#include "Morault_Rendering.h" #include void Morault::Rendering::DrawWall(Vector2 a, Vector2 b, int heightFloor, int heightCeiling, Texture2D texture, float renderScale) { rlSetTexture(texture.id); rlBegin(RL_QUADS); rlColor4ub(255, 255, 255, 255); rlNormal3f(-(b.y - a.y), 0, (b.x - a.x)); rlTexCoord2f(1.0f, 0.0f); rlVertex3f(a.x * renderScale, heightCeiling * renderScale, a.y * renderScale); rlTexCoord2f(0.0f, 0.0f); rlVertex3f(b.x * renderScale, heightCeiling * renderScale, b.y * renderScale); rlTexCoord2f(0.0f, 1.0f); rlVertex3f(b.x * renderScale, heightFloor * renderScale, b.y * renderScale); rlTexCoord2f(1.0f, 1.0f); rlVertex3f(a.x * renderScale, heightFloor * renderScale, a.y * renderScale); rlEnd(); rlSetTexture(0); } void Morault::Rendering::DrawFloor(Vector2 a, Vector2 b, Vector2 c, int heightFloor, Texture2D texture, float renderScale) { rlSetTexture(texture.id); rlBegin(RL_QUADS); // workaround because triangles were stubborn with textures rlColor4ub(255, 255, 255, 255); rlNormal3f(0, 1, 0); rlTexCoord2f(0.0f, 1.0f); rlVertex3f(a.x * renderScale, heightFloor * renderScale, a.y * renderScale); rlTexCoord2f(0.0f, 0.0f); rlVertex3f(b.x * renderScale, heightFloor * renderScale, b.y * renderScale); rlTexCoord2f(1.0f, 0.0f); rlVertex3f(c.x * renderScale, heightFloor * renderScale, c.y * renderScale); rlTexCoord2f(1.0f, 0.0f); rlVertex3f(c.x * renderScale, heightFloor * renderScale, c.y * renderScale); rlEnd(); rlSetTexture(0); } void Morault::Rendering::DrawCeiling(Vector2 a, Vector2 b, Vector2 c, int heightCeiling, Texture2D texture, float renderScale) { rlSetTexture(texture.id); rlBegin(RL_QUADS); // workaround because triangles were stubborn with textures rlColor4ub(255, 255, 255, 255); rlNormal3f(0, 1, 0); rlTexCoord2f(0.0f, 1.0f); rlVertex3f(a.x * renderScale, heightCeiling * renderScale, a.y * renderScale); rlTexCoord2f(1.0f, 0.0f); rlVertex3f(c.x * renderScale, heightCeiling * renderScale, c.y * renderScale); rlTexCoord2f(0.0f, 0.0f); rlVertex3f(b.x * renderScale, heightCeiling * renderScale, b.y * renderScale); rlTexCoord2f(0.0f, 0.0f); rlVertex3f(b.x * renderScale, heightCeiling * renderScale, b.y * renderScale); rlEnd(); rlSetTexture(0); }