|
|
|
@ -2,7 +2,7 @@ |
|
|
|
* |
|
|
|
* raylib [models] example - decals |
|
|
|
* |
|
|
|
* Example complexity rating: [★★★☆] 3/4 |
|
|
|
* Example complexity rating: [★★★★] 4/4 |
|
|
|
* |
|
|
|
* Example originally created with raylib 5.6-dev |
|
|
|
* |
|
|
|
@ -17,15 +17,19 @@ |
|
|
|
********************************************************************************************/ |
|
|
|
|
|
|
|
#include "raylib.h" |
|
|
|
|
|
|
|
#include "raymath.h" |
|
|
|
|
|
|
|
#include <string.h> |
|
|
|
#include <string.h> // Required for: memcpy() |
|
|
|
|
|
|
|
#undef FLT_MAX |
|
|
|
#define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111 |
|
|
|
|
|
|
|
#define MAX_DECALS 256 |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Types and Structures Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
typedef struct MeshBuilder { |
|
|
|
int vertexCount; |
|
|
|
int vertexCapacity; |
|
|
|
@ -33,14 +37,14 @@ typedef struct MeshBuilder { |
|
|
|
Vector2 *uvs; |
|
|
|
} MeshBuilder; |
|
|
|
|
|
|
|
// Utility functions |
|
|
|
kt">void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]); |
|
|
|
kt">void FreeMeshBuilder(MeshBuilder *mb); |
|
|
|
n">Mesh BuildMesh(MeshBuilder *mb); |
|
|
|
|
|
|
|
n">Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s); |
|
|
|
|
|
|
|
n">Mesh GenMeshDecal(Mesh inputMesh, Ray ray); |
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
o">// Module Functions Declaration |
|
|
|
o">//------------------------------------------------------------------------------------ |
|
|
|
k">static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]); |
|
|
|
static void FreeMeshBuilder(MeshBuilder *mb); |
|
|
|
k">static Mesh BuildMesh(MeshBuilder *mb); |
|
|
|
static Mesh GenMeshDecal(Mesh inputMesh, Ray ray); |
|
|
|
k">static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s); |
|
|
|
|
|
|
|
//------------------------------------------------------------------------------------ |
|
|
|
// Program main entry point |
|
|
|
@ -67,11 +71,10 @@ int main(void) |
|
|
|
Model model = LoadModel("resources/models/obj/character.obj"); |
|
|
|
|
|
|
|
// Apply character skin |
|
|
|
Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png"); // Load model texture |
|
|
|
Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png"); |
|
|
|
SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR); |
|
|
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture; // Set model diffuse texture |
|
|
|
model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture; |
|
|
|
|
|
|
|
|
|
|
|
BoundingBox modelBBox = GetMeshBoundingBox(model.meshes[0]); // Get mesh bounding box |
|
|
|
|
|
|
|
camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f); |
|
|
|
@ -79,14 +82,12 @@ int main(void) |
|
|
|
camera.position.x *= 0.1f; |
|
|
|
|
|
|
|
float modelSize = fminf( |
|
|
|
fminf(fabsf(modelBBox.max.x - modelBBox.min.x), |
|
|
|
fabsf(modelBBox.max.y - modelBBox.min.y)), |
|
|
|
fabsf(modelBBox.max.z - modelBBox.min.z) |
|
|
|
); |
|
|
|
fminf(fabsf(modelBBox.max.x - modelBBox.min.x), fabsf(modelBBox.max.y - modelBBox.min.y)), |
|
|
|
fabsf(modelBBox.max.z - modelBBox.min.z)); |
|
|
|
|
|
|
|
camera.position = (Vector3){ i">0, modelBBox.max.y * 1.2f, modelSize * 3.0f }; |
|
|
|
camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f }; |
|
|
|
|
|
|
|
float decalSize = modelSize * .25f; |
|
|
|
float decalSize = modelSize*0.25f; |
|
|
|
float decalOffset = 0.01f; |
|
|
|
|
|
|
|
Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize)); |
|
|
|
@ -96,7 +97,7 @@ int main(void) |
|
|
|
decalMaterial.maps[0].color = YELLOW; |
|
|
|
|
|
|
|
Image decalImage = LoadImage("resources/raylib_logo.png"); |
|
|
|
ImageResizeNN(&decalImage, decalImage.width / 4, decalImage.height / 4); |
|
|
|
ImageResizeNN(&decalImage, decalImage.width/4, decalImage.height/4); |
|
|
|
Texture decalTexture = LoadTextureFromImage(decalImage); |
|
|
|
UnloadImage(decalImage); |
|
|
|
|
|
|
|
@ -106,28 +107,23 @@ int main(void) |
|
|
|
|
|
|
|
// 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 |
|
|
|
MeshBuilder mesh_builders[2] = { p">{0}, {0} }; |
|
|
|
MeshBuilder meshBuilders[2] = { 0 }; |
|
|
|
|
|
|
|
bool showModel = true; |
|
|
|
Model decalModels[MAX_DECALS] = {0}; |
|
|
|
Model decalModels[MAX_DECALS] = { 0 }; |
|
|
|
int decalCount = 0; |
|
|
|
|
|
|
|
|
|
|
|
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 |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) { |
|
|
|
UpdateCamera(&camera, CAMERA_THIRD_PERSON); |
|
|
|
} |
|
|
|
|
|
|
|
if (IsKeyPressed(KEY_SPACE)) { |
|
|
|
showModel = !showModel; |
|
|
|
} |
|
|
|
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON); |
|
|
|
|
|
|
|
if (IsKeyPressed(KEY_SPACE)) showModel = !showModel; |
|
|
|
|
|
|
|
// Display information about closest hit |
|
|
|
RayCollision collision = { 0 }; |
|
|
|
@ -140,7 +136,7 @@ int main(void) |
|
|
|
// Check ray collision against bounding box first, before trying the full ray-mesh test |
|
|
|
RayCollision boxHitInfo = GetRayCollisionBox(ray, modelBBox); |
|
|
|
|
|
|
|
if ((boxHitInfo.hit) && decalCount < MAX_DECALS) |
|
|
|
if ((boxHitInfo.hit) && p">(decalCount < MAX_DECALS)) |
|
|
|
{ |
|
|
|
// Check ray collision against model meshes |
|
|
|
RayCollision meshHitInfo = { 0 }; |
|
|
|
@ -153,52 +149,47 @@ int main(void) |
|
|
|
if (meshHitInfo.hit) |
|
|
|
{ |
|
|
|
// Save the closest hit mesh |
|
|
|
if (p">(!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo; |
|
|
|
if (!collision.hit || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo; |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
if (meshHitInfo.hit) |
|
|
|
{ |
|
|
|
collision = meshHitInfo; |
|
|
|
} |
|
|
|
if (meshHitInfo.hit) collision = meshHitInfo; |
|
|
|
} |
|
|
|
|
|
|
|
// -------------- |
|
|
|
|
|
|
|
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && decalCount < MAX_DECALS) |
|
|
|
// Add decal to mesh on hit point |
|
|
|
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (decalCount < MAX_DECALS)) |
|
|
|
{ |
|
|
|
|
|
|
|
// Create the transformation to project the decal |
|
|
|
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f)); |
|
|
|
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0}); |
|
|
|
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f }); |
|
|
|
|
|
|
|
// Spin the placement around a bit |
|
|
|
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * ((float)GetRandomValue(-180, 180)))); |
|
|
|
|
|
|
|
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180)))); |
|
|
|
Matrix splatInv = MatrixInvert(splat); |
|
|
|
|
|
|
|
// Reset the mesh builders |
|
|
|
mesh_builders[0].vertexCount = 0; |
|
|
|
mesh_builders[1].vertexCount = 0; |
|
|
|
meshBuilders[0].vertexCount = 0; |
|
|
|
meshBuilders[1].vertexCount = 0; |
|
|
|
|
|
|
|
// We'll be flip-flopping between the two mesh builders |
|
|
|
// Reading from one and writing to the other, then swapping |
|
|
|
int mb_index = 0; |
|
|
|
