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@@ -3638,11 +3638,11 @@ 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 position, float size, Color tint)
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+void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint)
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{
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Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };
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- DrawBillboardRec(camera, texture, source, position, (Vector2){ size, size }, tint);
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+ DrawBillboardRec(camera, texture, source, position, (Vector2) { scale*fabsf((float)source.width/source.height), scale }, tint);
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}
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// Draw a billboard (part of a texture defined by a rectangle)
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@@ -3651,116 +3651,82 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
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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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- DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
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+ DrawBillboardPro(camera, texture, source, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint);
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}
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// Draw a billboard with additional parameters
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-// NOTE: Size defines the destination rectangle size, stretching the source texture as required
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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*fabsf((float)source.width/source.height), size.y };
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-
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+ // Compute the up vector and the right vector
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Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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-
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Vector3 right = { matView.m0, matView.m4, matView.m8 };
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- //Vector3 up = { matView.m1, matView.m5, matView.m9 };
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-
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- Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
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- Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
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+ right = Vector3Scale(right, size.x);
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+ up = Vector3Scale(up, size.y);
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- Vector3 p1 = Vector3Add(rightScaled, upScaled);
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- Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
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-
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- Vector3 topLeft = Vector3Scale(p2, -1);
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- Vector3 topRight = p1;
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- Vector3 bottomRight = p2;
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- Vector3 bottomLeft = Vector3Scale(p1, -1);
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+ // Flip the content of the billboard while maintaining the counterclockwise edge rendering order
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+ if (size.x < 0.0f)
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+ {
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+ source.x += size.x;
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+ source.width *= -1.0;
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+ right = Vector3Negate(right);
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+ origin.x *= -1.0f;
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+ }
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+ if (size.y < 0.0f)
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+ {
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+ source.y += size.y;
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+ source.height *= -1.0;
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+ up = Vector3Negate(up);
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+ origin.y *= -1.0f;
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+ }
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- if (rotation != 0.0f)
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+ // Draw the texture region described by source on the following rectangle in 3D space:
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+ //
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+ // size.x <--.
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+ // 3 ^---------------------------+ 2 \ rotation
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+ // | | /
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+ // | |
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+ // | origin.x position |
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+ // up |.............. | size.y
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+ // | . |
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+ // | . origin.y |
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+ // | . |
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+ // 0 +---------------------------> 1
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+ // right
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+ Vector3 forward;
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+ if (rotation != 0.0) forward = Vector3CrossProduct(right, up);
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+
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+ Vector3 origin3D = Vector3Add(Vector3Scale(Vector3Normalize(right), origin.x), Vector3Scale(Vector3Normalize(up), origin.y));
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+
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+ Vector3 points[4];
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+ points[0] = Vector3Zero();
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+ points[1] = right;
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+ points[2] = Vector3Add(up, right);
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+ points[3] = up;
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+
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+ for (int i = 0; i < 4; i++)
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{
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- float sinRotation = sinf(rotation*DEG2RAD);
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- float cosRotation = cosf(rotation*DEG2RAD);
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-
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- // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
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- float rotateAboutX = sizeRatio.x*origin.x/2;
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- float rotateAboutY = sizeRatio.y*origin.y/2;
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-
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- float xtvalue, ytvalue;
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- float rotatedX, rotatedY;
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-
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- xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane
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- ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY;
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- rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
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- rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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- topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates
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-
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- xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX;
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- ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY;
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- rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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- rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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- topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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-
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- xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
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- ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY;
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- rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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- rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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- bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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-
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- xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX;
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- ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY;
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- rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
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- rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
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- bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
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+ points[i] = Vector3Subtract(points[i], origin3D);
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+ if (rotation != 0.0) points[i] = Vector3RotateByAxisAngle(points[i], forward, rotation * DEG2RAD);
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+ points[i] = Vector3Add(points[i], position);
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}
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- // Translate points to the draw center (position)
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- topLeft = Vector3Add(topLeft, position);
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- topRight = Vector3Add(topRight, position);
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- bottomRight = Vector3Add(bottomRight, position);
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- bottomLeft = Vector3Add(bottomLeft, position);
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+ Vector2 texcoords[4];
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+ texcoords[0] = (Vector2) { (float)source.x/texture.width, (float)(source.y + source.height)/texture.height };
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+ texcoords[1] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height };
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+ texcoords[2] = (Vector2) { (float)(source.x + source.width)/texture.width, (float)source.y/texture.height };
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+ texcoords[3] = (Vector2) { (float)source.x/texture.width, (float)source.y/texture.height };
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rlSetTexture(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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- 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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-
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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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-
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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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-
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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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+ rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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+ for (int i = 0; i < 4; i++)
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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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-
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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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-
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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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-
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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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+ rlTexCoord2f(texcoords[i].x, texcoords[i].y);
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+ rlVertex3f(points[i].x, points[i].y, points[i].z);
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}
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rlEnd();
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-
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rlSetTexture(0);
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}
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