morault/ProjectMorault/Morault_Rendering.cpp
2025-06-07 13:38:18 -04:00

80 lines
2.3 KiB
C++

#include "Morault_Rendering.h"
#include <rlgl.h>
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);
}