int mbIndex = 0; |
|
|
|
|
|
|
|
// First pass, just get any triangle inside the bounding box |
|
|
|
o">// (for each mesh of the model) |
|
|
|
k">for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++) { |
|
|
|
// First pass, just get any triangle inside the bounding box (for each mesh of the model) |
|
|
|
k">for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++) |
|
|
|
{ |
|
|
|
Mesh mesh = model.meshes[meshIndex]; |
|
|
|
for (int tri = 0; tri < mesh.triangleCount; tri++) |
|
|
|
{ |
|
|
|
Vector3 vertices[3]; |
|
|
|
Vector3 vertices[3] = { 0 }; |
|
|
|
|
|
|
|
// The way we calculate the vertices of the mesh triangle |
|
|
|
// depend on whether the mesh vertices are indexed or not |
|
|
|
if (mesh.indices == 0) |
|
|
|
{ |
|
|
|
for (int v = 0; v < 3; v++) { |
|
|
|
vertices[v] = (Vector3) { |
|
|
|
for (int v = 0; v < 3; v++) |
|
|
|
{ |
|
|
|
vertices[v] = (Vector3){ |
|
|
|
mesh.vertices[3*3*tri + 3*v + 0], |
|
|
|
mesh.vertices[3*3*tri + 3*v + 1], |
|
|
|
mesh.vertices[3*3*tri + 3*v + 2] |
|
|
|
@ -209,7 +200,7 @@ int main(void) |
|
|
|
{ |
|
|
|
for (int v = 0; v < 3; v++) |
|
|
|
{ |
|
|
|
vertices[v] = (Vector3) { |
|
|
|
vertices[v] = (Vector3){ |
|
|
|
mesh.vertices[ 3*mesh.indices[3*tri+0] + v], |
|
|
|
mesh.vertices[ 3*mesh.indices[3*tri+1] + v], |
|
|
|
mesh.vertices[ 3*mesh.indices[3*tri+2] + v] |
|
|
|
@ -225,19 +216,14 @@ int main(void) |
|
|
|
// To splat space |
|
|
|
Vector3 v = Vector3Transform(vertices[i], splat); |
|
|
|
|
|
|
|
if (fabsf(v.x)<decalSize || fabsf(v.y)<=decalSize || fabsf(v.z)<=decalSize) { |
|
|
|
insideCount++; |
|
|
|
} |
|
|
|
if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++; |
|
|
|
|
|
|
|
// We need to keep the transformed vertex |
|
|
|
vertices[i] = v; |
|
|
|
} |
|
|
|
|
|
|
|
// If any of them are inside, we add the triangle - we'll clip it later |
|
|
|
if (insideCount > 0) |
|
|
|
{ |
|
|
|
AddTriangleToMeshBuilder(&mesh_builders[mb_index], vertices); |
|
|
|
} |
|
|
|
if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices); |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
@ -250,20 +236,21 @@ int main(void) |
|
|
|
{ 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) |
|
|
|
mb_index = 1 - mb_index; |
|
|
|
mbIndex = 1 - mbIndex; |
|
|
|
|
|
|
|
MeshBuilder *inMesh = &mesh_builders[1-mb_index]; |
|
|
|
MeshBuilder *outMesh = &mesh_builders[mb_index]; |
|
|
|
MeshBuilder *inMesh = &meshBuilders[1 - mbIndex]; |
|
|
|
MeshBuilder *outMesh = &meshBuilders[mbIndex]; |
|
|
|
|
|
|
|
// Reset write builder |
|
|
|
outMesh->vertexCount = 0; |
|
|
|
|
|
|
|
float s = 0.5f * decalSize; |
|
|
|
float s = 0.5f*decalSize; |
|
|
|
|
|
|
|
for (int i = 0; i < inMesh->vertexCount; i+=3) |
|
|
|
for (int i = 0; i < inMesh->vertexCount; i += 3) |
|
|
|
{ |
|
|
|
Vector3 nV1, nV2, nV3, nV4; |
|
|
|
|
|
|
|
@ -271,100 +258,101 @@ int main(void) |
|
|
|
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; |
|
|
|
int v1Out = p">(d1 > 0); |
|
|
|
int v2Out = p">(d2 > 0); |
|
|
|
int v3Out = p">(d3 > 0); |
|
|
|
|
|
|
|
// calculate, how many vertices of the face lie outside of the clipping plane |
|
|
|
// 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 |
|
|
|
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 ); |
|
|
|
} 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 ); |
|
|
|
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 ); |
|
|
|
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 ); |
|
|
|
