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@ -43,8 +43,10 @@ typedef struct MeshBuilder { |
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]); |
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static void FreeMeshBuilder(MeshBuilder *mb); |
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static Mesh BuildMesh(MeshBuilder *mb); |
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static Mesh GenMeshDecal(Mesh inputMesh, Ray ray); |
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static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset); |
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static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s); |
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#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f) |
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static bool Button(Rectangle rec, char *label); |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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@ -105,10 +107,6 @@ int main(void) |
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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 meshBuilders[2] = { 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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@ -123,8 +121,6 @@ int main(void) |
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//---------------------------------------------------------------------------------- |
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON); |
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if (IsKeyPressed(KEY_SPACE)) showModel = !showModel; |
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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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@ -165,206 +161,12 @@ int main(void) |
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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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meshBuilders[0].vertexCount = 0; |
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meshBuilders[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 mbIndex = 0; |
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// First pass, just get any triangle inside the bounding box (for each mesh of the model) |
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for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++) |
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{ |
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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] = { 0 }; |
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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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{ |
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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)) insideCount++; |
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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) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices); |
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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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mbIndex = 1 - mbIndex; |
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MeshBuilder *inMesh = &meshBuilders[1 - mbIndex]; |
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MeshBuilder *outMesh = &meshBuilders[mbIndex]; |
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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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{ |
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case 0: |
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{ |
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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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case 1: |
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{ |
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// One vertex lies outside of the plane, perform clipping |
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if (v1Out) |
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{ |
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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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{ |
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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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{ |
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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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case 2: |
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{ |
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// Two vertices lies outside of the plane, perform clipping |
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if (!v1Out) |
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{ |
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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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{ |
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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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{ |
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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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case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices |
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default: break; |
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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 = &meshBuilders[mbIndex]; |
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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 + 0.5f); |
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theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f); |
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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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Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset); |
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if (decalMesh.vertexCount > 0) { |
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int decalIndex = decalCount++; |
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decalModels[decalIndex] = LoadModelFromMesh(BuildMeshclass="p">(lass="n">theMesh)); |
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decalModels[decalIndex].materials[0] = decalMaterial; |
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decalModels[decalIndex] = LoadModelFromMesh(decalMesh); |
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decalModels[decalIndex].materials[0].maps[0] = decalMaterial.maps[0]; |
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} |
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} |
