temp raylib fixes
parent
e18ff55518
commit
028cdb34b2
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@ -1,368 +1,377 @@
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#pragma once
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#include "system.h"
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#include "raylib.h"
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#include "world/blocks.h"
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#include "assets.h"
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#define RAYLIB_NEW_RLGL
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#include "rlgl.h"
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static inline float lerp(float a, float b, float t) { return a * (1.0f - t) + b * t; }
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static inline
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void DrawTextEco(const char *text, float posX, float posY, int fontSize, Color color, float spacing) {
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#if 1
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// Check if default font has been loaded
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if (GetFontDefault().texture.id != 0) {
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Vector2 position = { (float)posX , (float)posY };
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int defaultFontSize = 10; // Default Font chars height in pixel
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int new_spacing = spacing == 0.0f ? fontSize/defaultFontSize : spacing;
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DrawTextEx(GetFontDefault(), text, position, (float)fontSize , (float)new_spacing , color);
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}
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#endif
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}
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static inline
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int MeasureTextEco(const char *text, int fontSize, float spacing) {
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#if 1
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Vector2 vec = { 0.0f, 0.0f };
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// Check if default font has been loaded
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if (GetFontDefault().texture.id != 0) {
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int defaultFontSize = 10; // Default Font chars height in pixel
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int new_spacing = spacing == 0.0f ? fontSize/defaultFontSize : spacing;
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vec = MeasureTextEx(GetFontDefault(), text, (float)fontSize, (float)new_spacing);
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}
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return (int)vec.x;
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#else
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return 0;
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#endif
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}
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static inline
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void DrawCircleEco(float centerX, float centerY, float radius, Color color)
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{
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DrawCircleV((Vector2){ (float)centerX , (float)centerY }, radius , color);
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}
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static inline
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void DrawRectangleEco(float posX, float posY, float width, float height, Color color)
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{
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DrawRectangleV((Vector2){ (float)posX , (float)posY }, (Vector2){ width , height }, color);
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}
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static inline
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Texture2D GetBlockImage(uint8_t id) {
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return *(Texture2D*)blocks_get_img(id);
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}
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static inline
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RenderTexture2D GetChunkTexture(uint64_t id) {
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RenderTexture2D *tex = (RenderTexture2D*)blocks_get_chunk_tex(id);
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if (!tex) return (RenderTexture2D){0};
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return *tex;
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}
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static inline
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Texture2D GetSpriteTexture2D(uint16_t id) {
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return *(Texture2D*)assets_get_tex(id);
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}
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static inline
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Sound GetSound(uint16_t id) {
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return *(Sound*)assets_get_snd(id);
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}
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// Draw cube
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// NOTE: Cube position is the center position
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static inline
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void EcoDrawCube(Vector3 position, float width, float height, float length, float heading, Color color)
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{
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float x = 0.0f;
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float y = 0.0f;
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float z = 0.0f;
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rlCheckRenderBatchLimit(36);
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rlPushMatrix();
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// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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rlTranslatef(position.x, position.y, position.z);
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rlRotatef(heading, 0, 1, 0);
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//rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// Front face
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rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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// Back face
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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// Top face
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
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// Bottom face
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
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// Right face
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left
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rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
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// Left face
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right
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rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
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rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
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rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
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rlEnd();
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rlPopMatrix();
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}
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// Draw codepoint at specified position in 3D space
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void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint)
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{
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// Character index position in sprite font
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// NOTE: In case a codepoint is not available in the font, index returned points to '?'
