billboard rendering
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//! raylib [models] example - billboard rendering
//!
//! Zig-API translation of examples/models/models_billboard_rendering.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
const rl = @import("raylib");
pub fn main() !void {
// Initialization
const screen_width = 800;
const screen_height = 450;
rl.initWindow(screen_width, screen_height, "raylib [models] example - billboard rendering");
defer rl.closeWindow(); // Close window and OpenGL context
// Define the camera to look into our 3d world
var camera: rl.Camera = .{
.position = .{ .x = 5.0, .y = 4.0, .z = 5.0 }, // Camera position
.target = .{ .x = 0.0, .y = 2.0, .z = 0.0 }, // Camera looking at point
.up = .{ .x = 0.0, .y = 1.0, .z = 0.0 }, // Camera up vector (rotation towards target)
.fovy = 45.0, // Camera field-of-view Y
.projection = .perspective, // Camera projection type
};
const bill = try rl.loadTexture("resources/billboard.png"); // Our billboard texture
defer rl.unloadTexture(bill);
const bill_position_static: rl.Vector3 = .{ .x = 0.0, .y = 2.0, .z = 0.0 }; // Position of static billboard
const bill_position_rotating: rl.Vector3 = .{ .x = 1.0, .y = 2.0, .z = 1.0 }; // Position of rotating billboard
// Entire billboard texture, source is used to take a segment from a larger texture
const source: rl.Rectangle = .{ .x = 0.0, .y = 0.0, .width = @floatFromInt(bill.width), .height = @floatFromInt(bill.height) };
// NOTE: Billboard locked on axis-Y
const bill_up: rl.Vector3 = .{ .x = 0.0, .y = 1.0, .z = 0.0 };
// Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
const size: rl.Vector2 = .{ .x = source.width / source.height, .y = 1.0 };
// Rotate around origin
// Here we choose to rotate around the image center
const origin = rl.math.vector2Scale(size, 0.5);
var rotation: f32 = 0.0;
rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second
// Main game loop
while (!rl.windowShouldClose()) { // Detect window close button or ESC key
// Update
rl.updateCamera(&camera, .orbital);
rotation += 0.4;
// Distance is needed for the correct billboard draw order
// Larger distance (further away from the camera) should be drawn prior to smaller distance
const distance_static = rl.math.vector3Distance(camera.position, bill_position_static);
const distance_rotating = rl.math.vector3Distance(camera.position, bill_position_rotating);
// Draw
rl.beginDrawing();
defer rl.endDrawing();
rl.clearBackground(.ray_white);
{
rl.beginMode3D(camera);
defer rl.endMode3D();
rl.drawGrid(10, 1.0); // Draw a grid
// Draw order matters!
if (distance_static > distance_rotating) {
rl.drawBillboard(camera, bill, bill_position_static, 2.0, .white);
rl.drawBillboardPro(camera, bill, source, bill_position_rotating, bill_up, size, origin, rotation, .white);
} else {
rl.drawBillboardPro(camera, bill, source, bill_position_rotating, bill_up, size, origin, rotation, .white);
rl.drawBillboard(camera, bill, bill_position_static, 2.0, .white);
}
}
rl.drawFPS(10, 10);
}
}/*******************************************************************************************
*
* raylib [models] example - billboard rendering
*
* Example complexity rating: [★★★☆] 3/4
*
* 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) 2015-2025 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 - billboard rendering");
// 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;
}From raylib 6.2. The original on GitHub.