Improved billboards example, highlighting rotation and draw order (#2779)
* Improved billboards example, highlighting rotation and draw order * changes to conform to the raylib conventions * NOW it conforms Co-authored-by: nobytesgiven <nobytesgiven@users.noreply.github.com>
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1 changed files with 35 additions and 4 deletions
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@ -12,6 +12,7 @@
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "raymath.h"
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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@ -33,11 +34,28 @@ int main(void)
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camera.fovy = 45.0f;
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.projection = CAMERA_PERSPECTIVE;
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
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Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of billboard
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Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f };
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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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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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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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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -47,6 +65,9 @@ int main(void)
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// Update
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// Update
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera);
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UpdateCamera(&camera);
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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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//----------------------------------------------------------------------------------
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// Draw
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// Draw
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@ -59,8 +80,18 @@ int main(void)
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f); // Draw a grid
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DrawBillboard(camera, bill, billPosition, 2.0f, WHITE);
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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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EndMode3D();
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DrawFPS(10, 10);
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DrawFPS(10, 10);
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