mirror of https://github.com/mode777/rayjs.git
100 lines
4.1 KiB
JavaScript
100 lines
4.1 KiB
JavaScript
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/*******************************************************************************************
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*
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* raylib [models] example - Drawing billboards
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*
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* Example originally created with raylib 1.3, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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// Initialization
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//--------------------------------------------------------------------------------------
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const screenWidth = 800;
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const screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
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Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
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// Entire billboard texture, source is used to take a segment from a larger texture.
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Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
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// NOTE: Billboard locked on axis-Y
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Vector3 billUp = { 0.0f, 1.0f, 0.0f };
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// Rotate around origin
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// Here we choose to rotate around the image center
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// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
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Vector2 rotateOrigin = { 0.0f };
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// Distance is needed for the correct billboard draw order
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// Larger distance (further away from the camera) should be drawn prior to smaller distance.
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float distanceStatic;
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float distanceRotating;
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float rotation = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(&camera, CAMERA_ORBITAL);
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rotation += 0.4f;
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distanceStatic = Vector3Distance(camera.position, billPositionStatic);
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distanceRotating = Vector3Distance(camera.position, billPositionRotating);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawGrid(10, 1.0f); // Draw a grid
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// Draw order matters!
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if (distanceStatic > distanceRotating)
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{
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
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DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
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}
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else
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{
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DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
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}
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EndMode3D();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(bill); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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