} 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 ); |
|
|
|
|
|
|
|
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 ); |
|
|
|
|
|
|
|
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 |
|
|
|
break; |
|
|
|
} |
|
|
|
|
|
|
|
} 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 = &mesh_builders[mb_index]; |
|
|
|
MeshBuilder *theMesh = &meshBuilders[mbIndex]; |
|
|
|
|
|
|
|
// Allocate room for UVs |
|
|
|
if (theMesh->vertexCount > 0) |
|
|
|
{ |
|
|
|
theMesh->uvs = (Vector2*)MemAlloc(sizeof(Vector2)*theMesh->vertexCount); |
|
|
|
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 + .5f); |
|
|
|
theMesh->uvs[i].y = (theMesh->vertices[i].y / decalSize + .5f); |
|
|
|
theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f); |
|
|
|
theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f); |
|
|
|
|
|
|
|
// From splat space to world space |
|
|
|
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv); |
|
|
|
@ -378,89 +366,73 @@ int main(void) |
|
|
|
decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh)); |
|
|
|
decalModels[decalIndex].materials[0] = decalMaterial; |
|
|
|
} |
|
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
// Draw |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
BeginDrawing(); |
|
|
|
|
|
|
|
ClearBackground(RAYWHITE); |
|
|
|
|
|
|
|
BeginMode3D(camera); |
|
|
|
|
|
|
|
// Draw the model at the origin and default scale |
|
|
|
if (showModel) |
|
|
|
{ |
|
|
|
DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE); |
|
|
|
} |
|
|
|
if (showModel) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE); |
|
|
|
|
|
|
|
// Draw the decal models |
|
|
|
for (int i = 0; i < decalCount; i++) |
|
|
|
{ |
|
|
|
DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE); |
|
|
|
} |
|
|
|
for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE); |
|
|
|
|
|
|
|
// If we hit the mesh, draw the box for the decal |
|
|
|
if (collision.hit) |
|
|
|
{ |
|
|
|
|
|
|
|
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f)); |
|
|
|
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0}); |
|
|
|
|
|
|
|
placementCube.transform = MatrixInvert(splat); |
|
|
|
DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f)); |
|
|
|
} |
|
|
|
|
|
|
|
DrawGrid(10, 10.0f); |
|
|
|
|
|
|
|
EndMode3D(); |
|
|
|
|
|
|
|
float yPos = 10; |
|
|
|
float x0 = GetScreenWidth() - 300; |
|
|
|
float x1 = x0 + 100; |
|
|
|
float x2 = x1 + 100; |
|
|
|
|
|
|
|
DrawText("Vertices", x1, yPos, 10, LIME); |
|
|
|
DrawText("Triangles", x2, yPos, 10, LIME); |
|
|
|
yPos += 15; |
|
|
|
|
|
|
|
int vertexCount = 0; |
|
|
|
int triangleCount = 0; |
|
|
|
|
|
|
|
for (int i = 0; i < model.meshCount; i++) |
|
|
|
{ |
|
|
|
float yPos = 10; |
|
|
|
float x0 = GetScreenWidth() - 300; |
|
|
|
float x1 = x0 + 100; |
|
|
|
float x2 = x1 + 100; |
|
|
|
|
|
|
|
DrawText("Vertices", x1, yPos, 10, LIME); |
|
|
|
DrawText("Triangles", x2, yPos, 10, LIME); |
|
|
|
yPos += 15; |
|
|
|
|
|
|
|
int vertexCount = 0; |
|
|
|
int triangleCount = 0; |
|
|
|
|
|
|
|
for (int i = 0; i < model.meshCount; i++) |
|
|
|
{ |
|
|
|
vertexCount += model.meshes[i].vertexCount; |
|
|
|
triangleCount += model.meshes[i].triangleCount; |
|
|
|
} |
|
|
|
|
|
|
|
DrawText("Main model", x0, yPos, 10, LIME); |
|
|
|
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; |
|
|
|
} |
|
|
|
vertexCount += model.meshes[i].vertexCount; |
|
|
|
triangleCount += model.meshes[i].triangleCount; |
|
|
|
} |
|
|
|
|
|
|
|
DrawText("Main model", x0, yPos, 10, LIME); |
