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			247 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			247 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [models] example - Draw textured cube
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*
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*   Example complexity rating: [★★☆☆] 2/4
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*
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*   Example originally created with raylib 4.5, last time updated with raylib 4.5
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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) 2022-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "rlgl.h"       // Required to define vertex data (immediate-mode style)
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//------------------------------------------------------------------------------------
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// Custom Functions Declaration
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//------------------------------------------------------------------------------------
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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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 - draw cube texture");
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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){ 0.0f, 10.0f, 10.0f };
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    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 45.0f;
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    camera.projection = CAMERA_PERSPECTIVE;
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    // Load texture to be applied to the cubes sides
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    Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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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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        // TODO: Update your variables here
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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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                // Draw cube with an applied texture
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                DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
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                // Draw cube with an applied texture, but only a defined rectangle piece of the texture
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                DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
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                    (Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
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                DrawGrid(10, 1.0f);        // Draw a grid
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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(texture); // 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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}
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//------------------------------------------------------------------------------------
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// Custom Functions Definition
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//------------------------------------------------------------------------------------
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// Draw cube textured
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// NOTE: Cube position is the center position
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
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{
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    float x = position.x;
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    float y = position.y;
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    float z = position.z;
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    // Set desired texture to be enabled while drawing following vertex data
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    rlSetTexture(texture.id);
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    // Vertex data transformation can be defined with the commented lines,
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    // but in this example we calculate the transformed vertex data directly when calling rlVertex3f()
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    //rlPushMatrix();
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        // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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        //rlTranslatef(2.0f, 0.0f, 0.0f);
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        //rlRotatef(45, 0, 1, 0);
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        //rlScalef(2.0f, 2.0f, 2.0f);
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        rlBegin(RL_QUADS);
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            rlColor4ub(color.r, color.g, color.b, color.a);
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            // Front Face
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            rlNormal3f(0.0f, 0.0f, 1.0f);       // Normal Pointing Towards Viewer
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            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2);  // Bottom Left Of The Texture and Quad
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            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2);  // Bottom Right Of The Texture and Quad
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            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2);  // Top Right Of The Texture and Quad
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            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2);  // Top Left Of The Texture and Quad
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            // Back Face
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            rlNormal3f(0.0f, 0.0f, - 1.0f);     // Normal Pointing Away From Viewer
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            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2);  // Bottom Right Of The Texture and Quad
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            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2);  // Top Right Of The Texture and Quad
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            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2);  // Top Left Of The Texture and Quad
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            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2);  // Bottom Left Of The Texture and Quad
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            // Top Face
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            rlNormal3f(0.0f, 1.0f, 0.0f);       // Normal Pointing Up
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            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2);  // Top Left Of The Texture and Quad
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            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2);  // Bottom Left Of The Texture and Quad
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            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2);  // Bottom Right Of The Texture and Quad
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            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2);  // Top Right Of The Texture and Quad
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            // Bottom Face
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            rlNormal3f(0.0f, - 1.0f, 0.0f);     // Normal Pointing Down
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            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2);  // Top Right Of The Texture and Quad
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            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2);  // Top Left Of The Texture and Quad
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            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2);  // Bottom Left Of The Texture and Quad
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            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2);  // Bottom Right Of The Texture and Quad
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            // Right face
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            rlNormal3f(1.0f, 0.0f, 0.0f);       // Normal Pointing Right
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            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2);  // Bottom Right Of The Texture and Quad
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            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2);  // Top Right Of The Texture and Quad
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            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2);  // Top Left Of The Texture and Quad
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            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2);  // Bottom Left Of The Texture and Quad
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            // Left Face
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            rlNormal3f( - 1.0f, 0.0f, 0.0f);    // Normal Pointing Left
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            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2);  // Bottom Left Of The Texture and Quad
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            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2);  // Bottom Right Of The Texture and Quad
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            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2);  // Top Right Of The Texture and Quad
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            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2);  // Top Left Of The Texture and Quad
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        rlEnd();
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    //rlPopMatrix();
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    rlSetTexture(0);
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}
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// Draw cube with texture piece applied to all faces
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void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
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{
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    float x = position.x;
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    float y = position.y;
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    float z = position.z;
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    float texWidth = (float)texture.width;
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    float texHeight = (float)texture.height;
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    // Set desired texture to be enabled while drawing following vertex data
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    rlSetTexture(texture.id);
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    // We calculate the normalized texture coordinates for the desired texture-source-rectangle
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    // It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
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    rlBegin(RL_QUADS);
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        rlColor4ub(color.r, color.g, color.b, color.a);
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        // Front face
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        rlNormal3f(0.0f, 0.0f, 1.0f);
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        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x - width/2, y - height/2, z + length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x + width/2, y - height/2, z + length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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        rlVertex3f(x + width/2, y + height/2, z + length/2);
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        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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        rlVertex3f(x - width/2, y + height/2, z + length/2);
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        // Back face
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        rlNormal3f(0.0f, 0.0f, - 1.0f);
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        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x - width/2, y - height/2, z - length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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        rlVertex3f(x - width/2, y + height/2, z - length/2);
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        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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        rlVertex3f(x + width/2, y + height/2, z - length/2);
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        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x + width/2, y - height/2, z - length/2);
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        // Top face
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        rlNormal3f(0.0f, 1.0f, 0.0f);
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        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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        rlVertex3f(x - width/2, y + height/2, z - length/2);
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        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x - width/2, y + height/2, z + length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x + width/2, y + height/2, z + length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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        rlVertex3f(x + width/2, y + height/2, z - length/2);
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        // Bottom face
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        rlNormal3f(0.0f, - 1.0f, 0.0f);
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        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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        rlVertex3f(x - width/2, y - height/2, z - length/2);
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        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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        rlVertex3f(x + width/2, y - height/2, z - length/2);
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        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x + width/2, y - height/2, z + length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x - width/2, y - height/2, z + length/2);
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        // Right face
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        rlNormal3f(1.0f, 0.0f, 0.0f);
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        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x + width/2, y - height/2, z - length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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        rlVertex3f(x + width/2, y + height/2, z - length/2);
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        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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        rlVertex3f(x + width/2, y + height/2, z + length/2);
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        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x + width/2, y - height/2, z + length/2);
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        // Left face
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        rlNormal3f( - 1.0f, 0.0f, 0.0f);
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        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x - width/2, y - height/2, z - length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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        rlVertex3f(x - width/2, y - height/2, z + length/2);
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        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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        rlVertex3f(x - width/2, y + height/2, z + length/2);
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        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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        rlVertex3f(x - width/2, y + height/2, z - length/2);
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    rlEnd();
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    rlSetTexture(0);
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} |