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/*******************************************************************************************
*
* raylib [models] example - decals
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
*
* Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
* Based on previous work by @mrdoob
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025 JP Mortiboys (@themushroompirates) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.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;
Vector3 *vertices;
Vector2 *uvs;
} MeshBuilder;
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]);
static void FreeMeshBuilder(MeshBuilder *mb);
static Mesh BuildMesh(MeshBuilder *mb);
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
static bool GuiButton(Rectangle rec, const char *label);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [models] example - decals");
// Define the camera to look into our 3d world
Camera camera = { 0 };
camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point
camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target)
camera.fovy = 45.0f; // Camera field-of-view Y
camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
// Load character model
Model model = LoadModel("resources/models/obj/character.obj");
// Apply character skin
Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR);
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);
camera.position = Vector3Scale(modelBBox.max, 1.0f);
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));
camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f };
float decalSize = modelSize*0.25f;
float decalOffset = 0.01f;
Model placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
placementCube.materials[0].maps[0].color = LIME;
Material decalMaterial = LoadMaterialDefault();
decalMaterial.maps[0].color = YELLOW;
Image decalImage = LoadImage("resources/raylib_logo.png");
ImageResizeNN(&decalImage, decalImage.width/4, decalImage.height/4);
Texture decalTexture = LoadTextureFromImage(decalImage);
UnloadImage(decalImage);
SetTextureFilter(decalTexture, TEXTURE_FILTER_BILINEAR);
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture;
decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
bool showModel = true;
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);
// Display information about closest hit
RayCollision collision = { 0 };
collision.distance = FLT_MAX;
collision.hit = false;
// Get mouse ray
Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
// 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))
{
// Check ray collision against model meshes
RayCollision meshHitInfo = { 0 };
for (int m = 0; m < model.meshCount; m++)
{
// NOTE: We consider the model.transform for the collision check but
// it can be checked against any transform Matrix, used when checking against same
// model drawn multiple times with multiple transforms
meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
if (meshHitInfo.hit)
{
// Save the closest hit mesh
if (!collision.hit || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
}
}
if (meshHitInfo.hit) collision = meshHitInfo;
}
// 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){ 0.0f, 1.0f, 0.0f });
// Spin the placement around a bit
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180))));
Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
if (decalMesh.vertexCount > 0)
{
int decalIndex = decalCount++;
decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
decalModels[decalIndex].materials[0].maps[0] = decalMaterial.maps[0];
}
}
//----------------------------------------------------------------------------------
// 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);
// Draw the decal models
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++)
{
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++)
{
if (i == 20)
{
DrawText("...", x0, yPos, 10, LIME);
yPos += 15;
}
if (i < 20)
{
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);
yPos += 15;
}
vertexCount += decalModels[i].meshes[0].vertexCount;
triangleCount += decalModels[i].meshes[0].triangleCount;
}
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);
// UI elements
if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
{
// Clear decals, unload all decal models
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
decalCount = 0;
}
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(model);
UnloadTexture(modelTexture);
// Unload decal models
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
UnloadTexture(decalTexture);
FreeDecalMeshData(); // Free the data for decal generation
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// 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))
{
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];
}
// Free mesh builder
static void FreeMeshBuilder(MeshBuilder *mb)
{
MemFree(mb->vertices);
if (mb->uvs) MemFree(mb->uvs);
*mb = (MeshBuilder){ 0 };
}
// 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));
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;
}
// 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);
Vector3 position = Vector3Lerp(v0, v1, s0);
return position;
}
// Generate mesh decals for provided model
static Mesh GenMeshDecal(Model target, Matrix projection, float decalSize, float decalOffset)
{
// We're going to use these to build up our decal meshes
// They'll resize automatically as we go, we'll free them at the end
static MeshBuilder meshBuilders[2] = { 0 };
// Ugly way of telling us to free the static MeshBuilder data
if (target.meshCount == -1)
{
FreeMeshBuilder(&meshBuilders[0]);
FreeMeshBuilder(&meshBuilders[1]);
return (Mesh){ 0 };
}
// We're going to need the inverse matrix
Matrix invProj = MatrixInvert(projection);
// Reset the mesh builders
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 mbIndex = 0;
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
for (int meshIndex = 0; meshIndex < target.meshCount; meshIndex++)
{
Mesh mesh = target.meshes[meshIndex];
for (int tri = 0; tri < mesh.triangleCount; tri++)
{
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){
mesh.vertices[3*3*tri + 3*v + 0],
mesh.vertices[3*3*tri + 3*v + 1],
mesh.vertices[3*3*tri + 3*v + 2]
};
}
}
else
{
for (int v = 0; v < 3; v++)
{
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]
};
}
}
// Transform all 3 vertices of the triangle
// and check if they are inside our decal box
int insideCount = 0;
for (int i = 0; i < 3; i++)
{
// To projection space
Vector3 v = Vector3Transform(vertices[i], projection);
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(&meshBuilders[mbIndex], vertices);
}
}
// Clipping time! We need to clip against all 6 directions
Vector3 planes[6] = {
{ 1, 0, 0 },
{ -1, 0, 0 },
{ 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 };
}
}
// Button UI element
static bool GuiButton(Rectangle rec, const 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;
}