mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-10-26 12:27:01 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			469 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			469 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
 | |
| *
 | |
| *   raylib [rlgl] example - Using rlgl module as standalone module
 | |
| *
 | |
| *   rlgl library is an abstraction layer for multiple OpenGL versions (1.1, 2.1, 3.3 Core, ES 2.0)
 | |
| *   that provides a pseudo-OpenGL 1.1 immediate-mode style API (rlVertex, rlTranslate, rlRotate...)
 | |
| *
 | |
| *   WARNING: This example is intended only for PLATFORM_DESKTOP and OpenGL 3.3 Core profile.
 | |
| *       It could work on other platforms if redesigned for those platforms (out-of-scope)
 | |
| *
 | |
| *   DEPENDENCIES:
 | |
| *       glfw3     - Windows and context initialization library
 | |
| *       rlgl.h    - OpenGL abstraction layer to OpenGL 1.1, 3.3 or ES2
 | |
| *       glad.h    - OpenGL extensions initialization library (required by rlgl)
 | |
| *       raymath.h - 3D math library
 | |
| *
 | |
| *   WINDOWS COMPILATION:
 | |
| *       gcc -o rlgl_standalone.exe rlgl_standalone.c -s -Iexternal\include -I..\..\src  \
 | |
| *           -L. -Lexternal\lib -lglfw3 -lopengl32 -lgdi32 -Wall -std=c99 -DGRAPHICS_API_OPENGL_33
 | |
| *
 | |
| *   APPLE COMPILATION:
 | |
| *       gcc -o rlgl_standalone rlgl_standalone.c -I../../src -Iexternal/include -Lexternal/lib \
 | |
| *           -lglfw3 -framework CoreVideo -framework OpenGL -framework IOKit -framework Cocoa
 | |
| *           -Wno-deprecated-declarations -std=c99 -DGRAPHICS_API_OPENGL_33
 | |
| *
 | |
| *
 | |
| *   LICENSE: zlib/libpng
 | |
| *
 | |
| *   This example is 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) 2014-2024 Ramon Santamaria (@raysan5)
 | |
| *
 | |
| *   This software is provided "as-is", without any express or implied warranty. In no event
 | |
| *   will the authors be held liable for any damages arising from the use of this software.
 | |
| *
 | |
| *   Permission is granted to anyone to use this software for any purpose, including commercial
 | |
| *   applications, and to alter it and redistribute it freely, subject to the following restrictions:
 | |
| *
 | |
| *     1. The origin of this software must not be misrepresented; you must not claim that you
 | |
| *     wrote the original software. If you use this software in a product, an acknowledgment
 | |
| *     in the product documentation would be appreciated but is not required.
 | |
| *
 | |
| *     2. Altered source versions must be plainly marked as such, and must not be misrepresented
 | |
| *     as being the original software.
 | |
| *
 | |
| *     3. This notice may not be removed or altered from any source distribution.
 | |
| *
 | |
| ********************************************************************************************/
 | |
| 
 | |
| // NOTE: rlgl can be configured just re-defining the following values:
 | |
| //#define RL_DEFAULT_BATCH_BUFFER_ELEMENTS   8192    // Default internal render batch elements limits
 | |
| //#define RL_DEFAULT_BATCH_BUFFERS              1    // Default number of batch buffers (multi-buffering)
 | |
| //#define RL_DEFAULT_BATCH_DRAWCALLS          256    // Default number of batch draw calls (by state changes: mode, texture)
 | |
| //#define RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS    4    // Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
 | |
| //#define RL_MAX_MATRIX_STACK_SIZE             32    // Maximum size of internal Matrix stack
 | |
| //#define RL_MAX_SHADER_LOCATIONS              32    // Maximum number of shader locations supported
 | |
| //#define RL_CULL_DISTANCE_NEAR              0.01    // Default projection matrix near cull distance
 | |
| //#define RL_CULL_DISTANCE_FAR             1000.0    // Default projection matrix far cull distance
 | |
| 
 | |
| #define RLGL_IMPLEMENTATION
 | |
| #include "rlgl.h"               // OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
 | |
| 
 | |
| #define RAYMATH_STATIC_INLINE
 | |
| #include "raymath.h"            // Vector2, Vector3, Quaternion and Matrix functionality
 | |
| 
 | |
| #include "GLFW/glfw3.h"         // Windows/Context and inputs management
 | |
| 
 | |
| #include <stdio.h>              // Required for: printf()
 | |
| 
 | |
| #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
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Structures Definition
 | |
| //----------------------------------------------------------------------------------
 | |
| // Color, 4 components, R8G8B8A8 (32bit)
 | |
| typedef struct Color {
 | |
|     unsigned char r;        // Color red value
 | |
|     unsigned char g;        // Color green value
