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/******************************************************************************************* |
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* |
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* raylib [models] example - decals |
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* |
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* Example complexity rating: [★★★☆] 3/4 |
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* |
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* Example originally created with raylib 5.6-dev |
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* |
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* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5) |
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* Based on previous work by @mrdoob |
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* |
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, |
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* BSD-like license that allows static linking with closed source software |
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* |
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* Copyright (c) 2025 JP Mortiboys (@themushroompirates) and Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include "raymath.h" |
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#include <string.h> |
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#undef FLT_MAX |
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#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111 |
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#define MAX_DECALS 256 |
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typedef struct MeshBuilder { |
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int vertexCount; |
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int vertexCapacity; |
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Vector3 *vertices; |
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Vector2 *uvs; |
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} MeshBuilder; |
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// Utility functions |
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void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]); |
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void FreeMeshBuilder(MeshBuilder *mb); |
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Mesh BuildMesh(MeshBuilder *mb); |
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Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s); |
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Mesh GenMeshDecal(Mesh inputMesh, Ray ray); |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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int main(void) |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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SetConfigFlags(FLAG_MSAA_4X_HINT); |
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InitWindow(screenWidth, screenHeight, "raylib [models] example - decals"); |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position |
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camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point |
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camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) |
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camera.fovy = 45.0f; // Camera field-of-view Y |
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type |
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// Load character model |
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Model model = LoadModel("resources/models/obj/character.obj"); |
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// Apply character skin |
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Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png"); // Load model texture |
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SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR); |
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture; // Set model diffuse texture |
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BoundingBox modelBBox = GetMeshBoundingBox(model.meshes[0]); // Get mesh bounding box |
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camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f); |
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camera.position = Vector3Scale(modelBBox.max, 1.0f); |
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camera.position.x *= 0.1f; |
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float modelSize = fminf( |
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fminf(fabsf(modelBBox.max.x - modelBBox.min.x), |
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fabsf(modelBBox.max.y - modelBBox.min.y)), |
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fabsf(modelBBox.max.z - modelBBox.min.z) |
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); |
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camera.position = (Vector3){ 0, modelBBox.max.y * 1.2f, modelSize * 3.0f }; |
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float decalSize = modelSize * .25f; |
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float decalOffset = 0.01f; |
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Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize)); |
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placementCube.materials[0].maps[0].color = LIME; |
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Material decalMaterial = LoadMaterialDefault(); |
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decalMaterial.maps[0].color = YELLOW; |
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Image decalImage = LoadImage("resources/raylib_logo.png"); |
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ImageResizeNN(&decalImage, decalImage.width / 4, decalImage.height / 4); |
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Texture decalTexture = LoadTextureFromImage(decalImage); |
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UnloadImage(decalImage); |
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SetTextureFilter(decalTexture, TEXTURE_FILTER_BILINEAR); |
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decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture; |
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decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE; |
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// We're going to use these to build up our decal meshes |
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// They'll resize automatically as we go, we'll free them at the end |
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MeshBuilder mesh_builders[2] = { {0}, {0} }; |
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bool showModel = true; |
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Model decalModels[MAX_DECALS] = {0}; |
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int decalCount = 0; |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) { |
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UpdateCamera(&camera, CAMERA_THIRD_PERSON); |
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} |
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if (IsKeyPressed(KEY_SPACE)) { |
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showModel = !showModel; |
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} |
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// Display information about closest hit |
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RayCollision collision = { 0 }; |
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collision.distance = FLT_MAX; |
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collision.hit = false; |
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// Get mouse ray |
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Ray ray = GetScreenToWorldRay(GetMousePosition(), camera); |
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// Check ray collision against bounding box first, before trying the full ray-mesh test |
