Add Color to DrawGrid
This commit is contained in:
parent
99cb82a82c
commit
eea83f02b3
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@ -77,7 +77,7 @@ int main(void)
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawGrid(10, 2);
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DrawGrid(10, 2, GRAY);
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DrawSphere(spherePos, 0.5f, RED);
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EndMode3D();
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@ -116,7 +116,7 @@ int main ()
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rlPushMatrix();
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rlTranslatef(0, 25*50, 0);
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rlRotatef(90, 1, 0, 0);
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DrawGrid(100, 50);
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DrawGrid(100, 50, GRAY);
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rlPopMatrix();
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// Draw a reference circle
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@ -63,7 +63,7 @@ int main(void)
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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@ -59,7 +59,7 @@ int main(void)
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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@ -95,7 +95,7 @@ int main(void)
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}
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DrawRay(ray, MAROON);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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@ -122,7 +122,7 @@ int main(void)
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(40, 1.0f);
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DrawGrid(40, 1.0f, GRAY);
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EndMode3D();
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EndVrStereoMode();
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@ -65,7 +65,7 @@ int main(void)
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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@ -89,7 +89,7 @@ int main(void)
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DrawCube(anims[0].framePoses[animFrameCounter][i].translation, 0.2f, 0.2f, 0.2f, RED);
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}
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D();
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@ -82,7 +82,7 @@ int main(void)
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BeginMode3D(camera);
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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// Draw order matters!
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if (distanceStatic > distanceRotating)
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@ -153,7 +153,7 @@ int main(void)
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DrawMesh(equipModel[i].meshes[0], equipModel[i].materials[1], matrixTransform);
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}
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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DrawText("Use the T/G to switch animation", 10, 10, 20, GRAY);
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@ -107,7 +107,7 @@ int main(void)
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// Draw player
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DrawCubeV(playerPosition, playerSize, playerColor);
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D();
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@ -72,7 +72,7 @@ int main(void)
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DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
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(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D();
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@ -71,7 +71,7 @@ int main(void)
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DrawCapsule ((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, VIOLET);
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DrawCapsuleWires((Vector3){-3.0f, 1.5f, -4.0f}, (Vector3){-4.0f, -1.0f, -4.0f}, 1.2f, 8, 8, PURPLE);
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D();
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@ -98,7 +98,7 @@ int main(void)
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// Draw character mesh, pose calculation is done in shader (GPU skinning)
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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@ -67,7 +67,7 @@ int main(void)
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DrawModel(model, mapPosition, 1.0f, RED);
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DrawGrid(20, 1.0f);
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DrawGrid(20, 1.0f, GRAY);
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EndMode3D();
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@ -126,7 +126,7 @@ int main(void)
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DrawModel(model, position, 1.0f, WHITE); // Draw 3d model with texture
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DrawGrid(20, 10.0f); // Draw a grid
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DrawGrid(20, 10.0f, GRAY); // Draw a grid
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if (selected) DrawBoundingBox(bounds, GREEN); // Draw selection box
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@ -80,7 +80,7 @@ int main(void)
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BeginMode3D(camera);
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DrawModel(model, position, 1.0f, WHITE); // Draw animated model
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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DrawText("Use the LEFT/RIGHT mouse buttons to switch animation", 10, 10, 20, GRAY);
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@ -147,7 +147,7 @@ int main(void)
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}
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}
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D();
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@ -168,7 +168,7 @@ int main(void)
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BeginMode3D(camera);
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DrawModel(models[currentModel], modelpos, 1.0f, WHITE);
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DrawGrid(10, 1.0);
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DrawGrid(10, 1.0, GRAY);
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// Draw spheres to show where the lights are
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for (int i = 0; i < MAX_LIGHTS; i++)
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@ -97,7 +97,7 @@ int main(void)
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BeginMode3D(camera);
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DrawModel(models[currentModel], position, 1.0f, WHITE);
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DrawGrid(10, 1.0);
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DrawGrid(10, 1.0, GRAY);
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EndMode3D();
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@ -199,7 +199,7 @@ int main(void)
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DrawRay(ray, MAROON);
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DrawGrid(10, 10.0f);
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DrawGrid(10, 10.0f, GRAY);
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EndMode3D();
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@ -80,7 +80,7 @@ int main(void)
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DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
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DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D();
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@ -108,7 +108,7 @@ int main(void)
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// Some reference elements (not affected by previous matrix transformations)
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DrawCircle3D((Vector3){ 0.0f, 0.0f, 0.0f }, earthOrbitRadius, (Vector3){ 1, 0, 0 }, 90.0f, Fade(RED, 0.5f));
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DrawGrid(20, 1.0f);
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DrawGrid(20, 1.0f, GRAY);
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EndMode3D();
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@ -157,7 +157,7 @@ int main(void)
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rlEnableBackfaceCulling();
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rlEnableDepthMask();
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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@ -69,7 +69,7 @@ int main()
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BeginMode3D(camera);
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DrawGrid(10, 5.0f);
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DrawGrid(10, 5.0f, GRAY);
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for (int x = 0; x < numBlocks; x++)
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{
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@ -96,7 +96,7 @@ int main(void)
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BeginMode3D(camera);
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DrawModel(model, (Vector3){ 0.0f, -8.0f, 0.0f }, 1.0f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 10.0f);
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DrawGrid(10, 10.0f, GRAY);
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EndMode3D();
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@ -103,7 +103,7 @@ static void ErrorCallback(int error, const char *description);
