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[rmodels] Consistent DrawBillboardPro
with DrawTexturePro
(#4132)
* [rmodels] Re-implement `DrawBillboardPro` * [rmodels] Add comments to `DrawBillboardPro` * [rmodels] Make `DrawBillboardPro` consistent with `DrawTexturePro` * Update raylib_api.* by CI --------- Co-authored-by: github-actions[bot] <github-actions[bot]@users.noreply.github.com>
This commit is contained in:
152
src/rmodels.c
152
src/rmodels.c
@@ -3638,11 +3638,11 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
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}
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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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// 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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Vector3 right = { matView.m0, matView.m4, matView.m8 };
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//Vector3 up = { matView.m1, matView.m5, matView.m9 };
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right = Vector3Scale(right, size.x);
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up = Vector3Scale(up, size.y);
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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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Vector3 p1 = Vector3Add(rightScaled, upScaled);
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Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
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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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if (rotation != 0.0f)
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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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float sinRotation = sinf(rotation*DEG2RAD);
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float cosRotation = cosf(rotation*DEG2RAD);
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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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float xtvalue, ytvalue;
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float rotatedX, rotatedY;
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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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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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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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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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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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// 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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// 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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Vector3 origin3D = Vector3Add(Vector3Scale(Vector3Normalize(right), origin.x), Vector3Scale(Vector3Normalize(up), origin.y));
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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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for (int i = 0; i < 4; i++)
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{
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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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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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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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for (int i = 0; i < 4; i++)
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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-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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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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rlSetTexture(0);
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}
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