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RayCollision boxHitInfo = GetRayCollisionBox(ray, modelBBox); |
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if ((boxHitInfo.hit) && decalCount < MAX_DECALS) |
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{ |
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// Check ray collision against model meshes |
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RayCollision meshHitInfo = { 0 }; |
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for (int m = 0; m < model.meshCount; m++) |
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{ |
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// NOTE: We consider the model.transform for the collision check but |
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// it can be checked against any transform Matrix, used when checking against same |
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// model drawn multiple times with multiple transforms |
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meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform); |
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if (meshHitInfo.hit) |
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{ |
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// Save the closest hit mesh |
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if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo; |
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} |
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} |
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if (meshHitInfo.hit) |
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{ |
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collision = meshHitInfo; |
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} |
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} |
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// -------------- |
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if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && decalCount < MAX_DECALS) |
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{ |
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// Create the transformation to project the decal |
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Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f)); |
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Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0}); |
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// Spin the placement around a bit |
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splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * ((float)GetRandomValue(-180, 180)))); |
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Matrix splatInv = MatrixInvert(splat); |
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// Reset the mesh builders |
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mesh_builders[0].vertexCount = 0; |
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mesh_builders[1].vertexCount = 0; |
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// We'll be flip-flopping between the two mesh builders |
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// Reading from one and writing to the other, then swapping |
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int mb_index = 0; |
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// First pass, just get any triangle inside the bounding box |
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// (for each mesh of the model) |
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for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++) { |
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Mesh mesh = model.meshes[meshIndex]; |
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for (int tri = 0; tri < mesh.triangleCount; tri++) |
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{ |
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Vector3 vertices[3]; |
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// The way we calculate the vertices of the mesh triangle |
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// depend on whether the mesh vertices are indexed or not |
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if (mesh.indices == 0) |
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{ |
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for (int v = 0; v < 3; v++) { |
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vertices[v] = (Vector3) { |
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mesh.vertices[3*3*tri + 3*v + 0], |
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mesh.vertices[3*3*tri + 3*v + 1], |
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mesh.vertices[3*3*tri + 3*v + 2] |
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}; |
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} |
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} |
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else |
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{ |
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for (int v = 0; v < 3; v++) |
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{ |
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vertices[v] = (Vector3) { |
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mesh.vertices[ 3*mesh.indices[3*tri+0] + v], |
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mesh.vertices[ 3*mesh.indices[3*tri+1] + v], |
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mesh.vertices[ 3*mesh.indices[3*tri+2] + v] |
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}; |
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} |
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} |
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// Transform all 3 vertices of the triangle |
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// and check if they are inside our decal box |
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int insideCount = 0; |
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for (int i = 0; i < 3; i++) |
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{ |
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// To splat space |
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Vector3 v = Vector3Transform(vertices[i], splat); |
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if (fabsf(v.x)<decalSize || fabsf(v.y)<=decalSize || fabsf(v.z)<=decalSize) { |
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insideCount++; |
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} |
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// We need to keep the transformed vertex |
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vertices[i] = v; |
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} |
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// If any of them are inside, we add the triangle - we'll clip it later |
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if (insideCount > 0) |
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{ |
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AddTriangleToMeshBuilder(&mesh_builders[mb_index], vertices); |
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} |
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} |
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} |
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// Clipping time! We need to clip against all 6 directions |
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Vector3 planes[6] = { |
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{ 1, 0, 0 }, |
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{ -1, 0, 0 }, |
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{ 0, 1, 0 }, |
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{ 0, -1, 0 }, |
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{ 0, 0, 1 }, |
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{ 0, 0, -1 } |
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}; |
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for (int face = 0; face < 6; face++) |
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{ |
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// Swap current model builder (so we read from the one we just wrote to) |
