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			111 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			111 lines
		
	
	
		
			4.6 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Drawing billboards
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*
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*   Example originally created with raylib 1.3, last time updated with raylib 3.5
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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    // Initialization
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    //--------------------------------------------------------------------------------------
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    const int screenWidth = 800;
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    const int screenHeight = 450;
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    InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
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    // Define the camera to look into our 3d world
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    Camera camera = { 0 };
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    camera.position = (Vector3){ 5.0f, 4.0f, 5.0f };    // Camera position
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    camera.target = (Vector3){ 0.0f, 2.0f, 0.0f };      // Camera looking at point
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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    camera.fovy = 45.0f;                                // Camera field-of-view Y
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    camera.projection = CAMERA_PERSPECTIVE;             // Camera projection type
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    Texture2D bill = LoadTexture("resources/billboard.png");    // Our billboard texture
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    Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f };          // Position of static billboard
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    Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f };        // Position of rotating billboard
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    // Entire billboard texture, source is used to take a segment from a larger texture.
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    Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
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    // NOTE: Billboard locked on axis-Y
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    Vector3 billUp = { 0.0f, 1.0f, 0.0f };
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    // Rotate around origin
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    // Here we choose to rotate around the image center
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    // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
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    Vector2 rotateOrigin = { 0.0f };
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    // Distance is needed for the correct billboard draw order
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    // Larger distance (further away from the camera) should be drawn prior to smaller distance.
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    float distanceStatic;
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    float distanceRotating;
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    float rotation = 0.0f;
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    SetTargetFPS(60);                   // Set our game to run at 60 frames-per-second
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    //--------------------------------------------------------------------------------------
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    // Main game loop
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    while (!WindowShouldClose())        // Detect window close button or ESC key
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    {
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        // Update
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        //----------------------------------------------------------------------------------
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        UpdateCamera(&camera, CAMERA_ORBITAL);
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        rotation += 0.4f;
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        distanceStatic = Vector3Distance(camera.position, billPositionStatic);
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        distanceRotating = Vector3Distance(camera.position, billPositionRotating);
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        //----------------------------------------------------------------------------------
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        // Draw
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        //----------------------------------------------------------------------------------
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        BeginDrawing();
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            ClearBackground(RAYWHITE);
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            BeginMode3D(camera);
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                DrawGrid(10, 1.0f);        // Draw a grid
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                // Draw order matters!
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                if (distanceStatic > distanceRotating) 
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                {
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                    DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
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                    DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
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                } 
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                else
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                {
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                    DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
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                    DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
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                }
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            EndMode3D();
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            DrawFPS(10, 10);
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        EndDrawing();
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        //----------------------------------------------------------------------------------
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    }
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    // De-Initialization
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    //--------------------------------------------------------------------------------------
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    UnloadTexture(bill);        // Unload texture
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    CloseWindow();              // Close window and OpenGL context
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    //--------------------------------------------------------------------------------------
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    return 0;
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} |