256 lines
16 KiB
C++
256 lines
16 KiB
C++
#include "raylib.h"
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#include "math.h"
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#include "raymath.h"
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#include <stdint.h>
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#include <stdbool.h>
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#include "common.hpp"
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#include <rlgl.h>
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#include <iostream>
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const char* Pathify(const char* src) {
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static std::string s;
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s = std::string(PATH_APPEND) + src;
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return s.c_str();
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}
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const char* PathifyUser(const char* src) {
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static std::string s;
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s = std::string(PATH_APPEND_USER) + src;
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return s.c_str();
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}
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#ifndef SERVER
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color, int offsetX, int offsetY, int sizeX, int sizeY)
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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 sidesModX = length / width;
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float topBottomModY = height / width;
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UVCorners front = GetUVTexFlipX(texture.width, texture.height, offsetX, offsetY, sizeX, sizeY * topBottomModY);
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UVCorners back = GetUVTexFlipX(texture.width, texture.height, offsetX+sizeX+sizeX*sidesModX, offsetY, sizeX, sizeY * topBottomModY);
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UVCorners top = GetUVTexFlipX(texture.width, texture.height, offsetX, offsetY-sizeY, sizeX, sizeY);
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UVCorners bottom = GetUVTexFlipX(texture.width, texture.height, offsetX+sizeX, offsetY-sizeY, sizeX, sizeY);
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UVCorners left = GetUVTexFlipX(texture.width, texture.height, offsetX-sizeX * sidesModX, offsetY, sizeX * sidesModX, sizeY * topBottomModY);
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UVCorners right = GetUVTexFlipX(texture.width, texture.height, offsetX+sizeX * sidesModX, offsetY, sizeX * sidesModX, sizeY * topBottomModY);
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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(front.corner0.x, front.corner0.y); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(front.corner1.x, front.corner1.y); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(front.corner2.x, front.corner2.y); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(front.corner3.x, front.corner3.y); 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(back.corner1.x, back.corner1.y); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(back.corner2.x, back.corner2.y); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(back.corner3.x, back.corner3.y); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(back.corner0.x, back.corner0.y); 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(top.corner3.x, top.corner3.y); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(top.corner0.x, top.corner0.y); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(top.corner1.x, top.corner1.y); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(top.corner2.x, top.corner2.y); 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(bottom.corner2.x, bottom.corner2.y); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(bottom.corner3.x, bottom.corner3.y); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(bottom.corner0.x, bottom.corner0.y); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(bottom.corner1.x, bottom.corner1.y); 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(right.corner1.x, right.corner1.y); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(right.corner2.x, right.corner2.y); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(right.corner3.x, right.corner3.y); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(right.corner0.x, right.corner0.y); 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(left.corner0.x, left.corner0.y); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(left.corner1.x, left.corner1.y); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(left.corner2.x, left.corner2.y); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(left.corner3.x, left.corner3.y); 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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void DrawCubeBlock(Texture2D texture, Vector3 position, float width, float height, float length, BlockDef def)
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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 sidesModX = length / width;
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float topBottomModY = height / width;
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UVCorners front = GetUVTex(def.textureSide);
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UVCorners back = GetUVTex(def.textureSide);
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UVCorners top = GetUVTex(def.textureTop);
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UVCorners bottom = GetUVTex(def.textureBottom);
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UVCorners left = GetUVTex(def.textureSide);
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UVCorners right = GetUVTex(def.textureSide);
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rlSetTexture(texture.id);
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rlBegin(RL_QUADS);
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rlColor4ub(255, 255, 255, 255);
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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(front.corner0.x, front.corner0.y); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(front.corner1.x, front.corner1.y); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(front.corner2.x, front.corner2.y); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(front.corner3.x, front.corner3.y); 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(back.corner1.x, back.corner1.y); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(back.corner2.x, back.corner2.y); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(back.corner3.x, back.corner3.y); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(back.corner0.x, back.corner0.y); 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(top.corner3.x, top.corner3.y); rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(top.corner0.x, top.corner0.y); rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(top.corner1.x, top.corner1.y); rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(top.corner2.x, top.corner2.y); 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(bottom.corner2.x, bottom.corner2.y); rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(bottom.corner3.x, bottom.corner3.y); rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(bottom.corner0.x, bottom.corner0.y); rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(bottom.corner1.x, bottom.corner1.y); 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(right.corner1.x, right.corner1.y); rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(right.corner2.x, right.corner2.y); rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(right.corner3.x, right.corner3.y); rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left Of The Texture and Quad
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rlTexCoord2f(right.corner0.x, right.corner0.y); 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(left.corner0.x, left.corner0.y); rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(left.corner1.x, left.corner1.y); rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(left.corner2.x, left.corner2.y); rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Right Of The Texture and Quad
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rlTexCoord2f(left.corner3.x, left.corner3.y); 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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rlSetTexture(0);
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}
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#endif
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#ifndef SERVER
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void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint)
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{
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// Character index position in sprite font
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// NOTE: In case a codepoint is not available in the font, index returned points to '?'