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mb_index = 1 - mb_index; |
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MeshBuilder *inMesh = &mesh_builders[1-mb_index]; |
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MeshBuilder *outMesh = &mesh_builders[mb_index]; |
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// Reset write builder |
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outMesh->vertexCount = 0; |
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float s = 0.5f * decalSize; |
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for (int i = 0; i < inMesh->vertexCount; i+=3) |
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{ |
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Vector3 nV1, nV2, nV3, nV4; |
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float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s; |
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float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s; |
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float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s; |
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int v1Out = d1 > 0; |
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int v2Out = d2 > 0; |
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int v3Out = d3 > 0; |
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// calculate, how many vertices of the face lie outside of the clipping plane |
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int total = v1Out + v2Out + v3Out; |
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switch ( total ) { |
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case 0: { |
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// the entire face lies inside of the plane, no clipping needed |
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]}); |
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break; |
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} |
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case 1: { |
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// one vertex lies outside of the plane, perform clipping |
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if (v1Out) { |
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nV1 = inMesh->vertices[ i + 1 ]; |
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nV2 = inMesh->vertices[ i + 2 ]; |
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nV3 = ClipSegment( inMesh->vertices[ i ], nV1, planes[face], s ); |
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nV4 = ClipSegment( inMesh->vertices[ i ], nV2, planes[face], s ); |
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} |
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if (v2Out) { |
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nV1 = inMesh->vertices[ i ]; |
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nV2 = inMesh->vertices[ i + 2 ]; |
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nV3 = ClipSegment( inMesh->vertices[ i + 1 ], nV1, planes[face], s ); |
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nV4 = ClipSegment( inMesh->vertices[ i + 1 ], nV2, planes[face], s ); |
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1}); |
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4}); |
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break; |
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} |
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if (v3Out) { |
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nV1 = inMesh->vertices[ i ]; |
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nV2 = inMesh->vertices[ i + 1 ]; |
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nV3 = ClipSegment( inMesh->vertices[ i + 2 ], nV1, planes[face], s ); |
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nV4 = ClipSegment( inMesh->vertices[ i + 2 ], nV2, planes[face], s ); |
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} |
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); |
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2}); |
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break; |
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} |
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case 2: { |
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// two vertices lies outside of the plane, perform clipping |
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if (!v1Out) { |
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nV1 = inMesh->vertices[ i ]; |
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nV2 = ClipSegment( nV1, inMesh->vertices[ i + 1 ], planes[face], s ); |
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nV3 = ClipSegment( nV1, inMesh->vertices[ i + 2 ], planes[face], s ); |
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); |
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} |
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if (!v2Out) { |
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nV1 = inMesh->vertices[ i + 1 ]; |
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nV2 = ClipSegment( nV1, inMesh->vertices[ i + 2 ], planes[face], s ); |
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nV3 = ClipSegment( nV1, inMesh->vertices[ i ], planes[face], s ); |
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); |
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} |
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if (!v3Out) { |
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nV1 = inMesh->vertices[ i + 2 ]; |
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nV2 = ClipSegment( nV1, inMesh->vertices[ i ], planes[face], s ); |
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nV3 = ClipSegment( nV1, inMesh->vertices[ i + 1 ], planes[face], s ); |
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AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); |
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} |
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break; |
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} |
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case 3: { |
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// the entire face lies outside of the plane, so let's discard the corresponding vertices |
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break; |
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} |
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} |
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} |
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} |
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// Now we just need to re-transform the vertices |
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MeshBuilder *theMesh = &mesh_builders[mb_index]; |
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// Allocate room for UVs |
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if (theMesh->vertexCount > 0) |
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{ |
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theMesh->uvs = (Vector2*)MemAlloc(sizeof(Vector2)*theMesh->vertexCount); |
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for (int i = 0; i < theMesh->vertexCount; i++) |
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{ |
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// Calculate the UVs based on the projected coords |
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// They are clipped to (-decalSize .. decalSize) and we want them (0..1) |
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theMesh->uvs[i].x = (theMesh->vertices[i].x / decalSize + .5f); |
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theMesh->uvs[i].y = (theMesh->vertices[i].y / decalSize + .5f); |
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// From splat space to world space |
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theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv); |
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// Tiny nudge in the normal direction so it renders properly over the mesh |
