Resource:Custom billboards
This resource lets You create billboards. Billboard is a quad that always faces the camera. In this case billboard Elements are created using dxDrawMaterialLine3d MTA function. I have changed the behaviour of the material to act as cylindrical billboards do. There are many possibilities to use this resource. But that's all up to you.
Contents
Overview
It is easy to use, gives a few options to manage billboards.
The resource itself adds exported clientside functions:
Exported functions
createBillboard
This function creates a shadered materialLine3d billboard.
billboardElement exports.custom_billboards:createBillboard(float posX,posY,posZ,sizeX,sizeY,int colorR,colorG,colorB,colorA)
Required Arguments
- float posX, posY, posZ: Position in world space.
- float sizeX, sizeY: Size of the billboard.
- int colorR,colorG,colorB,colorA: RGBA color (0 - 255).
Returns
The function returns billboardElement if set successfully, false otherwise.
destroyBillboard
This function destroys a shadered materialLine3d billboard element.
bool exports.custom_billboards:destroyBillboard(element billboardElement)
Required Arguments
- element billboardElement: A previously declared billboard element.
Returns
The function returns true if set successfully, false otherwise.
setBillboardMaterial
This function sets the billboard material (ex. texture).
bool exports.custom_billboards:setBillboardMaterial(element billboardElement)
Required Arguments
- element billboardElement: A previously declared billboard element.
Returns
The function returns true if set successfully, false otherwise.
setBillboardPosition
This function sets billboard position.
bool exports.custom_billboards:setbillboardPosition(element billboardElement,float posX,posY,posZ)
Required Arguments
- element billboardElement: A previously declared billboard element.
- float posX, posY, posZ: Position in world space.
Returns
The function returns true if set successfully, false otherwise.
setBillboardSize
This function sets billboard size.
bool exports.custom_billboards:setBillboardSize(element billboardElement,float size)
Required Arguments
- element billboardElement: A previously declared billboard element.
- float size: Size of the billboard.
Returns
The function returns true if set successfully, false otherwise.
setBillboardSizeXY
This function sets billboard width and height.
bool exports.custom_billboards:setBillboardSizeXY(element billboardElement,float sizeX,sizeY)
Required Arguments
- element billboardElement: A previously declared billboard element.
- float sizeX,sizeY: The width and height of the billboard.
Returns
The function returns true if set successfully, false otherwise.
setBillboardDepthBias
On createBillboard the depthBias is set properly (0-1). You can however set other value depending on your needs. To see the results you'll need to set enableDepthBiasScale to true.
bool exports.custom_billboards:setBillboardDepthBias(element billboardElement,float depthBiasValue)
Required Arguments
- element billboardElement: A previously declared billboard element.
- float depthBiasValue: depthBias value.
Returns
The function returns true if set successfully, false otherwise.
setBillboardColor
This function sets light color values.
bool exports.custom_billboards:setbillboardColor(element billboardElement,float colorR,colorG,colorB,colorA)
Required Arguments
- element billboardElement: A previously declared billboard element.
- float colorR,colorG,colorB,colorA: RGBA color (0 - 255).
Returns
The function returns true if set successfully, false otherwise.
setBillboardsDistFade
Set the Max distance of the billboard to sync and the distance on which the it starts to fade out.
bool exports.custom_billboards:setBillboardsDistFade(int MaxEffectFade,int MinEffectFade)
Required Arguments
- int MaxEffectFade: Set the Max distance of the billboard to sync.(Must be greater than MinEffectFade).
- int MinEffectFade: Set the distance on which the billboard starts to fade out.
Returns
The function returns true if set successfully, false otherwise.
enableDepthBiasScale
Standard depthBias for GTASA coronas is about 1 unit, despite the corona scale. This function elables depthBias scaling.
bool exports.custom_billboards:enableDepthBiasScale(bool isDepthScaleEnabled)
Required Arguments
- bool isDepthScaleEnabled: Enable/disable depthBias scaling.
Returns
The function returns true if set successfully, false otherwise.
Examples
local tex = dxCreateTexture("hello.jpg") function addStuff() for i=1,30 do for j=1,30 do exports.custom_billboards:createBillboard(tex,i * 7,j * 7,10,4,4,math.random()*255,math.random()*255,math.random()*255,1*255) end end end addEventHandler("onClientResourceStart", getResourceRootElement( getThisResource()), addStuff)
This creates 400 lovely billboards near position (0,0,0)
local vehicle1 = nil addEventHandler("onClientVehicleEnter", getRootElement(), function(thePlayer, seat) if thePlayer == getLocalPlayer() then vehicle1 = source end end ) local tex = dxCreateTexture("hello.jpg") local carLight = exports.custom_billboards:createBillboard(tex,0,0,0,4,4,math.random()*255,math.random()*255,math.random()*255,1*255) addEventHandler("onClientPreRender", root, function() if vehicle1 then xxx1,yyy1,zzz1 = getElementPosition(vehicle1) exports.custom_billboards:setBillboardPosition(carLight,xxx1,yyy1,zzz1) end end )
This creates a billboard and attaches it to a vehicle that the player enters.
Of course when you want to use these functions in your resources you have to include the custom_billboards resource in meta.