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//---------------------------------------------------------------------------------- |
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@ -381,7 +183,7 @@ int main(void) |
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// Draw the decal models |
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for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE); |
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// If we hit the mesh, draw the box for the decal |
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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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@ -418,13 +220,20 @@ int main(void) |
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for (int i = 0; i < decalCount; i++) |
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{ |
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DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME); |
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DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME); |
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DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME); |
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if (i == 20) { |
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DrawText("...", x0, yPos, 10, LIME); |
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yPos += 15; |
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} |
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if (i < 20) { |
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DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME); |
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DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME); |
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DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME); |
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yPos += 15; |
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} |
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vertexCount += decalModels[i].meshes[0].vertexCount; |
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triangleCount += decalModels[i].meshes[0].triangleCount; |
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yPos += 15; |
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} |
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DrawText("TOTAL", x0, yPos, 10, LIME); |
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@ -434,6 +243,23 @@ int main(void) |
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DrawText("Hold RMB to move camera", 10, 430, 10, GRAY); |
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DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY); |
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Rectangle rect = (Rectangle){ 10, screenHeight - 100, 100, 60 }; |
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if (Button(rect, showModel ? "Hide Model" : "Show Model")) { |
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showModel = !showModel; |
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} |
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rect.x += rect.width + 10; |
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if (Button(rect, "Clear Decals")) { |
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for (int i = 0; i < decalCount; i++) |
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{ |
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UnloadModel(decalModels[i]); |
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} |
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decalCount = 0; |
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} |
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DrawFPS(10, 10); |
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@ -446,13 +272,14 @@ int main(void) |
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UnloadModel(model); |
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UnloadTexture(modelTexture); |
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// TODO: WARNING: This line crashes program on closing |
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//for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]); |
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for (int i = 0; i < decalCount; i++) { |
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UnloadModel(decalModels[i]); |
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} |
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UnloadTexture(decalTexture); |
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n">FreeMeshBuilder(&meshBuilders[0]); |
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FreeMeshBuilder(&meshBuilders[1]); |
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o">// Free the data for decal generation |
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FreeDecalMeshData(); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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@ -536,3 +363,245 @@ static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s) |
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return position; |
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} |
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static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset) |
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{ |
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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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static MeshBuilder meshBuilders[2] = { 0 }; |
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// Ugly way of telling us to free the static MeshBuilder data |
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if (inputModel.meshCount == -1) { |
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FreeMeshBuilder(&meshBuilders[0]); |
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FreeMeshBuilder(&meshBuilders[1]); |
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return (Mesh){0}; |
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} |
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// We're going to need the inverse matrix |
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Matrix invProj = MatrixInvert(projection); |
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// Reset the mesh builders |
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meshBuilders[0].vertexCount = 0; |
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meshBuilders[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 mbIndex = 0; |
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// First pass, just get any triangle inside the bounding box (for each mesh of the model) |
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for (int meshIndex = 0; meshIndex < inputModel.meshCount; meshIndex++) |
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{ |
