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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/models/models_billboard.c
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+/*******************************************************************************************
+*
+* raylib [models] example - Drawing billboards
+*
+* Example originally created with raylib 1.3, last time updated with raylib 3.5
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2015-2024 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include "raymath.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+
+ InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
+
+ // Define the camera to look into our 3d world
+ Camera camera = { 0 };
+ camera.position = (Vector3){ 5.0f, 4.0f, 5.0f }; // Camera position
+ camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
+ Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
+ Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
+
+ // Entire billboard texture, source is used to take a segment from a larger texture.
+ Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
+
+ // NOTE: Billboard locked on axis-Y
+ Vector3 billUp = { 0.0f, 1.0f, 0.0f };
+
+ // Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
+ Vector2 size = { source.width/source.height, 1.0f };
+
+ // Rotate around origin
+ // Here we choose to rotate around the image center
+ Vector2 origin = Vector2Scale(size, 0.5f);
+
+ // Distance is needed for the correct billboard draw order
+ // Larger distance (further away from the camera) should be drawn prior to smaller distance.
+ float distanceStatic;
+ float distanceRotating;
+ float rotation = 0.0f;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateCamera(&camera, CAMERA_ORBITAL);
+
+ rotation += 0.4f;
+ distanceStatic = Vector3Distance(camera.position, billPositionStatic);
+ distanceRotating = Vector3Distance(camera.position, billPositionRotating);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+
+ DrawGrid(10, 1.0f); // Draw a grid
+
+ // Draw order matters!
+ if (distanceStatic > distanceRotating)
+ {
+ DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
+ DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
+ }
+ else
+ {
+ DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
+ DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
+ }
+
+ EndMode3D();
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ UnloadTexture(bill); // Unload texture
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}