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int index = GetGlyphIndex(font, codepoint);
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float scale = fontSize/(float)font.baseSize;
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// Character destination rectangle on screen
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// NOTE: We consider charsPadding on drawing
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position.x += (float)(font.chars[index].offsetX - font.charsPadding)/(float)font.baseSize*scale;
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position.z += (float)(font.chars[index].offsetY - font.charsPadding)/(float)font.baseSize*scale;
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// Character source rectangle from font texture atlas
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// NOTE: We consider chars padding when drawing, it could be required for outline/glow shader effects
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Rectangle srcRec = { font.recs[index].x - (float)font.charsPadding, font.recs[index].y - (float)font.charsPadding,
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font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
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float width = (float)(font.recs[index].width + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
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float height = (float)(font.recs[index].height + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
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if (font.texture.id > 0)
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{
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const float x = 0.0f;
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const float y = 0.0f;
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const float z = 0.0f;
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// normalized texture coordinates of the glyph inside the font texture (0.0f -> 1.0f)
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const float tx = srcRec.x/font.texture.width;
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const float ty = srcRec.y/font.texture.height;
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const float tw = (srcRec.x+srcRec.width)/font.texture.width;
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const float th = (srcRec.y+srcRec.height)/font.texture.height;
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{
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#if defined(RAYLIB_NEW_RLGL)
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}
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rlCheckRenderBatchLimit(4 + 4*backface);
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rlSetTexture(font.texture.id);
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#else
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if (rlCheckBufferLimit(4 + 4*backface)) rlglDraw();
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rlEnableTexture(font.texture.id);
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#endif
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rlPushMatrix();
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rlTranslatef(position.x, position.y, position.z);
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rlBegin(RL_QUADS);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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// Front Face
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rlNormal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
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rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Left Of The Texture and Quad
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rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
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rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Right Of The Texture and Quad
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if (backface)
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{
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// Back Face
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rlNormal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
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rlTexCoord2f(tx, ty); rlVertex3f(x, y, z); // Top Right Of The Texture and Quad
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rlTexCoord2f(tw, ty); rlVertex3f(x + width, y, z); // Top Left Of The Texture and Quad
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rlTexCoord2f(tw, th); rlVertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
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rlTexCoord2f(tx, th); rlVertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
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}
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rlEnd();
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rlPopMatrix();
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#if defined(RAYLIB_NEW_RLGL)
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rlSetTexture(0);
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#else
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rlDisableTexture();
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#endif
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}
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}
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void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint) {
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int length = TextLength(text); // Total length in bytes of the text, scanned by codepoints in loop
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float textOffsetY = 0.0f; // Offset between lines (on line break '\n')
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float textOffsetX = 0.0f; // Offset X to next character to draw
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float scale = fontSize/(float)font.baseSize;
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for (int i = 0; i < length;)
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{
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// Get next codepoint from byte string and glyph index in font
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int codepointByteCount = 0;
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int codepoint = GetCodepoint(&text[i], &codepointByteCount);
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int index = GetGlyphIndex(font, codepoint);