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theMesh->vertices[i] = Vector3Add(theMesh->vertices[i], Vector3Scale(collision.normal, decalOffset)); |
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} |
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// Decal model data ready, create it and add it |
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int decalIndex = decalCount++; |
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decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh)); |
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decalModels[decalIndex].materials[0] = decalMaterial; |
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} |
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} |
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//---------------------------------------------------------------------------------- |
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|
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// Draw |
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//---------------------------------------------------------------------------------- |
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BeginDrawing(); |
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ClearBackground(RAYWHITE); |
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BeginMode3D(camera); |
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// Draw the model at the origin and default scale |
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if (showModel) |
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{ |
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DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE); |
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} |
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// Draw the decal models |
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for (int i = 0; i < decalCount; i++) |
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{ |
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DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE); |
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} |
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// If we hit the mesh, draw the box for the decal |
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|
|
if (collision.hit) |
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|
{ |
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Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f)); |
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|
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0}); |
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placementCube.transform = MatrixInvert(splat); |
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DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f)); |
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|
} |
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|
DrawGrid(10, 10.0f); |
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EndMode3D(); |
|
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|
|
|
|
{ |
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|
float yPos = 10; |
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|
float x0 = GetScreenWidth() - 300; |
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|
float x1 = x0 + 100; |
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|
float x2 = x1 + 100; |
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DrawText("Vertices", x1, yPos, 10, LIME); |
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|
DrawText("Triangles", x2, yPos, 10, LIME); |
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|
yPos += 15; |
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|
|
|
int vertexCount = 0; |
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|
|
int triangleCount = 0; |
|
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|
|
|
|
|
for (int i = 0; i < model.meshCount; i++) |
|
|
|
{ |
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|
|
vertexCount += model.meshes[i].vertexCount; |
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|
|
triangleCount += model.meshes[i].triangleCount; |
|
|
|
} |
|
|
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|
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|
|
DrawText("Main model", x0, yPos, 10, LIME); |
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|
|
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME); |
|
|
|
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME); |
|
|
|
yPos += 15; |
|
|
|
|
|
|
|
for (int i = 0; i < decalCount; i++) |
|
|
|
{ |
|
|
|
DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME); |
|
|
|
DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME); |
|
|
|
DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME); |
|
|
|
|
|
|
|
vertexCount += decalModels[i].meshes[0].vertexCount; |
|
|
|
triangleCount += decalModels[i].meshes[0].triangleCount; |
|
|
|
yPos += 15; |
|
|
|
} |
|
|
|
|
|
|
|
DrawText("TOTAL", x0, yPos, 10, LIME); |
|
|
|
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME); |
|
|
|
DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME); |
|
|
|
yPos += 15; |
|
|
|
} |
|
|
|
|
|
|
|
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); |
|
|
|
|
|
|
|
DrawFPS(10, 10); |
|
|
|
|
|
|
|
EndDrawing(); |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
} |
|
|
|
|
|
|
|
// De-Initialization |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
UnloadModel(model); |
|
|
|
UnloadTexture(modelTexture); |
|
|
|
|
|
|
|
for (int i = 0; i < decalCount; i++) |
|
|
|
{ |
|
|
|
UnloadModel(decalModels[i]); |
|
|
|
} |
|
|
|
|
|
|
|
UnloadTexture(decalTexture); |
|
|
|
|
|
|
|
FreeMeshBuilder(&mesh_builders[0]); |
|
|
|
FreeMeshBuilder(&mesh_builders[1]); |
|
|
|
|
|
|
|
CloseWindow(); // Close window and OpenGL context |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
return 0; |
|
|
|
} |
|
|
|
|
|
|
|
// A really simple dynamic array manager |
|
|
|
void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) { |
|
|
|
// Reallocate and copy if we need to |
|
|
|
if (mb->vertexCapacity <= mb->vertexCount + 3 ) |
|
|
|
{ |
|
|
|
int newVertexCapacity = (1 + (mb->vertexCapacity / 256)) * 256; |
|
|
|
Vector3 *newVertices = (Vector3*)MemAlloc(newVertexCapacity * sizeof(Vector3)); |
|
|
|
if (mb->vertexCapacity > 0) |
|
|
|
{ |
|
|
|
memcpy(newVertices, mb->vertices, mb->vertexCount * sizeof(Vector3)); |
|
|
|
MemFree(mb->vertices); |
|
|
|
} |
|
|
|
mb->vertices = newVertices; |
|
|
|
mb->vertexCapacity = newVertexCapacity; |
|
|
|
} |
|
|
|
|
|
|
|
// Add 3 vertices |
|
|
|
int index = mb->vertexCount; |
|
|
|
mb->vertexCount += 3; |
|
|
|
|
|
|
|
for (int i = 0; i < 3; i++) |
|
|
|
{ |
|
|
|
mb->vertices[index+i] = vertices[i]; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
void FreeMeshBuilder(MeshBuilder *mb) |
|
|
|
{ |
|
|
|
MemFree(mb->vertices); |
|
|
|
|
|
|
|
if (mb->uvs) |
|
|
|
{ |
|
|
|
MemFree(mb->uvs); |
|
|
|
} |
|
|
|
|
|
|
|
*mb = (MeshBuilder){ 0 }; |
|
|
|
} |
|
|
|
|
|
|
|
// Construct a Raylib Mesh from our MeshBuilder data |
|
|
|
Mesh BuildMesh(MeshBuilder *mb) |
|
|
|
{ |
|
|
|
Mesh outMesh = { 0 }; |
|
|
|
|
|
|
|
outMesh.vertexCount = mb->vertexCount; |
|
|
|
outMesh.triangleCount = mb->vertexCount / 3; |
|
|
|
|
|
|
|
outMesh.vertices = MemAlloc(outMesh.vertexCount * 3 * sizeof(float)); |
|
|
|
|
|
|
|
if (mb->uvs) |
|
|
|
{ |
|
|
|
outMesh.texcoords = MemAlloc(outMesh.vertexCount * 2 * sizeof(float)); |
|
|
|
} |
|
|
|
|
|
|
|
for (int i = 0; i < mb->vertexCount; i++) |
|
|
|
{ |
|
|
|
outMesh.vertices[3*i+0] = mb->vertices[i].x; |
|
|
|
outMesh.vertices[3*i+1] = mb->vertices[i].y; |
|
|
|
outMesh.vertices[3*i+2] = mb->vertices[i].z; |
|
|
|
if (mb->uvs) |
|
|
|
{ |
|
|
|
outMesh.texcoords[2*i+0] = mb->uvs[i].x; |
|
|
|
outMesh.texcoords[2*i+1] = mb->uvs[i].y; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
UploadMesh(&outMesh, false); |
|
|
|
|
|
|
|
return outMesh; |
|
|
|
} |
|
|
|
|
|
|
|
Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s) |
|
|
|
{ |
|
|
|
float d0 = Vector3DotProduct(v0, p) - s; |
|
|
|
float d1 = Vector3DotProduct(v1, p) - s; |
|
|
|
|
|
|
|
float s0 = d0 / ( d0 - d1 ); |
|
|
|
|
|
|
|
Vector3 position = Vector3Lerp(v0, v1, s0); |
|
|
|
|
|
|
|
return position; |
|
|
|
} |