// these were once in raylib but were removed afterwards :( #include "rlremoved.h" #include #include void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color) { float x = position.x; float y = position.y; float z = position.z; // Set desired texture to be enabled while drawing following vertex data rlSetTexture(texture.id); // Vertex data transformation can be defined with the commented lines, // but in this example we calculate the transformed vertex data directly when calling rlVertex3f() //rlPushMatrix(); // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate) //rlTranslatef(2.0f, 0.0f, 0.0f); //rlRotatef(45, 0, 1, 0); //rlScalef(2.0f, 2.0f, 2.0f); rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); // Front Face rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width / 2, y - height / 2, z + length / 2); // Bottom Left Of The Texture and Quad rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width / 2, y - height / 2, z + length / 2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width / 2, y + height / 2, z + length / 2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width / 2, y + height / 2, z + length / 2); // Top Left Of The Texture and Quad // Back Face rlNormal3f(0.0f, 0.0f, -1.0f); // Normal Pointing Away From Viewer rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width / 2, y - height / 2, z - length / 2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width / 2, y + height / 2, z - length / 2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width / 2, y + height / 2, z - length / 2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width / 2, y - height / 2, z - length / 2); // Bottom Left Of The Texture and Quad // Top Face rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width / 2, y + height / 2, z - length / 2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width / 2, y + height / 2, z + length / 2); // Bottom Left Of The Texture and Quad rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width / 2, y + height / 2, z + length / 2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width / 2, y + height / 2, z - length / 2); // Top Right Of The Texture and Quad // Bottom Face rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width / 2, y - height / 2, z - length / 2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width / 2, y - height / 2, z - length / 2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width / 2, y - height / 2, z + length / 2); // Bottom Left Of The Texture and Quad rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width / 2, y - height / 2, z + length / 2); // Bottom Right Of The Texture and Quad // Right face rlNormal3f(1.0f, 0.0f, 0.0f); // Normal Pointing Right rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width / 2, y - height / 2, z - length / 2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width / 2, y + height / 2, z - length / 2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width / 2, y + height / 2, z + length / 2); // Top Left Of The Texture and Quad rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width / 2, y - height / 2, z + length / 2); // Bottom Left Of The Texture and Quad // Left Face rlNormal3f(-1.0f, 0.0f, 0.0f); // Normal Pointing Left rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width / 2, y - height / 2, z - length / 2); // Bottom Left Of The Texture and Quad rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width / 2, y - height / 2, z + length / 2); // Bottom Right Of The Texture and Quad rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width / 2, y + height / 2, z + length / 2); // Top Right Of The Texture and Quad rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width / 2, y + height / 2, z - length / 2); // Top Left Of The Texture and Quad rlEnd(); //rlPopMatrix(); rlSetTexture(0); } // Draw cube with texture piece applied to all faces void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color) { float x = position.x; float y = position.y; float z = position.z; float texWidth = (float)texture.width; float texHeight = (float)texture.height; // Set desired texture to be enabled while drawing following vertex data rlSetTexture(texture.id); // We calculate the normalized texture coordinates for the desired texture-source-rectangle // It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); // Front face rlNormal3f(0.0f, 0.0f, 1.0f); rlTexCoord2f(source.x / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x - width / 2, y - height / 2, z + length / 2); rlTexCoord2f((source.x + source.width) / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x + width / 2, y - height / 2, z + length / 2); rlTexCoord2f((source.x + source.width) / texWidth, source.y / texHeight); rlVertex3f(x + width / 2, y + height / 2, z + length / 2); rlTexCoord2f(source.x / texWidth, source.y / texHeight); rlVertex3f(x - width / 2, y + height / 2, z + length / 2); // Back face rlNormal3f(0.0f, 0.0f, -1.0f); rlTexCoord2f((source.x + source.width) / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x - width / 2, y - height / 2, z - length / 2); rlTexCoord2f((source.x + source.width) / texWidth, source.y / texHeight); rlVertex3f(x - width / 2, y + height / 2, z - length / 2); rlTexCoord2f(source.x / texWidth, source.y / texHeight); rlVertex3f(x + width / 2, y + height / 2, z - length / 2); rlTexCoord2f(source.x / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x + width / 2, y - height / 2, z - length / 2); // Top face rlNormal3f(0.0f, 1.0f, 0.0f); rlTexCoord2f(source.x / texWidth, source.y / texHeight); rlVertex3f(x - width / 2, y + height / 2, z - length / 2); rlTexCoord2f(source.x / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x - width / 2, y + height / 2, z + length / 2); rlTexCoord2f((source.x + source.width) / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x + width / 2, y + height / 2, z + length / 2); rlTexCoord2f((source.x + source.width) / texWidth, source.y / texHeight); rlVertex3f(x + width / 2, y + height / 2, z - length / 2); // Bottom face rlNormal3f(0.0f, -1.0f, 0.0f); rlTexCoord2f((source.x + source.width) / texWidth, source.y / texHeight); rlVertex3f(x - width / 2, y - height / 2, z - length / 2); rlTexCoord2f(source.x / texWidth, source.y / texHeight); rlVertex3f(x + width / 2, y - height / 2, z - length / 2); rlTexCoord2f(source.x / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x + width / 2, y - height / 2, z + length / 2); rlTexCoord2f((source.x + source.width) / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x - width / 2, y - height / 2, z + length / 2); // Right face rlNormal3f(1.0f, 0.0f, 0.0f); rlTexCoord2f((source.x + source.width) / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x + width / 2, y - height / 2, z - length / 2); rlTexCoord2f((source.x + source.width) / texWidth, source.y / texHeight); rlVertex3f(x + width / 2, y + height / 2, z - length / 2); rlTexCoord2f(source.x / texWidth, source.y / texHeight); rlVertex3f(x + width / 2, y + height / 2, z + length / 2); rlTexCoord2f(source.x / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x + width / 2, y - height / 2, z + length / 2); // Left face rlNormal3f(-1.0f, 0.0f, 0.0f); rlTexCoord2f(source.x / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x - width / 2, y - height / 2, z - length / 2); rlTexCoord2f((source.x + source.width) / texWidth, (source.y + source.height) / texHeight); rlVertex3f(x - width / 2, y - height / 2, z + length / 2); rlTexCoord2f((source.x + source.width) / texWidth, source.y / texHeight); rlVertex3f(x - width / 2, y + height / 2, z + length / 2); rlTexCoord2f(source.x / texWidth, source.y / texHeight); rlVertex3f(x - width / 2, y + height / 2, z - length / 2); rlEnd(); rlSetTexture(0); } void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint) { // Character index position in sprite font // NOTE: In case a codepoint is not available in the font, index returned points to '?' int index = GetGlyphIndex(font, codepoint); float scale = fontSize / (float)font.baseSize; // Character destination rectangle on screen // NOTE: We consider charsPadding on drawing position.x += (float)(font.glyphs[index].offsetX - font.glyphPadding) / (float)font.baseSize * scale; position.z += (float)(font.glyphs[index].offsetY - font.glyphPadding) / (float)font.baseSize * scale; // Character source rectangle from font texture atlas // NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects Rectangle srcRec = { font.recs[index].x - (float)font.glyphPadding, font.recs[index].y - (float)font.glyphPadding, font.recs[index].width + 2.0f * font.glyphPadding, font.recs[index].height + 2.0f * font.glyphPadding }; float width = (float)(font.recs[index].width + 2.0f * font.glyphPadding) / (float)font.baseSize * scale; float height = (float)(font.recs[index].height + 2.0f * font.glyphPadding) / (float)font.baseSize * scale; if (font.texture.id > 0) { const float x = 0.0f; const float y = 0.0f; const float z = 0.0f; // normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f) const float tx = srcRec.x / font.texture.width; const float ty = srcRec.y / font.texture.height; const float tw = (srcRec.x + srcRec.width) / font.texture.width; const float th = (srcRec.y + srcRec.height) / font.texture.height; // if (SHOW_LETTER_BOUNDRY) DrawCubeWiresV((Vector3) { position.x + width / 2, position.y, position.z + height / 2 }, (Vector3) { width, LETTER_BOUNDRY_SIZE, height }, LETTER_BOUNDRY_COLOR); rlCheckRenderBatchLimit(4 + 4 * backface); rlSetTexture(font.texture.id); rlPushMatrix(); rlTranslatef(position.x, position.y, position.z); rlBegin(RL_QUADS); rlColor4ub(tint.r, tint.g, tint.b, tint.a); // Front Face rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad if (backface) { // Back Face rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Right Of The Texture and Quad rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Left Of The Texture and Quad rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad } rlEnd(); rlPopMatrix(); rlSetTexture(0); } } // Draw a 2D text in 3D space void DrawText3D(Font font, const char* text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint) { int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop float textOffsetY = 0.0f; // Offset between lines (on line break '\n') float textOffsetX = 0.0f; // Offset X to next character to draw float scale = fontSize / (float)font.baseSize; for (int i = 0; i < length;) { // Get next codepoint from byte string and glyph index in font int codepointByteCount = 0; int codepoint = GetCodepoint(&text[i], &codepointByteCount); int index = GetGlyphIndex(font, codepoint); // NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f) // but we need to draw all of the bad bytes using the '?' symbol moving one byte if (codepoint == 0x3f) codepointByteCount = 1; if (codepoint == '\n') { // NOTE: Fixed line spacing of 1.5 line-height // TODO: Support custom line spacing defined by user textOffsetY += scale + lineSpacing / (float)font.baseSize * scale; textOffsetX = 0.0f; } else { if ((codepoint != ' ') && (codepoint != '\t')) { DrawTextCodepoint3D(font, codepoint, { position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint); } if (font.glyphs[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing) / (float)font.baseSize * scale; else textOffsetX += (float)(font.glyphs[index].advanceX + fontSpacing) / (float)font.baseSize * scale; } i += codepointByteCount; // Move text bytes counter to next codepoint } }