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	Reorganize examples folder
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								examples/others/rlgl_standalone.c
									
									
									
									
									
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/*******************************************************************************************
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*
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*   raylib [rlgl] example - Using rlgl module as standalone module
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		||||
*
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		||||
*   NOTE: This example requires OpenGL 3.3 or ES2 versions for shaders support,
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		||||
*         OpenGL 1.1 does not support shaders but it can also be used.
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*
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		||||
*   Compile rlgl module using:
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		||||
*   gcc -c rlgl.c -Wall -std=c99 -DRLGL_STANDALONE -DRAYMATH_IMPLEMENTATION -DGRAPHICS_API_OPENGL_33
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*
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*   NOTE: rlgl module requires the following header-only files:
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*       external/glad.h - OpenGL extensions loader (stripped to only required extensions)
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*       shader_standard.h - Standard shader for materials and lighting
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*       shader_distortion.h - Distortion shader for VR
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*       raymath.h - Vector and matrix math functions
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*
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		||||
*   Compile example using:
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*   gcc -o rlgl_standalone.exe rlgl_standalone.c rlgl.o -lglfw3 -lopengl32 -lgdi32 -std=c99
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*
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		||||
*   This example has been created using raylib 1.5 (www.raylib.com)
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*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*   Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include <GLFW/glfw3.h>         // Windows/Context and inputs management
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		||||
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		||||
#define RLGL_STANDALONE
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#include "rlgl.h"               // rlgl library: OpenGL 1.1 immediate-mode style coding
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		||||
#define RED        (Color){ 230, 41, 55, 255 }     // Red
 | 
			
		||||
#define RAYWHITE   (Color){ 245, 245, 245, 255 }   // My own White (raylib logo)
 | 
			
		||||
#define DARKGRAY   (Color){ 80, 80, 80, 255 }      // Dark Gray
 | 
			
		||||
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Module specific Functions Declaration
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
static void ErrorCallback(int error, const char* description);
 | 
			
		||||
static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods);
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		||||
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		||||
// Drawing functions (uses rlgl functionality)
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		||||
static void DrawGrid(int slices, float spacing);
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static void DrawCube(Vector3 position, float width, float height, float length, Color color);
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		||||
static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
 | 
			
		||||
static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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		||||
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		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
// Main Entry point
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
int main(void)
 | 
			
		||||
{
 | 
			
		||||
    // Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    const int screenWidth = 800;
 | 
			
		||||
    const int screenHeight = 450;
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		||||
    
 | 
			
		||||
    // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
 | 
			
		||||
    //--------------------------------------------------------
 | 
			
		||||
    glfwSetErrorCallback(ErrorCallback);
 | 
			
		||||
    
 | 
			
		||||
    if (!glfwInit())
 | 
			
		||||
    {
 | 
			
		||||
        TraceLog(WARNING, "GLFW3: Can not initialize GLFW");
 | 
			
		||||
        return 1;
 | 
			
		||||
    }
 | 
			
		||||
    else TraceLog(INFO, "GLFW3: GLFW initialized successfully");
 | 
			
		||||
    
 | 
			
		||||
    glfwWindowHint(GLFW_SAMPLES, 4);
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		||||
    glfwWindowHint(GLFW_DEPTH_BITS, 16);
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    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
 | 
			
		||||
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
 | 
			
		||||
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
 | 
			
		||||
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
 | 
			
		||||
   
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		||||
    GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
 | 
			
		||||
    
 | 
			
		||||
    if (!window)
 | 
			
		||||
    {
 | 
			
		||||
        glfwTerminate();
 | 
			
		||||
        return 2;
 | 
			
		||||
    }
 | 
			
		||||
    else TraceLog(INFO, "GLFW3: Window created successfully");
 | 
			
		||||
    
 | 
			
		||||
    glfwSetWindowPos(window, 200, 200);
 | 
			
		||||
    
 | 
			
		||||
    glfwSetKeyCallback(window, KeyCallback);
 | 
			
		||||
    
 | 
			
		||||
    glfwMakeContextCurrent(window);
 | 
			
		||||
    glfwSwapInterval(1);
 | 
			
		||||
    
 | 
			
		||||
    // Load OpenGL 3.3 supported extensions
 | 
			
		||||
    rlglLoadExtensions(glfwGetProcAddress);
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		||||
    //--------------------------------------------------------
 | 
			
