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@@ -446,41 +446,24 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
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// Draw a plane
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void DrawPlane(Vector3 centerPos, Vector2 size, Color color)
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{
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- // NOTE: QUADS usage require defining a texture on OpenGL 3.3+
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- if (rlGetVersion() != OPENGL_11) rlEnableTexture(whiteTexture); // Default white texture
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-
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// NOTE: Plane is always created on XZ ground
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rlPushMatrix();
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rlTranslatef(centerPos.x, centerPos.y, centerPos.z);
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rlScalef(size.x, 1.0f, size.y);
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- rlBegin(RL_QUADS);
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+ rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 1.0f, 0.0f);
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- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, -0.5f);
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- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(-0.5f, 0.0f, 0.5f);
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- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(0.5f, 0.0f, 0.5f);
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- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(0.5f, 0.0f, -0.5f);
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- rlEnd();
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- rlPopMatrix();
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- if (rlGetVersion() != OPENGL_11) rlDisableTexture();
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-}
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+ rlVertex3f(0.5f, 0.0f, -0.5f);
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+ rlVertex3f(-0.5f, 0.0f, -0.5f);
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+ rlVertex3f(-0.5f, 0.0f, 0.5f);
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-// Draw a quad
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-void DrawQuad(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4, Color color)
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-{
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- // TODO: Calculate normals from vertex position
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-
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- rlBegin(RL_QUADS);
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- rlColor4ub(color.r, color.g, color.b, color.a);
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- //rlNormal3f(0.0f, 0.0f, 0.0f);
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-
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- rlVertex3f(v1.x, v1.y, v1.z);
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- rlVertex3f(v2.x, v2.y, v2.z);
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- rlVertex3f(v3.x, v3.y, v3.z);
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- rlVertex3f(v4.x, v4.y, v4.z);
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- rlEnd();
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+ rlVertex3f(-0.5f, 0.0f, 0.5f);
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+ rlVertex3f(0.5f, 0.0f, 0.5f);
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+ rlVertex3f(0.5f, 0.0f, -0.5f);
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+ rlEnd();
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+ rlPopMatrix();
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}
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// Draw a ray line
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@@ -1167,60 +1150,25 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
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// Draw a billboard
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void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint)
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{
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- // NOTE: Billboard size will maintain texture aspect ratio, size will be billboard width
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- Vector2 sizeRatio = { size, size * (float)texture.height/texture.width };
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-
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- Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
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- MatrixTranspose(&viewMatrix);
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-
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- Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
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- //Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
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+ Rectangle sourceRec = { 0, 0, texture.width, texture.height };
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- // NOTE: Billboard locked to axis-Y
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- Vector3 up = { 0.0f, 1.0f, 0.0f };
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-/*
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- a-------b
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- | |
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- | * |
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- | |
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- d-------c
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-*/
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- VectorScale(&right, sizeRatio.x/2);
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- VectorScale(&up, sizeRatio.y/2);
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-
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- Vector3 p1 = VectorAdd(right, up);
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- Vector3 p2 = VectorSubtract(right, up);
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-
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- Vector3 a = VectorSubtract(center, p2);
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- Vector3 b = VectorAdd(center, p1);
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- Vector3 c = VectorAdd(center, p2);
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- Vector3 d = VectorSubtract(center, p1);
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-
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- rlEnableTexture(texture.id);
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-
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- rlBegin(RL_QUADS);
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- rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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-
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- rlTexCoord2f(0.0f, 0.0f); rlVertex3f(a.x, a.y, a.z);
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- rlTexCoord2f(0.0f, 1.0f); rlVertex3f(d.x, d.y, d.z);
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- rlTexCoord2f(1.0f, 1.0f); rlVertex3f(c.x, c.y, c.z);
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- rlTexCoord2f(1.0f, 0.0f); rlVertex3f(b.x, b.y, b.z);
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- rlEnd();
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-
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- rlDisableTexture();
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+ DrawBillboardRec(camera, texture, sourceRec, center, size, tint);
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}
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// Draw a billboard (part of a texture defined by a rectangle)
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void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint)
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{
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// NOTE: Billboard size will maintain sourceRec aspect ratio, size will represent billboard width
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- Vector2 sizeRatio = { size, size * (float)sourceRec.height/sourceRec.width };
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+ Vector2 sizeRatio = { size, size*(float)sourceRec.height/sourceRec.width };
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Matrix viewMatrix = MatrixLookAt(camera.position, camera.target, camera.up);
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MatrixTranspose(&viewMatrix);
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Vector3 right = { viewMatrix.m0, viewMatrix.m4, viewMatrix.m8 };
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- Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
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+ //Vector3 up = { viewMatrix.m1, viewMatrix.m5, viewMatrix.m9 };
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+
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+ // NOTE: Billboard locked on axis-Y
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+ Vector3 up = { 0.0f, 1.0f, 0.0f };
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/*
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a-------b
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@@ -1702,7 +1650,7 @@ static Mesh LoadOBJ(const char *fileName)
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// First reading pass: Get numVertex, numNormals, numTexCoords, numTriangles
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// NOTE: vertex, texcoords and normals could be optimized (to be used indexed on faces definition)
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- // NOTE: faces MUST be defined as TRIANGLES, not QUADS
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+ // NOTE: faces MUST be defined as TRIANGLES (3 vertex per face)
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while(!feof(objFile))
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{
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fscanf(objFile, "%c", &dataType);
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