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// NOTE: Normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
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// but we need to draw all of the bad bytes using the '?' symbol moving one byte
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if (codepoint == 0x3f) codepointByteCount = 1;
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if (codepoint == '\n')
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{
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// NOTE: Fixed line spacing of 1.5 line-height
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// TODO: Support custom line spacing defined by user
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textOffsetY += scale + lineSpacing/(float)font.baseSize*scale;
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textOffsetX = 0.0f;
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}
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else
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{
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if ((codepoint != ' ') && (codepoint != '\t'))
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{
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DrawTextCodepoint3D(font, codepoint, (Vector3){ position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
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}
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if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
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else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
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}
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i += codepointByteCount; // Move text bytes counter to next codepoint
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}
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}
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Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) {
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int len = TextLength(text);
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int tempLen = 0; // Used to count longer text line num chars
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int lenCounter = 0;
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float tempTextWidth = 0.0f; // Used to count longer text line width
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float scale = fontSize/(float)font.baseSize;
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float textHeight = scale;
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float textWidth = 0.0f;
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int letter = 0; // Current character
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int index = 0; // Index position in sprite font
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for (int i = 0; i < len; i++)
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{
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lenCounter++;
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int next = 0;
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letter = GetCodepoint(&text[i], &next);
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index = GetGlyphIndex(font, letter);
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// NOTE: normally we exit the decoding sequence as soon as a bad byte is found (and return 0x3f)
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// but we need to draw all of the bad bytes using the '?' symbol so to not skip any we set next = 1
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if (letter == 0x3f) next = 1;
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i += next - 1;
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if (letter != '\n')
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{
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if (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
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else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
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}
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else
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{
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if (tempTextWidth < textWidth) tempTextWidth = textWidth;
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lenCounter = 0;
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textWidth = 0.0f;
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textHeight += scale + lineSpacing/(float)font.baseSize*scale;
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}
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if (tempLen < lenCounter) tempLen = lenCounter;
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}
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if (tempTextWidth < textWidth) tempTextWidth = textWidth;
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Vector3 vec = { 0 };
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vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
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vec.y = 0.25f;
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vec.z = textHeight;
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return vec;
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}
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Color GenerateRandomColor(float s, float v) {
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const float Phi = 0.618033988749895f; // Golden ratio conjugate
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float h = GetRandomValue(0, 360);
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h = fmodf((h + h*Phi), 360.0f);
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return ColorFromHSV(h, s, v);
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}
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// Draw circle outline
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void DrawCircleLinesEco(float centerX, float centerY, float radius, Color color)
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{
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rlCheckRenderBatchLimit(2*36);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
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for (int i = 0; i < 360; i += 10)
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{
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rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
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rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