		||||
    
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		||||
    // Initialize OpenGL context (states and resources)
 | 
			
		||||
    rlglInit(screenWidth, screenHeight);
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		||||
 | 
			
		||||
    // Initialize viewport and internal projection/modelview matrices
 | 
			
		||||
    rlViewport(0, 0, screenWidth, screenHeight);
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		||||
    rlMatrixMode(RL_PROJECTION);                        // Switch to PROJECTION matrix
 | 
			
		||||
    rlLoadIdentity();                                   // Reset current matrix (PROJECTION)
 | 
			
		||||
    rlOrtho(0, screenWidth, screenHeight, 0, 0.0f, 1.0f); // Orthographic projection with top-left corner at (0,0)
 | 
			
		||||
    rlMatrixMode(RL_MODELVIEW);                         // Switch back to MODELVIEW matrix
 | 
			
		||||
    rlLoadIdentity();                                   // Reset current matrix (MODELVIEW)
 | 
			
		||||
 | 
			
		||||
    rlClearColor(245, 245, 245, 255);                   // Define clear color
 | 
			
		||||
    rlEnableDepthTest();                                // Enable DEPTH_TEST for 3D
 | 
			
		||||
    
 | 
			
		||||
    Camera camera;
 | 
			
		||||
    camera.position = (Vector3){ 5.0f, 5.0f, 5.0f };    // Camera position
 | 
			
		||||
    camera.target = (Vector3){ 0.0f, 0.0f, 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
 | 
			
		||||
    
 | 
			
		||||
    Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };        // Cube default position (center)
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    //--------------------------------------------------------------------------------------    
 | 
			
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    // Main game loop    
 | 
			
		||||
    while (!glfwWindowShouldClose(window)) 
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		||||
    {
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        // Update
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		||||
        //----------------------------------------------------------------------------------
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		||||
        // ...
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        //----------------------------------------------------------------------------------
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		||||
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        // Draw
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		||||
        //----------------------------------------------------------------------------------
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		||||
        rlClearScreenBuffers();             // Clear current framebuffer
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		||||
        
 | 
			
		||||
            // Calculate projection matrix (from perspective) and view matrix from camera look at
 | 
			
		||||
            Matrix matProj = MatrixPerspective(camera.fovy, (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
 | 
			
		||||
            MatrixTranspose(&matProj);
 | 
			
		||||
            Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
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		||||
 | 
			
		||||
            SetMatrixModelview(matView);    // Replace internal modelview matrix by a custom one
 | 
			
		||||
            SetMatrixProjection(matProj);   // Replace internal projection matrix by a custom one
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		||||
            DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
 | 
			
		||||
            DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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		||||
            DrawGrid(10, 1.0f);
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            // NOTE: Internal buffers drawing (3D data)
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            rlglDraw();
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            // Draw '2D' elements in the scene (GUI)
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#define RLGL_CREATE_MATRIX_MANUALLY
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#if defined(RLGL_CREATE_MATRIX_MANUALLY)
 | 
			
		||||
            matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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            MatrixTranspose(&matProj);
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		||||
            matView = MatrixIdentity();
 | 
			
		||||
            
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            SetMatrixModelview(matView);    // Replace internal modelview matrix by a custom one
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		||||
            SetMatrixProjection(matProj);   // Replace internal projection matrix by a custom one
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		||||
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#else   // Let rlgl generate and multiply matrix internally
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            rlMatrixMode(RL_PROJECTION);                            // Enable internal projection matrix
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            rlLoadIdentity();                                       // Reset internal projection matrix
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            rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
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		||||
            rlMatrixMode(RL_MODELVIEW);                             // Enable internal modelview matrix
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		||||
            rlLoadIdentity();                                       // Reset internal modelview matrix
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#endif
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            DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
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            // NOTE: Internal buffers drawing (2D data)
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		||||
            rlglDraw();
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        glfwSwapBuffers(window);
 | 
			
		||||
        glfwPollEvents();
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		||||
        //----------------------------------------------------------------------------------
 | 
			
		||||
    }
 | 
			
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 | 
			
		||||
    // De-Initialization
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    rlglClose();                    // Unload rlgl internal buffers and default shader/texture
 | 
			
