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[rmodels] Make DrawBillboardPro consistent with DrawTexturePro
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bohonghuang committed Jul 7, 2024
1 parent 7f89b40 commit 0e211bd
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Showing 2 changed files with 10 additions and 16 deletions.
12 changes: 7 additions & 5 deletions examples/models/models_billboard.c
Original file line number Diff line number Diff line change
Expand Up @@ -44,10 +44,12 @@ int main(void)
// 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
// NOTE: (-1, 1) is the range where origin.x, origin.y is inside the texture
Vector2 rotateOrigin = { 0.0f };
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.
Expand Down Expand Up @@ -84,11 +86,11 @@ int main(void)
if (distanceStatic > distanceRotating)
{
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
}
else
{
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, (Vector2) {1.0f, 1.0f}, rotateOrigin, rotation, WHITE);
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, WHITE);
DrawBillboard(camera, bill, billPositionStatic, 2.0f, WHITE);
}

Expand All @@ -108,4 +110,4 @@ int main(void)
//--------------------------------------------------------------------------------------

return 0;
}
}
14 changes: 3 additions & 11 deletions src/rmodels.c
Original file line number Diff line number Diff line change
Expand Up @@ -3638,11 +3638,11 @@ void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float
}

// Draw a billboard
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint)
void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float scale, Color tint)
{
Rectangle source = { 0.0f, 0.0f, (float)texture.width, (float)texture.height };

DrawBillboardRec(camera, texture, source, position, (Vector2){ size, size }, tint);
DrawBillboardRec(camera, texture, source, position, (Vector2) { scale*fabsf((float)source.width/source.height), scale }, tint);
}

// Draw a billboard (part of a texture defined by a rectangle)
Expand All @@ -3651,16 +3651,12 @@ void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector
// NOTE: Billboard locked on axis-Y
Vector3 up = { 0.0f, 1.0f, 0.0f };

DrawBillboardPro(camera, texture, source, position, up, size, Vector2Zero(), 0.0f, tint);
DrawBillboardPro(camera, texture, source, position, up, size, Vector2Scale(size, 0.5), 0.0f, tint);
}

// Draw a billboard with additional parameters
// NOTE: Size defines the destination rectangle size, stretching the source texture as required
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint)
{
// NOTE: Billboard size will maintain source rectangle aspect ratio, size will represent billboard width
size = (Vector2) { size.x*fabsf((float)source.width/source.height), size.y };

// Compute the up vector and the right vector
Matrix matView = MatrixLookAt(camera.position, camera.target, camera.up);
Vector3 right = { matView.m0, matView.m4, matView.m8 };
Expand All @@ -3683,10 +3679,6 @@ void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector
origin.y *= -1.0f;
}

// Assume the given origin is normalized and does not alter the position of the billboard
position = Vector3Add(position, Vector3Scale(Vector3Add(Vector3Scale(right, origin.x), Vector3Scale(up, origin.y)), 0.5f));
origin = Vector2Multiply(Vector2Scale(Vector2Add(origin, Vector2One()), 0.5f), (Vector2) { fabsf(size.x), fabsf(size.y) });

// Draw the texture region described by source on the following rectangle in 3D space:
//
// size.x <--.
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