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static void KeyCallback(GLFWwindow *window, int key, int scancode, int action, int mods);
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// Drawing functions (uses rlgl functionality)
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static void DrawGrid(int slices, float spacing);
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static void DrawGrid(int slices, float spacing, Color color);
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static void DrawCube(Vector3 position, float width, float height, float length, Color color);
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static void DrawCubeWires(Vector3 position, float width, float height, float length, Color color);
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static void DrawRectangleV(Vector2 position, Vector2 size, Color color);
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@ -213,7 +213,7 @@ int main(void)
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DrawCube(cubePosition, 2.0f, 2.0f, 2.0f, RED);
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, RAYWHITE);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, DARKGRAY);
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// Draw internal render batch buffers (3D data)
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rlDrawRenderBatchActive();
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@ -295,28 +295,15 @@ static void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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}
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// Draw a grid centered at (0, 0, 0)
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static void DrawGrid(int slices, float spacing)
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static void DrawGrid(int slices, float spacing, Color color)
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{
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int halfSlices = slices / 2;
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = -halfSlices; i <= halfSlices; i++)
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{
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if (i == 0)
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{
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rlColor3f(0.5f, 0.5f, 0.5f);
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rlColor3f(0.5f, 0.5f, 0.5f);
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rlColor3f(0.5f, 0.5f, 0.5f);
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rlColor3f(0.5f, 0.5f, 0.5f);
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}
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else
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{
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rlColor3f(0.75f, 0.75f, 0.75f);
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rlColor3f(0.75f, 0.75f, 0.75f);
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rlColor3f(0.75f, 0.75f, 0.75f);
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rlColor3f(0.75f, 0.75f, 0.75f);
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}
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rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
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rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
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@ -120,7 +120,7 @@ int main(void)
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else DrawSphereWires(lights[i].position, 0.2f, 8, 8, ColorAlpha(lights[i].color, 0.3f));
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}
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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@ -95,7 +95,7 @@ int main(void)
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BeginMode3D(camera); // Begin 3d mode drawing
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DrawModel(model, position, 0.5f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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@ -125,7 +125,7 @@ int main(void)
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DrawCubeV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, PURPLE);
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DrawCubeWiresV((Vector3){ 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, DARKGREEN);
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DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, YELLOW);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndShaderMode();
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EndMode3D();
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EndTextureMode();
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@ -84,7 +84,7 @@ int main(void)
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DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D();
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@ -138,7 +138,7 @@ int main(void)
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BeginMode3D(camera); // Begin 3d mode drawing
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DrawModel(model, position, 0.1f, WHITE); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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@ -121,7 +121,7 @@ int main(void)
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DrawModel(model1, (Vector3){ 0.5f, 0.0f, 0.0f }, 1, WHITE);
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DrawModelEx(model2, (Vector3){ -0.5f, 0.0f, 0.0f }, (Vector3){ 1.0f, 1.0f, 0.0f }, 50, (Vector3){ 1.0f, 1.0f, 1.0f }, WHITE);
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DrawModel(model3,(Vector3){ 0.0f, 0.0f, -1.5f }, 1, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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DrawGrid(10, 1.0f, GRAY); // Draw a grid
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EndMode3D();
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@ -86,7 +86,7 @@ int main(void)
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DrawModel(model, (Vector3){ 0.0f, 0.0f, 0.0f }, 2.0f, WHITE);
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EndShaderMode();
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndMode3D();
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@ -84,7 +84,7 @@ int main(void)
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DrawCubeV((Vector3){ 0.0f, 0.5f, 1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, PURPLE);
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DrawCubeWiresV((Vector3){ 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, DARKGREEN);
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DrawCubeV((Vector3) { 0.0f, 0.5f, -1.0f }, (Vector3){ 1.0f, 1.0f, 1.0f }, YELLOW);
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DrawGrid(10, 1.0f);
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DrawGrid(10, 1.0f, GRAY);
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EndShaderMode();
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EndMode3D();
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EndTextureMode();
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@ -285,7 +285,7 @@ int main(void)
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DrawCubeV(cubePosition, cubeSize, dark);
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DrawCubeWires(cubePosition, 2.1f, 2.1f, 2.1f, light);
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DrawGrid(10, 2.0f);
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DrawGrid(10, 2.0f, GRAY);
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// Use a shader to handle the depth buffer issue with transparent textures
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// NOTE: more info at https://bedroomcoders.co.uk/posts/198
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@ -1551,7 +1551,7 @@ RLAPI void DrawCapsule(Vector3 startPos, Vector3 endPos, float radius, int slice
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RLAPI void DrawCapsuleWires(Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color); // Draw capsule wireframe with the center of its sphere caps at startPos and endPos
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RLAPI void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
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RLAPI void DrawRay(Ray ray, Color color); // Draw a ray line
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RLAPI void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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RLAPI void DrawGrid(int slices, float spacing, Color color); // Draw a grid (centered at (0, 0, 0))
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//------------------------------------------------------------------------------------
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// Model 3d Loading and Drawing Functions (Module: models)
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@ -1068,22 +1068,15 @@ void DrawRay(Ray ray, Color color)
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}
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// Draw a grid centered at (0, 0, 0)
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void DrawGrid(int slices, float spacing)
|
||||
void DrawGrid(int slices, float spacing, Color color)
|
||||
{
|
||||
int halfSlices = slices/2;
|
||||
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = -halfSlices; i <= halfSlices; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
rlColor3f(0.5f, 0.5f, 0.5f);
|
||||
}
|
||||
else
|
||||
{
|
||||
rlColor3f(0.75f, 0.75f, 0.75f);
|
||||
}
|
||||
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)-halfSlices*spacing);
|
||||
rlVertex3f((float)i*spacing, 0.0f, (float)halfSlices*spacing);
|
||||
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user