		||||
    
 | 
			
		||||
    glfwDestroyWindow(window);      // Close window
 | 
			
		||||
    glfwTerminate();                // Free GLFW3 resources
 | 
			
		||||
    //--------------------------------------------------------------------------------------
 | 
			
		||||
    
 | 
			
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    return 0;
 | 
			
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}
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//----------------------------------------------------------------------------------
 | 
			
		||||
// Module specific Functions Definitions
 | 
			
		||||
//----------------------------------------------------------------------------------
 | 
			
		||||
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		||||
// GLFW3: Error callback
 | 
			
		||||
static void ErrorCallback(int error, const char* description)
 | 
			
		||||
{
 | 
			
		||||
    TraceLog(ERROR, description);
 | 
			
		||||
}
 | 
			
		||||
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		||||
// GLFW3: Keyboard callback
 | 
			
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static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods)
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{
 | 
			
		||||
    if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
 | 
			
		||||
    {
 | 
			
		||||
        glfwSetWindowShouldClose(window, GL_TRUE);
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    }
 | 
			
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}
 | 
			
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// Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
 | 
			
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
 | 
			
		||||
{
 | 
			
		||||
    rlBegin(RL_TRIANGLES);
 | 
			
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        rlColor4ub(color.r, color.g, color.b, color.a);
 | 
			
		||||
 | 
			
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        rlVertex2i(position.x, position.y);
 | 
			
		||||
        rlVertex2i(position.x, position.y + size.y);
 | 
			
		||||
        rlVertex2i(position.x + size.x, position.y + size.y);
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		||||
 | 
			
		||||
        rlVertex2i(position.x, position.y);
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		||||
        rlVertex2i(position.x + size.x, position.y + size.y);
 | 
			
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        rlVertex2i(position.x + size.x, position.y);
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    rlEnd();
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}
 | 
			
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 | 
			
		||||
// Draw a grid centered at (0, 0, 0)
 | 
			
		||||
static void DrawGrid(int slices, float spacing)
 | 
			
		||||
{
 | 
			
		||||
    int halfSlices = slices / 2;
 | 
			
		||||
 | 
			
		||||
    rlBegin(RL_LINES);
 | 
			
		||||
        for(int i = -halfSlices; i <= halfSlices; i++)
 | 
			
		||||
        {
 | 
			
		||||
            if (i == 0)
 | 
			
		||||
            {
 | 
			
		||||
                rlColor3f(0.5f, 0.5f, 0.5f);
 | 
			
		||||
                rlColor3f(0.5f, 0.5f, 0.5f);
 | 
			
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                rlColor3f(0.5f, 0.5f, 0.5f);
 | 
			
		||||
                rlColor3f(0.5f, 0.5f, 0.5f);
 | 
			
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            }
 | 
			
		||||
            else
 | 
			
		||||
            {
 | 
			
		||||
                rlColor3f(0.75f, 0.75f, 0.75f);
 | 
			
		||||
                rlColor3f(0.75f, 0.75f, 0.75f);
 | 
			
		||||
                rlColor3f(0.75f, 0.75f, 0.75f);
 | 
			
		||||
                rlColor3f(0.75f, 0.75f, 0.75f);
 | 
			
		||||
            }
 | 
			
		||||
 | 
			
		||||
            rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
 | 
			
		||||
            rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
 | 
			
		||||
 | 
			
		||||
            rlVertex3f((float)-halfSlices*spacing, 0.0f, (float)i*spacing);
 | 
			
		||||
            rlVertex3f((float)halfSlices*spacing, 0.0f, (float)i*spacing);
 | 
			
		||||
        }
 | 
			
		||||
    rlEnd();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Draw cube
 | 
			
		||||
// NOTE: Cube position is the center position
 | 
			
		||||
void DrawCube(Vector3 position, float width, float height, float length, Color color)
 | 
			
		||||
{
 | 
			
		||||
    float x = 0.0f;
 | 
			
		||||
    float y = 0.0f;
 | 
			
		||||
    float z = 0.0f;
 | 
			
		||||
 | 
			
		||||
    rlPushMatrix();
 | 
			
		||||
 | 
			
		||||
        // NOTE: Be careful! Function order matters (rotate -> scale -> translate)
 | 
			
