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