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Update models_decals.c

pull/5310/head
Ray há 1 semana
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cometimento
6a5b7fb3f8
1 ficheiros alterados com 10 adições e 12 eliminações
  1. +10
    -12
      examples/models/models_decals.c

+ 10
- 12
examples/models/models_decals.c Ver ficheiro

@ -46,7 +46,7 @@ static Mesh BuildMesh(MeshBuilder *mb);
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
static bool Button(Rectangle rec, char *label);
static bool GuiButton(Rectangle rec, const char *label);
//------------------------------------------------------------------------------------
// Program main entry point
@ -248,14 +248,12 @@ int main(void)
DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
Rectangle rect = (Rectangle){ 10, screenHeight - 100, 100, 60 };
// UI elements
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
if (Button(rect, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
rect.x += rect.width + 10;
if (Button(rect, "Clear Decals"))
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
{
// Clear decals, unload all decal models
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
decalCount = 0;
}
@ -362,14 +360,14 @@ static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
}
// Generate mesh decals for provided model
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset)
static Mesh GenMeshDecal(Model target, Matrix projection, float decalSize, float decalOffset)
{
// We're going to use these to build up our decal meshes
// They'll resize automatically as we go, we'll free them at the end
static MeshBuilder meshBuilders[2] = { 0 };
// Ugly way of telling us to free the static MeshBuilder data
if (inputModel.meshCount == -1)
if (target.meshCount == -1)
{
FreeMeshBuilder(&meshBuilders[0]);
FreeMeshBuilder(&meshBuilders[1]);
@ -388,9 +386,9 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
int mbIndex = 0;
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
for (int meshIndex = 0; meshIndex < inputModel.meshCount; meshIndex++)
for (int meshIndex = 0; meshIndex < target.meshCount; meshIndex++)
{
Mesh mesh = inputModel.meshes[meshIndex];
Mesh mesh = target.meshes[meshIndex];
for (int tri = 0; tri < mesh.triangleCount; tri++)
{
Vector3 vertices[3] = { 0 };
@ -584,7 +582,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
}
// Button UI element
static bool Button(Rectangle rec, const char *label)
static bool GuiButton(Rectangle rec, const char *label)
{
Color bgColor = GRAY;
bool pressed = false;

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