 | |
|     unsigned char b;        // Color blue value
 | |
|     unsigned char a;        // Color alpha value
 | |
| } Color;
 | |
| 
 | |
| // Camera type, defines a camera position/orientation in 3d space
 | |
| typedef struct Camera {
 | |
|     Vector3 position;       // Camera position
 | |
|     Vector3 target;         // Camera target it looks-at
 | |
|     Vector3 up;             // Camera up vector (rotation over its axis)
 | |
|     float fovy;             // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
 | |
|     int projection;         // Camera projection: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
 | |
| } Camera;
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // 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);
 | |
| 
 | |
| // Drawing functions (uses rlgl functionality)
 | |
| static void DrawGrid(int slices, float spacing);
 | |
| static void DrawCube(Vector3 position, float width, float height, float length, Color color);
 | |
| static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
 | |
| static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
 | |
| 
 | |
| // NOTE: We use raymath to get this functionality but it could be implemented in this module
 | |
| //static Matrix MatrixIdentity(void);
 | |
| //static Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
 | |
| //static Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
 | |
| //static Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
 | |
| 
 | |
| //------------------------------------------------------------------------------------
 | |
| // Program main entry point
 | |
| //------------------------------------------------------------------------------------
 | |
| int main(void)
 | |
| {
 | |
|     // Initialization
 | |
|     //--------------------------------------------------------------------------------------
 | |
|     const int screenWidth = 800;
 | |
|     const int screenHeight = 450;
 | |
| 
 | |
|     // GLFW3 Initialization + OpenGL 3.3 Context + Extensions
 | |
|     //--------------------------------------------------------
 | |
|     glfwSetErrorCallback(ErrorCallback);
 | |
| 
 | |
|     if (!glfwInit())
 | |
|     {
 | |
|         printf("GLFW3: Can not initialize GLFW\n");
 | |
|         return 1;
 | |
|     }
 | |
|     else printf("GLFW3: GLFW initialized successfully\n");
 | |
| 
 | |
|     glfwWindowHint(GLFW_SAMPLES, 4);
 | |
|     glfwWindowHint(GLFW_DEPTH_BITS, 16);
 | |
|     
 | |
|     // WARNING: OpenGL 3.3 Core profile only
 | |
|     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);
 | |
| #if defined(__APPLE__)
 | |
|     glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
 | |
| #endif
 | |
| 
 | |
|     GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
 | |
| 
 | |
|     if (!window)
 | |
|     {
 | |
|         glfwTerminate();
 | |
|         return 2;
 | |
|     }
 | |
|     else printf("GLFW3: Window created successfully\n");
 | |
| 
 | |
|     glfwSetWindowPos(window, 200, 200);
 | |
| 
 | |
|     glfwSetKeyCallback(window, KeyCallback);
 | |
| 
 | |
|     glfwMakeContextCurrent(window);
 | |
|     glfwSwapInterval(0);
 | |
| 
 | |
|     // Load OpenGL 3.3 supported extensions
 | |
|     rlLoadExtensions(glfwGetProcAddress);
 | |
|     //--------------------------------------------------------
 | |
| 
 | |
|     // Initialize OpenGL context (states and resources)
 | |
|     rlglInit(screenWidth, screenHeight);
 | |
| 
 | |
|     // Initialize viewport and internal projection/modelview matrices
 | |
|     rlViewport(0, 0, screenWidth, screenHeight);
 | |
|     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 = { 0 };
 | |
|     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)
 | |
|     //--------------------------------------------------------------------------------------
 | |
| 
 | |
|     // Main game loop
 | |
|     while (!glfwWindowShouldClose(window))
 | |
|     {
 | |
|         // Update
 | |
|         //----------------------------------------------------------------------------------
 | |
|         //camera.position.x += 0.01f;
 | |
|         //----------------------------------------------------------------------------------
 | |
| 
 | |
|         // Draw
 | |
|         //----------------------------------------------------------------------------------
 | |
|         rlClearScreenBuffers();             // Clear current framebuffer
 | |
| 
 | |
|             // Draw '3D' elements in the scene
 | |
|             //-----------------------------------------------
 | |
|             // Calculate projection matrix (from perspective) and view matrix from camera look at
 | |
|             Matrix matProj = MatrixPerspective((double)(camera.fovy*DEG2RAD), (double)screenWidth/(double)screenHeight, 0.01, 1000.0);