		||||
        rlTranslatef(position.x, position.y, position.z);
 | 
			
		||||
        //rlScalef(2.0f, 2.0f, 2.0f);
 | 
			
		||||
        //rlRotatef(45, 0, 1, 0);
 | 
			
		||||
 | 
			
		||||
        rlBegin(RL_TRIANGLES);
 | 
			
		||||
            rlColor4ub(color.r, color.g, color.b, color.a);
 | 
			
		||||
 | 
			
		||||
            // Front Face -----------------------------------------------------
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
 | 
			
		||||
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
 | 
			
		||||
 | 
			
		||||
            // Back Face ------------------------------------------------------
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
 | 
			
		||||
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
 | 
			
		||||
 | 
			
		||||
            // Top Face -------------------------------------------------------
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Bottom Left
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Bottom Right
 | 
			
		||||
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Bottom Right
 | 
			
		||||
 | 
			
		||||
            // Bottom Face ----------------------------------------------------
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
 | 
			
		||||
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Top Right
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left
 | 
			
		||||
 | 
			
		||||
            // Right face -----------------------------------------------------
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Left
 | 
			
		||||
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Left
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Left
 | 
			
		||||
 | 
			
		||||
            // Left Face ------------------------------------------------------
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Right
 | 
			
		||||
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Right
 | 
			
		||||
        rlEnd();
 | 
			
		||||
    rlPopMatrix();
 | 
			
		||||
}
 | 
			
		||||
 | 
			
		||||
// Draw cube wires
 | 
			
		||||
void DrawCubeWires(Vector3 position, float width, float height, float length, Color color)
 | 
			
		||||
{
 | 
			
		||||
    float x = 0.0f;
 | 
			
		||||
    float y = 0.0f;
 | 
			
		||||
    float z = 0.0f;
 | 
			
		||||
 | 
			
		||||
    rlPushMatrix();
 | 
			
		||||
 | 
			
		||||
        rlTranslatef(position.x, position.y, position.z);
 | 
			
		||||
        //rlRotatef(45, 0, 1, 0);
 | 
			
		||||
 | 
			
		||||
        rlBegin(RL_LINES);
 | 
			
		||||
            rlColor4ub(color.r, color.g, color.b, color.a);
 | 
			
		||||
 | 
			
		||||
            // Front Face -----------------------------------------------------
 | 
			
		||||
            // Bottom Line
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
 | 
			
		||||
 | 
			
		||||
            // Left Line
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
 | 
			
		||||
 | 
			
		||||
            // Top Line
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
 | 
			
		||||
 | 
			
		||||
            // Right Line
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Bottom Left
 | 
			
		||||
 | 
			
		||||
            // Back Face ------------------------------------------------------
 | 
			
		||||
            // Bottom Line
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
 | 
			
		||||
 | 
			
		||||
            // Left Line
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Bottom Right
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
 | 
			
		||||
 | 
			
		||||
            // Top Line
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
 | 
			
		||||
 | 
			
		||||
            // Right Line
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Bottom Left
 | 
			
		||||
 | 
			
		||||
            // Top Face -------------------------------------------------------
 | 
			
		||||
            // Left Line
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z+length/2);  // Top Left Front
 | 
			
		||||
            rlVertex3f(x-width/2, y+height/2, z-length/2);  // Top Left Back
 | 
			
		||||
 | 
			
		||||
            // Right Line
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z+length/2);  // Top Right Front
 | 
			
		||||
            rlVertex3f(x+width/2, y+height/2, z-length/2);  // Top Right Back
 | 
			
		||||
 | 
			
		||||
            // Bottom Face  ---------------------------------------------------
 | 
			
		||||
            // Left Line
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z+length/2);  // Top Left Front
 | 
			
		||||
            rlVertex3f(x-width/2, y-height/2, z-length/2);  // Top Left Back
 | 
			
		||||
 | 
			
		||||
            // Right Line
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z+length/2);  // Top Right Front
 | 
			
		||||
            rlVertex3f(x+width/2, y-height/2, z-length/2);  // Top Right Back
 | 
			
		||||
        rlEnd();
 | 
			
		||||
    rlPopMatrix();
 | 
			
		||||
}
 | 
			
		||||
		Reference in New Issue
	
	Block a user