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Mesh mesh = inputModel.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] = { 0 }; |
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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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{ |
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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 |
|
|
|
{ |
|
|
|
for (int v = 0; v < 3; v++) |
|
|
|
{ |
|
|
|
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 |
|
|
|
// and check if they are inside our decal box |
|
|
|
int insideCount = 0; |
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|
|
for (int i = 0; i < 3; i++) |
|
|
|
{ |
|
|
|
// To projection space |
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|
Vector3 v = Vector3Transform(vertices[i], projection); |
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|
|
|
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|
if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) 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) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices); |
|
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|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Clipping time! We need to clip against all 6 directions |
|
|
|
Vector3 planes[6] = { |
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|
{ 1, 0, 0 }, |
|
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|
{ -1, 0, 0 }, |
|
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|
{ 0, 1, 0 }, |
|
|
|
{ 0, -1, 0 }, |
|
|
|
{ 0, 0, 1 }, |
|
|
|
{ 0, 0, -1 } |
|
|
|
}; |
|
|
|
|
|
|
|
for (int face = 0; face < 6; face++) |
|
|
|
{ |
|
|
|
// Swap current model builder (so we read from the one we just wrote to) |
|
|
|
mbIndex = 1 - mbIndex; |
|
|
|
|
|
|
|
MeshBuilder *inMesh = &meshBuilders[1 - mbIndex]; |
|
|
|
MeshBuilder *outMesh = &meshBuilders[mbIndex]; |
|
|
|
|
|
|
|
// Reset write builder |
|
|
|
outMesh->vertexCount = 0; |
|
|
|
|
|
|
|
float s = 0.5f*decalSize; |
|
|
|
|
|
|
|
for (int i = 0; i < inMesh->vertexCount; i += 3) |
|
|
|
{ |
|
|
|
Vector3 nV1, nV2, nV3, nV4; |
|
|
|
|
|
|
|
float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s; |
|
|
|
float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s; |
|
|
|
float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s; |
|
|
|
|
|
|
|
int v1Out = (d1 > 0); |
|
|
|
int v2Out = (d2 > 0); |
|
|
|
int v3Out = (d3 > 0); |
|
|
|
|
|
|
|
// Calculate, how many vertices of the face lie outside of the clipping plane |
|
|
|
int total = v1Out + v2Out + v3Out; |
|
|
|
|
|
|
|
switch (total) |
|
|
|
{ |
|
|
|
case 0: |
|
|
|
{ |
|
|
|
// The entire face lies inside of the plane, no clipping needed |
|
|
|
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]}); |
|
|
|
} break; |
|
|
|
case 1: |
|
|
|
{ |
|
|
|
// One vertex lies outside of the plane, perform clipping |
|
|
|
if (v1Out) |
|
|
|
{ |
|
|
|
nV1 = inMesh->vertices[i + 1]; |
|
|
|
nV2 = inMesh->vertices[i + 2]; |
|
|
|
nV3 = ClipSegment(inMesh->vertices[i], nV1, planes[face], s); |
|
|
|
nV4 = ClipSegment(inMesh->vertices[i], nV2, planes[face], s); |
|
|
|
} |
|
|
|
|
|
|
|
if (v2Out) |
|
|
|
{ |
|
|
|
nV1 = inMesh->vertices[i]; |
|
|
|
nV2 = inMesh->vertices[i + 2]; |
|
|
|
nV3 = ClipSegment(inMesh->vertices[i + 1], nV1, planes[face], s); |
|
|
|
nV4 = ClipSegment(inMesh->vertices[i + 1], nV2, planes[face], s); |
|
|
|
|
|
|
|
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1}); |
|
|
|
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4}); |
|
|
|
break; |
|
|
|
} |
|
|
|
|
|
|
|
if (v3Out) |
|
|
|
{ |
|
|
|
nV1 = inMesh->vertices[i]; |
|
|
|
nV2 = inMesh->vertices[i + 1]; |
|
|
|
nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s); |
|
|
|
nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s); |
|
|
|
} |
|
|
|
|
|
|
|
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); |
|
|
|
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2}); |
|
|
|
} break; |
|
|
|
case 2: |
|
|
|
{ |
|
|
|
// Two vertices lies outside of the plane, perform clipping |
|
|
|
if (!v1Out) |
|
|
|
{ |
|
|
|
nV1 = inMesh->vertices[i]; |
|
|
|
nV2 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s); |
|
|
|
nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s); |
|
|
|
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); |
|
|
|
} |
|
|
|
|
|
|
|
if (!v2Out) |
|
|
|
{ |
|
|
|
nV1 = inMesh->vertices[i + 1]; |
|
|
|
nV2 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s); |
|
|
|
nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s); |
|
|
|
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); |
|
|
|
} |
|
|
|
|
|
|
|
if (!v3Out) |
|
|
|
{ |
|
|
|
nV1 = inMesh->vertices[i + 2]; |
|
|
|
nV2 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s); |
|
|
|
nV3 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s); |
|
|
|
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3}); |
|
|
|
} |
|
|
|
} break; |
|
|
|
case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices |
|
|
|
default: break; |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
// Now we just need to re-transform the vertices |
|
|
|
MeshBuilder *theMesh = &meshBuilders[mbIndex]; |
|
|
|
|
|
|
|
// Allocate room for UVs |
|
|
|
if (theMesh->vertexCount > 0) |
|
|
|
{ |
|
|
|
theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount); |
|
|
|
|
|
|
|
for (int i = 0; i < theMesh->vertexCount; i++) |
|
|
|
{ |
|
|
|
// Calculate the UVs based on the projected coords |
|
|
|
// They are clipped to (-decalSize .. decalSize) and we want them (0..1) |
|
|
|
theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f); |
|
|
|
theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f); |
|
|
|
|
|
|
|
// Tiny nudge in the normal direction so it renders properly over the mesh |
|
|
|
theMesh->vertices[i].z -= decalOffset; |
|
|
|
|
|
|
|
// From projection space to world space |
|
|
|
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], invProj); |
|
|
|
} |
|
|
|
|
|
|
|
// Decal model data ready, create the mesh and return it |
|
|
|
return BuildMesh(theMesh); |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
// Return a blank mesh as there's nothing to add |
|
|
|
return (Mesh){ 0 }; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
static bool Button(Rectangle rec, char *label) |
|
|
|
{ |
|
|
|
Color bgColor = GRAY; |
|
|
|
bool pressed = false; |
|
|
|
if (CheckCollisionPointRec(GetMousePosition(), rec)) { |
|
|
|
bgColor = LIGHTGRAY; |
|
|
|
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) { |
|
|
|
pressed = true; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
DrawRectangleRec(rec, bgColor); |
|
|
|
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY); |
|
|
|
|
|
|
|
float fontSize = 10.0f; |
|
|
|
float textWidth = MeasureText(label, fontSize); |
|
|
|
|
|
|
|
DrawText(label, (int)(rec.x + rec.width*0.5f - textWidth*0.5f), (int)(rec.y + rec.height*0.5f - fontSize*0.5f), fontSize, DARKGRAY); |
|
|
|
|
|
|
|
return pressed; |
|
|
|
} |