 | |
|             Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
 | |
| 
 | |
|             rlSetMatrixModelview(matView);    // Set internal modelview matrix (default shader)
 | |
|             rlSetMatrixProjection(matProj);   // Set internal projection matrix (default shader)
 | |
| 
 | |
|             DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
 | |
|             DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
 | |
|             DrawGrid(10, 1.0f);
 | |
| 
 | |
|             // Draw internal render batch buffers (3D data)
 | |
|             rlDrawRenderBatchActive();
 | |
|             //-----------------------------------------------
 | |
| 
 | |
|             // Draw '2D' elements in the scene (GUI)
 | |
|             //-----------------------------------------------
 | |
| #define RLGL_SET_MATRIX_MANUALLY
 | |
| #if defined(RLGL_SET_MATRIX_MANUALLY)
 | |
|             matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
 | |
|             matView = MatrixIdentity();
 | |
| 
 | |
|             rlSetMatrixModelview(matView);    // Set internal modelview matrix (default shader)
 | |
|             rlSetMatrixProjection(matProj);   // Set internal projection matrix (default shader)
 | |
| 
 | |
| #else   // Let rlgl generate and multiply matrix internally
 | |
| 
 | |
|             rlMatrixMode(RL_PROJECTION);                            // Enable internal projection matrix
 | |
|             rlLoadIdentity();                                       // Reset internal projection matrix
 | |
|             rlOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0); // Recalculate internal projection matrix
 | |
|             rlMatrixMode(RL_MODELVIEW);                             // Enable internal modelview matrix
 | |
|             rlLoadIdentity();                                       // Reset internal modelview matrix
 | |
| #endif
 | |
|             DrawRectangleV((Vector2){ 10.0f, 10.0f }, (Vector2){ 780.0f, 20.0f }, DARKGRAY);
 | |
| 
 | |
|             // Draw internal render batch buffers (2D data)
 | |
|             rlDrawRenderBatchActive();
 | |
|             //-----------------------------------------------
 | |
| 
 | |
|         glfwSwapBuffers(window);
 | |
|         glfwPollEvents();
 | |
|         //----------------------------------------------------------------------------------
 | |
|     }
 | |
| 
 | |
|     // De-Initialization
 | |
|     //--------------------------------------------------------------------------------------
 | |
|     rlglClose();                    // Unload rlgl internal buffers and default shader/texture
 | |
| 
 | |
|     glfwDestroyWindow(window);      // Close window
 | |
|     glfwTerminate();                // Free GLFW3 resources
 | |
|     //--------------------------------------------------------------------------------------
 | |
| 
 | |
|     return 0;
 | |
| }
 | |
| 
 | |
| //----------------------------------------------------------------------------------
 | |
| // Module specific Functions Definitions
 | |
| //----------------------------------------------------------------------------------
 | |
| 
 | |
| // GLFW3: Error callback
 | |
| static void ErrorCallback(int error, const char *description)
 | |
| {
 | |
|     fprintf(stderr, "%s", description);
 | |
| }
 | |
| 
 | |
| // GLFW3: Keyboard callback
 | |
| static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods)
 | |
| {
 | |
|     if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
 | |
|     {
 | |
|         glfwSetWindowShouldClose(window, GL_TRUE);
 | |
|     }
 | |
| }
 | |
| 
 | |
| // Draw rectangle using rlgl OpenGL 1.1 style coding (translated to OpenGL 3.3 internally)
 | |
| static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
 | |
| {
 | |
|     rlBegin(RL_TRIANGLES);
 | |
|         rlColor4ub(color.r, color.g, color.b, color.a);
 | |
| 
 | |
|         rlVertex2f(position.x, position.y);
 | |
|         rlVertex2f(position.x, position.y + size.y);
 | |
|         rlVertex2f(position.x + size.x, position.y + size.y);
 | |
| 
 | |
|         rlVertex2f(position.x, position.y);
 | |
|         rlVertex2f(position.x + size.x, position.y + size.y);
 | |
|         rlVertex2f(position.x + size.x, position.y);
 | |
|     rlEnd();
 | |
| }
 | |
| 
 | |
| // 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);
 | |
|                 rlColor3f(0.5f, 0.5f, 0.5f);
 | |
|                 rlColor3f(0.5f, 0.5f, 0.5f);
 | |
|             }
 | |
|             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
 | |
| static 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
 | |
| static 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();
 | |
| }
 | 
