Working on rotation math...

[models] Added DrawQuad()
This commit is contained in:
raysan5 2014-12-16 11:15:56 +01:00
parent cfa60ab7e6
commit 2e5f58255a
4 changed files with 52 additions and 15 deletions

View file

@ -66,14 +66,14 @@ static VertexData LoadOBJ(const char *fileName);
// NOTE: Cube position is the center position
void DrawCube(Vector3 position, float width, float height, float lenght, Color color)
{
float x = position.x;
float y = position.y;
float z = position.z;
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
rlPushMatrix();
// NOTE: Be careful! Function order matters (rotate -> scale -> translate)
//rlTranslatef(0.0f, 0.0f, 0.0f);
rlTranslatef(position.x, position.y, position.z);
//rlScalef(2.0f, 2.0f, 2.0f);
//rlRotatef(45, 0, 1, 0);
@ -146,12 +146,13 @@ void DrawCubeV(Vector3 position, Vector3 size, Color color)
// Draw cube wires
void DrawCubeWires(Vector3 position, float width, float height, float lenght, Color color)
{
float x = position.x;
float y = position.y;
float z = position.z;
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);
@ -445,11 +446,37 @@ void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, fl
rlPopMatrix();
}
// Draw a quad
void DrawQuad(Vector3 vertices[4], Vector2 textcoords[4], Vector3 normals[4], Color colors[4])
{
rlBegin(RL_QUADS);
rlColor4ub(colors[0].r, colors[0].g, colors[0].b, colors[0].a);
rlNormal3f(normals[0].x, normals[0].y, normals[0].z);
rlTexCoord2f(textcoords[0].x, textcoords[0].y);
rlVertex3f(vertices[0].x, vertices[0].y, vertices[0].z);
rlColor4ub(colors[1].r, colors[1].g, colors[1].b, colors[1].a);
rlNormal3f(normals[1].x, normals[1].y, normals[1].z);
rlTexCoord2f(textcoords[1].x, textcoords[1].y);
rlVertex3f(vertices[1].x, vertices[1].y, vertices[1].z);
rlColor4ub(colors[2].r, colors[2].g, colors[2].b, colors[2].a);
rlNormal3f(normals[2].x, normals[2].y, normals[2].z);
rlTexCoord2f(textcoords[2].x, textcoords[2].y);
rlVertex3f(vertices[2].x, vertices[2].y, vertices[2].z);
rlColor4ub(colors[3].r, colors[3].g, colors[3].b, colors[3].a);
rlNormal3f(normals[3].x, normals[3].y, normals[3].z);
rlTexCoord2f(textcoords[3].x, textcoords[3].y);
rlVertex3f(vertices[3].x, vertices[3].y, vertices[3].z);
rlEnd();
}
// Draw a plane
void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
{
// NOTE: QUADS usage require defining a texture on OpenGL 3.3+
rlEnableTexture(1); // Default white texture
if (rlGetVersion() != OPENGL_11) rlEnableTexture(1); // Default white texture
// NOTE: Plane is always created on XZ ground and then rotated
rlPushMatrix();
@ -471,7 +498,7 @@ void DrawPlane(Vector3 centerPos, Vector2 size, Vector3 rotation, Color color)
rlEnd();
rlPopMatrix();
rlDisableTexture();
if (rlGetVersion() != OPENGL_11) rlDisableTexture();
}
// Draw a plane with divisions
@ -1041,7 +1068,7 @@ Model LoadCubesmap(Image cubesmap)
// Move data from mapVertices temp arays to vertices float array
vData.vertexCount = vCounter;
printf("Vertex count: %i\n", vCounter);
//printf("Vertex count: %i\n", vCounter);
vData.vertices = (float *)malloc(vData.vertexCount * 3 * sizeof(float));
vData.normals = (float *)malloc(vData.vertexCount * 3 * sizeof(float));