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}
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rlEnd();
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}
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void DrawRectangleLinesEco(float posX, float posY, float width, float height, Color color)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(posX + 1, posY + 1);
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rlVertex2f(posX + width, posY + 1);
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rlVertex2f(posX + width, posY + 1);
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rlVertex2f(posX + width, posY + height);
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rlVertex2f(posX + width, posY + height);
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rlVertex2f(posX + 1, posY + height);
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rlVertex2f(posX + 1, posY + height);
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rlVertex2f(posX + 1, posY + 1);
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rlEnd();
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}
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#pragma once
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#include "system.h"
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#include "raylib.h"
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#include "world/blocks.h"
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#include "assets.h"
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#define RAYLIB_NEW_RLGL
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#include "rlgl.h"
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static inline float lerp(float a, float b, float t) { return a * (1.0f - t) + b * t; }
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static inline
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void DrawTextEco(const char *text, float posX, float posY, int fontSize, Color color, float spacing) {
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#if 1
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// Check if default font has been loaded
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if (GetFontDefault().texture.id != 0) {
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Vector2 position = { (float)posX , (float)posY };
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int defaultFontSize = 10; // Default Font chars height in pixel
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int new_spacing = spacing == 0.0f ? fontSize/defaultFontSize : spacing;
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DrawTextEx(GetFontDefault(), text, position, (float)fontSize , (float)new_spacing , color);
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}
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#endif
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}
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static inline
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int MeasureTextEco(const char *text, int fontSize, float spacing) {
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#if 1
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Vector2 vec = { 0.0f, 0.0f };
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// Check if default font has been loaded
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if (GetFontDefault().texture.id != 0) {
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int defaultFontSize = 10; // Default Font chars height in pixel
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int new_spacing = spacing == 0.0f ? fontSize/defaultFontSize : spacing;
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vec = MeasureTextEx(GetFontDefault(), text, (float)fontSize, (float)new_spacing);
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}
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return (int)vec.x;
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#else
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return 0;
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#endif
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}
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static inline
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void DrawCircleEco(float centerX, float centerY, float radius, Color color)
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{
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DrawCircleV((Vector2){ (float)centerX , (float)centerY }, radius , color);
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}
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static inline
|
||||
void DrawRectangleEco(float posX, float posY, float width, float height, Color color)
|
||||
{
|
||||
DrawRectangleV((Vector2){ (float)posX , (float)posY }, (Vector2){ width , height }, color);
|
||||
}
|
||||
|
||||
static inline
|
||||
Texture2D GetBlockImage(uint8_t id) {
|
||||
return *(Texture2D*)blocks_get_img(id);
|
||||
}
|
||||
|
||||
static inline
|
||||
RenderTexture2D GetChunkTexture(uint64_t id) {
|
||||
RenderTexture2D *tex = (RenderTexture2D*)blocks_get_chunk_tex(id);
|
||||
if (!tex) return (RenderTexture2D){0};
|
||||
return *tex;
|
||||
}
|
||||
|
||||
static inline
|
||||
Texture2D GetSpriteTexture2D(uint16_t id) {
|
||||
return *(Texture2D*)assets_get_tex(id);
|
||||
}
|
||||
|
||||
static inline
|
||||
Sound GetSound(uint16_t id) {
|
||||
return *(Sound*)assets_get_snd(id);
|
||||
}
|
||||
|
||||
// Draw cube
|
||||
// NOTE: Cube position is the center position
|
||||
static inline
|
||||
void EcoDrawCube(Vector3 position, float width, float height, float length, float heading, Color color)
|
||||
{
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
rlCheckRenderBatchLimit(36);
|
||||
|
||||
rlPushMatrix();
|
||||
// NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
|
||||
rlTranslatef(position.x, position.y, position.z);
|
||||
rlRotatef(heading, 0, 1, 0);
|
||||
//rlScalef(1.0f, 1.0f, 1.0f); // NOTE: Vertices are directly scaled on definition
|
||||
|
||||
rlBegin(RL_TRIANGLES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// Front face
|
||||
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
|
||||
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Right
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
|
||||
|
||||
// Back face
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Left
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
|
||||
|
||||
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
|
||||
|
||||
// Top face
