DrawBillboardPro and rlglGetVersion.

This commit is contained in:
jussi
2023-05-10 21:21:40 +03:00
parent 1e58f551bb
commit b387742850
10 changed files with 233 additions and 2 deletions

View File

@@ -182,6 +182,102 @@ void UnloadModelKeepMeshes( Model model ) {
TRACELOG(LOG_INFO, "MODEL: Unloaded model (but not meshes) from RAM and VRAM");
}
void DrawBillboardProNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint ) {
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
// Vector2 sizeRatio = { size.x*(float)source.width/source.height, size.y };
Vector2 sizeRatio = { size.x, size.y };
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Vector3 right = { matView.m0, matView.m4, matView.m8 };
//Vector3 up = { matView.m1, matView.m5, matView.m9 };
Vector3 rightScaled = Vector3Scale(right, sizeRatio.x/2);
Vector3 upScaled = Vector3Scale(up, sizeRatio.y/2);
Vector3 p1 = Vector3Add(rightScaled, upScaled);
Vector3 p2 = Vector3Subtract(rightScaled, upScaled);
Vector3 topLeft = Vector3Scale(p2, -1);
Vector3 topRight = p1;
Vector3 bottomRight = p2;
Vector3 bottomLeft = Vector3Scale(p1, -1);
if (rotation != 0.0f)
{
float sinRotation = sinf(rotation*DEG2RAD);
float cosRotation = cosf(rotation*DEG2RAD);
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
float rotateAboutX = sizeRatio.x*origin.x/2;
float rotateAboutY = sizeRatio.y*origin.y/2;
float xtvalue, ytvalue;
float rotatedX, rotatedY;
xtvalue = Vector3DotProduct(right, topLeft) - rotateAboutX; // Project points to x and y coordinates on the billboard plane
ytvalue = Vector3DotProduct(up, topLeft) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX; // Rotate about the point origin
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
topLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX)); // Translate back to cartesian coordinates
xtvalue = Vector3DotProduct(right, topRight) - rotateAboutX;
ytvalue = Vector3DotProduct(up, topRight) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
topRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
xtvalue = Vector3DotProduct(right, bottomRight) - rotateAboutX;
ytvalue = Vector3DotProduct(up, bottomRight) - rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
bottomRight = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
xtvalue = Vector3DotProduct(right, bottomLeft)-rotateAboutX;
ytvalue = Vector3DotProduct(up, bottomLeft)-rotateAboutY;
rotatedX = xtvalue*cosRotation - ytvalue*sinRotation + rotateAboutX;
rotatedY = xtvalue*sinRotation + ytvalue*cosRotation + rotateAboutY;
bottomLeft = Vector3Add(Vector3Scale(up, rotatedY), Vector3Scale(right, rotatedX));
}
// Translate points to the draw center (position)
topLeft = Vector3Add(topLeft, position);
topRight = Vector3Add(topRight, position);
bottomRight = Vector3Add(bottomRight, position);
bottomLeft = Vector3Add(bottomLeft, position);
rlSetTexture(texture.id);
rlBegin(RL_QUADS);
rlColor4ub(tint.r, tint.g, tint.b, tint.a);
// Bottom-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)source.y/texture.height);
rlVertex3f(topLeft.x, topLeft.y, topLeft.z);
// Top-left corner for texture and quad
rlTexCoord2f((float)source.x/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomLeft.x, bottomLeft.y, bottomLeft.z);
// Top-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)(source.y + source.height)/texture.height);
rlVertex3f(bottomRight.x, bottomRight.y, bottomRight.z);
// Bottom-right corner for texture and quad
rlTexCoord2f((float)(source.x + source.width)/texture.width, (float)source.y/texture.height);
rlVertex3f(topRight.x, topRight.y, topRight.z);
rlEnd();
rlSetTexture(0);
}
void DrawBillboardRecNoRatio( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint ) {
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };
DrawBillboardProNoRatio(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
}
/*
## Models - Basic
*/
@@ -2049,7 +2145,45 @@ int lmodelsDrawBillboardRec( lua_State *L ) {
lua_pushboolean( L, false );
return 1;
}
DrawBillboardRec( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, size, tint );
// DrawBillboardRec( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, size, tint );
DrawBillboardRecNoRatio( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, size, tint );
lua_pushboolean( L, true );
return 1;
}
/*
> success = RL.DrawBillboardPro( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
Draw a billboard texture defined by source and rotation
- Failure return false
- Success return true
*/
int lmodelsDrawBillboardPro( lua_State *L ) {
if ( !lua_isnumber( L, 1 ) || !lua_isnumber( L, 2 ) || !lua_istable( L, 3 )
|| !lua_istable( L, 4 ) || !lua_istable( L, 5 ) || !lua_istable( L, 6 )
|| !lua_istable( L, 7 ) || !lua_isnumber( L, 8 ) || !lua_istable( L, 9 ) ) {
TraceLog( LOG_WARNING, "%s", "Bad call of function. RL.DrawBillboardPro( Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )" );
lua_pushboolean( L, false );
return 1;
}
size_t cameraId = lua_tointeger( L, 1 );
size_t texId = lua_tointeger( L, 2 );
Rectangle source = uluaGetRectangleIndex( L, 3 );
Vector3 position = uluaGetVector3Index( L, 4 );
Vector3 up = uluaGetVector3Index( L, 5 );
Vector2 size = uluaGetVector2Index( L, 6 );
Vector2 origin = uluaGetVector2Index( L, 7 );
float rotation = lua_tonumber( L, 8 );
Color tint = uluaGetColorIndex( L, 9 );
if ( !validTexture( texId, TEXTURE_TYPE_ALL ) || !validCamera3D( cameraId ) ) {
lua_pushboolean( L, false );
return 1;
}
// DrawBillboardPro( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, up, size, origin, rotation, tint );
DrawBillboardProNoRatio( *state->camera3Ds[ cameraId ], *texturesGetSourceTexture( texId ), source, position, up, size, origin, rotation, tint );
lua_pushboolean( L, true );
return 1;