/******************************************************************************************* * * 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) 2015-2023 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 }; // Rotate around origin // Here we choose to rotate around the image center // NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture Vector2 rotateOrigin = { 0.0f }; // 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, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE); } else { DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, 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; }