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2); // Bottom Left
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
|
||||
|
||||
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Left
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Bottom Right
|
||||
|
||||
// Bottom face
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
|
||||
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
|
||||
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2); // Top Right
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Right
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Top Left
|
||||
|
||||
// Right face
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
|
||||
rlVertex3f(x + width/2, y + height/2, z - length/2); // Top Right
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
|
||||
|
||||
rlVertex3f(x + width/2, y - height/2, z + length/2); // Bottom Left
|
||||
rlVertex3f(x + width/2, y - height/2, z - length/2); // Bottom Right
|
||||
rlVertex3f(x + width/2, y + height/2, z + length/2); // Top Left
|
||||
|
||||
// Left face
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
|
||||
rlVertex3f(x - width/2, y + height/2, z - length/2); // Top Right
|
||||
|
||||
rlVertex3f(x - width/2, y - height/2, z + length/2); // Bottom Left
|
||||
rlVertex3f(x - width/2, y + height/2, z + length/2); // Top Left
|
||||
rlVertex3f(x - width/2, y - height/2, z - length/2); // Bottom Right
|
||||
rlEnd();
|
||||
rlPopMatrix();
|
||||
}
|
||||
|
||||
// Draw codepoint at specified position in 3D space
|
||||
void DrawTextCodepoint3D(Font font, int codepoint, Vector3 position, float fontSize, bool backface, Color tint)
|
||||
{
|
||||
#if 0
|
||||
// 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.chars[index].offsetX - font.charsPadding)/(float)font.baseSize*scale;
|
||||
position.z += (float)(font.chars[index].offsetY - font.charsPadding)/(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.charsPadding, font.recs[index].y - (float)font.charsPadding,
|
||||
font.recs[index].width + 2.0f*font.charsPadding, font.recs[index].height + 2.0f*font.charsPadding };
|
||||
|
||||
float width = (float)(font.recs[index].width + 2.0f*font.charsPadding)/(float)font.baseSize*scale;
|
||||
float height = (float)(font.recs[index].height + 2.0f*font.charsPadding)/(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 defined(RAYLIB_NEW_RLGL)
|
||||
}
|
||||
rlCheckRenderBatchLimit(4 + 4*backface);
|
||||
rlSetTexture(font.texture.id);
|
||||
#else
|
||||
if (rlCheckBufferLimit(4 + 4*backface)) rlglDraw();
|
||||
rlEnableTexture(font.texture.id);
|
||||
#endif
|
||||
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();
|
||||
|
||||
#if defined(RAYLIB_NEW_RLGL)
|
||||
rlSetTexture(0);
|
||||
#else
|
||||
rlDisableTexture();
|
||||
#endif
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
void DrawText3D(Font font, const char *text, Vector3 position, float fontSize, float fontSpacing, float lineSpacing, bool backface, Color tint) {
|
||||
#if 0
|
||||
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, (Vector3){ position.x + textOffsetX, position.y, position.z + textOffsetY }, fontSize, backface, tint);
|
||||
}
|
||||
|
||||
if (font.chars[index].advanceX == 0) textOffsetX += (float)(font.recs[index].width + fontSpacing)/(float)font.baseSize*scale;
|
||||
else textOffsetX += (float)(font.chars[index].advanceX + fontSpacing)/(float)font.baseSize*scale;
|
||||
}
|
||||
|
||||
i += codepointByteCount; // Move text bytes counter to next codepoint
|
||||
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
Vector3 MeasureText3D(Font font, const char* text, float fontSize, float fontSpacing, float lineSpacing) {
|
||||
|
||||
#if 0
|
||||
int len = TextLength(text);
|
||||
int tempLen = 0; // Used to count longer text line num chars
|
||||
int lenCounter = 0;
|
||||
|
||||
float tempTextWidth = 0.0f; // Used to count longer text line width
|
||||
|
||||
float scale = fontSize/(float)font.baseSize;
|
||||
float textHeight = scale;
|
||||
float textWidth = 0.0f;
|
||||
|
||||
int letter = 0; // Current character
|
||||
int index = 0; // Index position in sprite font
|
||||
|
||||
for (int i = 0; i < len; i++)
|
||||
{
|
||||
lenCounter++;
|
||||
|
||||
int next = 0;
|
||||
letter = GetCodepoint(&text[i], &next);
|
||||
index = GetGlyphIndex(font, letter);
|
||||
|
||||
// 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 so to not skip any we set next = 1
|
||||
if (letter == 0x3f) next = 1;
|
||||
i += next - 1;
|
||||
|
||||
if (letter != '\n')
|
||||
{
|
||||
if (font.chars[index].advanceX != 0) textWidth += (font.chars[index].advanceX+fontSpacing)/(float)font.baseSize*scale;
|
||||
else textWidth += (font.recs[index].width + font.chars[index].offsetX)/(float)font.baseSize*scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
|
||||
lenCounter = 0;
|
||||
textWidth = 0.0f;
|
||||
textHeight += scale + lineSpacing/(float)font.baseSize*scale;
|
||||
}
|
||||
|
||||
if (tempLen < lenCounter) tempLen = lenCounter;
|
||||
}
|
||||
|
||||
if (tempTextWidth < textWidth) tempTextWidth = textWidth;
|
||||
|
||||
Vector3 vec = { 0 };
|
||||
vec.x = tempTextWidth + (float)((tempLen - 1)*fontSpacing/(float)font.baseSize*scale); // Adds chars spacing to measure
|
||||
vec.y = 0.25f;
|
||||
vec.z = textHeight;
|
||||
|
||||
return vec;
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
|
||||
Color GenerateRandomColor(float s, float v) {
|
||||
const float Phi = 0.618033988749895f; // Golden ratio conjugate
|
||||
float h = GetRandomValue(0, 360);
|
||||
h = fmodf((h + h*Phi), 360.0f);
|
||||
return ColorFromHSV(h, s, v);
|
||||
}
|
||||
|
||||
|
||||
// Draw circle outline
|
||||
void DrawCircleLinesEco(float centerX, float centerY, float radius, Color color)
|
||||
{
|
||||
rlCheckRenderBatchLimit(2*36);
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
|
||||
for (int i = 0; i < 360; i += 10)
|
||||
{
|
||||
rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
|
||||
rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
|
||||
}
|
||||
rlEnd();
|
||||
}
|
||||
|
||||
void DrawRectangleLinesEco(float posX, float posY, float width, float height, Color color)
|
||||
{
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
rlVertex2f(posX + 1, posY + 1);
|
||||
rlVertex2f(posX + width, posY + 1);
|
||||
|
||||
rlVertex2f(posX + width, posY + 1);
|
||||
rlVertex2f(posX + width, posY + height);
|
||||
|
||||
rlVertex2f(posX + width, posY + height);
|
||||
rlVertex2f(posX + 1, posY + height);
|
||||
|
||||
rlVertex2f(posX + 1, posY + height);
|
||||
rlVertex2f(posX + 1, posY + 1);
|
||||
rlEnd();
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue