/*******************************************************************************************
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*
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* raylib [models] example - decals
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.6-dev, last time updated 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> // Required for: memcpy()
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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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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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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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//------------------------------------------------------------------------------------
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// Module Functions Declaration
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//------------------------------------------------------------------------------------
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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(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 GuiButton(Rectangle rec, const char *label);
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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");
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SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR);
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture;
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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), fabsf(modelBBox.max.y - modelBBox.min.y)),
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fabsf(modelBBox.max.z - modelBBox.min.z));
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camera.position = (Vector3){ 0.0f, modelBBox.max.y*1.2f, modelSize*3.0f };
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float decalSize = modelSize*0.25f;
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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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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)) UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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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) collision = meshHitInfo;
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}
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// Add decal to mesh on hit point
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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){ 0.0f, 1.0f, 0.0f });
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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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Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
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if (decalMesh.vertexCount > 0)
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{
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int decalIndex = decalCount++;
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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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// 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) DrawModel(model, (Vector3){0.0f, 0.0f, 0.0f}, 1.0f, WHITE);
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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 (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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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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{
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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);
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DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
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yPos += 15;
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for (int i = 0; i < decalCount; i++)
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{
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if (i == 20)
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{
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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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{
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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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}
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DrawText("TOTAL", x0, yPos, 10, LIME);
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DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME);
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DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME);
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yPos += 15;
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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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// UI elements
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if (GuiButton((Rectangle){ 10, screenHeight - 100, 100, 60 }, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
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if (GuiButton((Rectangle){ 10 + 110, screenHeight - 100, 100, 60 }, "Clear Decals"))
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{
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// Clear decals, unload all decal models
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for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
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decalCount = 0;
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}
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(model);
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UnloadTexture(modelTexture);
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// Unload decal models
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for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
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UnloadTexture(decalTexture);
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FreeDecalMeshData(); // Free the data for decal generation
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Add triangles to mesh builder (dynamic array manager)
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3])
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{
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// Reallocate and copy if we need to
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if (mb->vertexCapacity <= (mb->vertexCount + 3))
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{
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int newVertexCapacity = (1 + (mb->vertexCapacity/256))*256;
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Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity*sizeof(Vector3));
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if (mb->vertexCapacity > 0)
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{
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memcpy(newVertices, mb->vertices, mb->vertexCount*sizeof(Vector3));
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MemFree(mb->vertices);
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}
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mb->vertices = newVertices;
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mb->vertexCapacity = newVertexCapacity;
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}
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// Add 3 vertices
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int index = mb->vertexCount;
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mb->vertexCount += 3;
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for (int i = 0; i < 3; i++) mb->vertices[index+i] = vertices[i];
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}
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// Free mesh builder
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static void FreeMeshBuilder(MeshBuilder *mb)
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{
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MemFree(mb->vertices);
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if (mb->uvs) MemFree(mb->uvs);
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*mb = (MeshBuilder){ 0 };
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}
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// Build a Mesh from MeshBuilder data
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static Mesh BuildMesh(MeshBuilder *mb)
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{
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Mesh outMesh = { 0 };
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outMesh.vertexCount = mb->vertexCount;
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outMesh.triangleCount = mb->vertexCount/3;
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outMesh.vertices = MemAlloc(outMesh.vertexCount*3*sizeof(float));
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if (mb->uvs) outMesh.texcoords = MemAlloc(outMesh.vertexCount*2*sizeof(float));
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for (int i = 0; i < mb->vertexCount; i++)
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{
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outMesh.vertices[3*i+0] = mb->vertices[i].x;
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outMesh.vertices[3*i+1] = mb->vertices[i].y;
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outMesh.vertices[3*i+2] = mb->vertices[i].z;
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if (mb->uvs)
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{
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outMesh.texcoords[2*i+0] = mb->uvs[i].x;
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outMesh.texcoords[2*i+1] = mb->uvs[i].y;
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}
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}
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UploadMesh(&outMesh, false);
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return outMesh;
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}
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// Clip segment
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static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
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{
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float d0 = Vector3DotProduct(v0, p) - s;
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float d1 = Vector3DotProduct(v1, p) - s;
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float s0 = d0/(d0 - d1);
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Vector3 position = Vector3Lerp(v0, v1, s0);
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return position;
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}
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// Generate mesh decals for provided model
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static Mesh GenMeshDecal(Model target, 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 (target.meshCount == -1)
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{
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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 < target.meshCount; meshIndex++)
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{
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Mesh mesh = target.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 projection space
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Vector3 v = Vector3Transform(vertices[i], projection);
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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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|
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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];
|
|
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;
|
|
}
|