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int index = GetGlyphIndex(font, codepoint);
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float scale = fontSize/(float)font.baseSize;
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// Character destination rectangle on screen
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// NOTE: We consider charsPadding on drawing
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position.x += (float)(font.glyphs[index].offsetX - font.glyphPadding)*scale;
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position.z += (float)(font.glyphs[index].offsetY - font.glyphPadding)*scale;
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// Character source rectangle from font texture atlas
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// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
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Rectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding,
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font.recs[index].width + 2.0f*font.glyphPadding, font.recs[index].height + 2.0f*font.glyphPadding };
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float width = (float)(font.recs[index].width + 2.0f*font.glyphPadding)*scale;
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float height = (float)(font.recs[index].height + 2.0f*font.glyphPadding)*scale;
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if (font.texture.id > 0)
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{
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const float x = 0.0f;
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const float y = 0.0f;
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const float z = 0.0f;
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// normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f)
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const float tx = srcRec.x/font.texture.width;
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const float ty = srcRec.y/font.texture.height;
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const float tw = (srcRec.x+srcRec.width)/font.texture.width;
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const float th = (srcRec.y+srcRec.height)/font.texture.height;
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rlCheckRenderBatchLimit(4 + 4*backface);
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rlSetTexture(font.texture.id);
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rlPushMatrix();
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rlTranslatef(position.x, position.y, position.z);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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// Front Face
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rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
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rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad
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rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
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if (backface)
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{
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// Back Face
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rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
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rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Right Of The Texture and Quad
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rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Left Of The Texture and Quad
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rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
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}
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rlEnd();
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rlPopMatrix();
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rlSetTexture(0);
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}
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}
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// Draw a 2D text in 3D space
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void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint)
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{
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int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
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float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
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float textOffsetX = 0.0f; // Offset X to next character to draw
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float scale = fontSize/(float)font.baseSize;
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for (int i = 0; i < length;)
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{
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// Get next codepoint from byte string and glyph index in font
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int codepointByteCount = 0;
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int codepoint = GetCodepoint(&text[i], &codepointByteCount);
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int index = GetGlyphIndex(font, codepoint);
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// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
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// but we need to draw all of the bad bytes using the '?' symbol moving one byte
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if (codepoint == 0x3f) codepointByteCount = 1;
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if (codepoint == '\n')
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{
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// NOTE: Fixed line spacing of 1.5 line-height
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// TODO: Support custom line spacing defined by user
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textOffsetY += fontSize + lineSpacing;
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textOffsetX = 0.0f;
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}
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else
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{
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if ((codepoint != ' ') && (codepoint != '\t'))
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{
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DrawTextCodepoint3D(font, codepoint, (Vector3){ position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
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}
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if (font.glyphs[index].advanceX == 0) textOffsetX += (float)font.recs[index].width*scale + fontSpacing;
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else textOffsetX += (float)font.glyphs[index].advanceX*scale + fontSpacing;
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}
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i += codepointByteCount; // Move text bytes counter to next codepoint
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}
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}
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#endif |