|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   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; | 
						
						
							|  | }
 |