|
|
|
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); |
|
|
|
|
|
|
|
DrawText("TOTAL", x0, yPos, 10, LIME); |
|
|
|
DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME); |
|
|
|
DrawText(TextFormat("%d", 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); |
|
|
|
@ -474,15 +446,13 @@ int main(void) |
|
|
|
UnloadModel(model); |
|
|
|
UnloadTexture(modelTexture); |
|
|
|
|
|
|
|
for (int i = 0; i < decalCount; i++) |
|
|
|
{ |
|
|
|
UnloadModel(decalModels[i]); |
|
|
|
} |
|
|
|
|
|
|
|
// TODO: WARNING: This line crashes program on closing |
|
|
|
//for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]); |
|
|
|
|
|
|
|
UnloadTexture(decalTexture); |
|
|
|
|
|
|
|
FreeMeshBuilder(&mesh_builders[0]); |
|
|
|
FreeMeshBuilder(&mesh_builders[1]); |
|
|
|
FreeMeshBuilder(&meshBuilders[0]); |
|
|
|
FreeMeshBuilder(&meshBuilders[1]); |
|
|
|
|
|
|
|
CloseWindow(); // Close window and OpenGL context |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
@ -490,18 +460,24 @@ int main(void) |
|
|
|
return 0; |
|
|
|
} |
|
|
|
|
|
|
|
// A really simple dynamic array manager |
|
|
|
void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) { |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Module Functions Definition |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
// Add triangles to mesh builder (dynamic array manager) |
|
|
|
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) |
|
|
|
{ |
|
|
|
// Reallocate and copy if we need to |
|
|
|
if (mb->vertexCapacity <= mb->vertexCount + 3 ) |
|
|
|
if (mb->vertexCapacity <= p">(mb->vertexCount + 3 class="p">)) |
|
|
|
{ |
|
|
|
int newVertexCapacity = (1 + (mb->vertexCapacity / 256)) * 256; |
|
|
|
Vector3 *newVertices = (Vector3*)MemAlloc(newVertexCapacity * sizeof(Vector3)); |
|
|
|
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)); |
|
|
|
memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3)); |
|
|
|
MemFree(mb->vertices); |
|
|
|
} |
|
|
|
|
|
|
|
mb->vertices = newVertices; |
|
|
|
mb->vertexCapacity = newVertexCapacity; |
|
|
|
} |
|
|
|
@ -510,44 +486,33 @@ void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) { |
|
|
|
int index = mb->vertexCount; |
|
|
|
mb->vertexCount += 3; |
|
|
|
|
|
|
|
for (int i = 0; i < 3; i++) |
|
|
|
{ |
|
|
|
mb->vertices[index+i] = vertices[i]; |
|
|
|
} |
|
|
|
for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i]; |
|
|
|
} |
|
|
|
|
|
|
|
void FreeMeshBuilder(MeshBuilder *mb) |
|
|
|
// Free mesh builder |
|
|
|
static void FreeMeshBuilder(MeshBuilder *mb) |
|
|
|
{ |
|
|
|
MemFree(mb->vertices); |
|
|
|
|
|
|
|
if (mb->uvs) |
|
|
|
{ |
|
|
|
MemFree(mb->uvs); |
|
|
|
} |
|
|
|
|
|
|
|
if (mb->uvs) MemFree(mb->uvs); |
|
|
|
*mb = (MeshBuilder){ 0 }; |
|
|
|
} |
|
|
|
|
|
|
|
// Construct a Raylib Mesh from our MeshBuilder data |
|
|
|
Mesh BuildMesh(MeshBuilder *mb) |
|
|
|
// Build a Mesh from MeshBuilder data |
|
|
|
static 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)); |
|
|
|
} |
|
|
|
|
|
|
|
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; |
|
|
|
@ -560,14 +525,14 @@ Mesh BuildMesh(MeshBuilder *mb) |
|
|
|
return outMesh; |
|
|
|
} |
|
|
|
|
|
|
|
Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s) |
|
|
|
// Clip segment |
|
|
|
static 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 ); |
|
|
|
float s0 = d0/(d0 - d1); |
|
|
|
|
|
|
|
Vector3 position = Vector3Lerp(v0, v1, s0); |
|
|
|
|
|
|
|
return position; |
|
|
|
} |
|
|
|
} |