Safariminer 527b73afb5 rebase
2025-09-19 14:33:07 -04:00

263 lines
14 KiB
C++

// these were once in raylib but were removed afterwards :(
#include "rlremoved.h"
#include <rlgl.h>
#include <raylib.h>
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
}
}