mirror of
				https://github.com/raysan5/raylib.git
				synced 2025-11-04 09:44:20 +00:00 
			
		
		
		
	
		
			
				
	
	
		
			470 lines
		
	
	
		
			21 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			470 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...)
 | 
						|
*
 | 
						|
*   NOTE: This example requires OpenGL 3.3 or OpenGL ES 2.0 for shaders support,
 | 
						|
*         OpenGL 1.1 does not support shaders but it can also be used.
 | 
						|
*
 | 
						|
*   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) 2014-2023 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
 | 
						|
 | 
						|
#if defined(__EMSCRIPTEN__)
 | 
						|
    #define GLFW_INCLUDE_ES2
 | 
						|
#endif
 | 
						|
#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);
 | 
						|
    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();
 | 
						|
}
 |