Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
const int screenWidth = 800;
|
|
const int screenHeight = 450;
|
|
|
|
InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture");
|
|
|
|
// Define the camera to look into our 3d world
|
|
Camera camera = { 0 };
|
|
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;
|
|
|
|
// Load texture to be applied to the cubes sides
|
|
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
|
|
|
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
|
|
//----------------------------------------------------------------------------------
|
|
// TODO: Update your variables here
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Draw
|
|
//----------------------------------------------------------------------------------
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
BeginMode3D(camera);
|
|
|
|
// Draw cube with an applied texture
|
|
DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
|
|
|
|
// Draw cube with an applied texture, but only a defined rectangle piece of the texture
|
|
DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
|
|
(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
|
|
|
|
DrawGrid(10, 1.0f); // Draw a grid
|
|
|
|
EndMode3D();
|
|
|
|
DrawFPS(10, 10);
|
|
|
|
EndDrawing();
|
|
//----------------------------------------------------------------------------------
|
|
}
|
|
|
|
// De-Initialization
|
|
//--------------------------------------------------------------------------------------
|
|
UnloadTexture(texture); // Unload texture
|
|
|
|
CloseWindow(); // Close window and OpenGL context
|
|
//--------------------------------------------------------------------------------------
|
|
|
|
return 0;
|
|
}
|
|
|
|
//------------------------------------------------------------------------------------
|
|
// Custom Functions Definition
|
|
//------------------------------------------------------------------------------------
|
|
// Draw cube textured
|
|
// 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;
|
|
|
|
// 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);
|
|
}
|