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[examples] New example models procedural decals (#6083)
* [examples] Add models_procedural_decals A decal example that works on the web * Using raygui button
This commit is contained in:
504
examples/models/models_procedural_decals.c
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504
examples/models/models_procedural_decals.c
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/*******************************************************************************************
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*
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* raylib [models] example - procedural decals
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*
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* Example demonstrates projecting decals onto a 3D mesh surface by transforming the
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* mesh's own triangles into the decal's local space and clipping them against a box,
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* using only procedurally generated geometry and textures (no external resource files)
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*
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* NOTE: This is the same clip-space decal projection idea used by models_decals.c
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* (in turn based on three.js' DecalGeometry), applied here to a generated mesh and
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* generated textures instead of a loaded model, so the example is fully self-contained
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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 6.0, last time updated with raylib 6.0
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*
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* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
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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 PanicTitan (@PanicTitan)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define RAYGUI_IMPLEMENTATION
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#include "raygui.h"
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#include "raymath.h"
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#include <stddef.h> // Required for: NULL
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#include <string.h> // Required for: memcpy()
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#include <math.h> // Required for: fabsf(), fminf()
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//--------------------------------------------------------------------------------------
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// Global Definitions
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//--------------------------------------------------------------------------------------
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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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// Growable triangle-soup buffer used while building a clipped decal mesh
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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 v0, Vector3 v1, Vector3 v2);
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static void FreeMeshBuilder(MeshBuilder *mb);
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static Mesh BuildMesh(MeshBuilder *mb);
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static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
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static Mesh GenMeshDecal(Model model, Matrix projection, float decalSize, float decalOffset);
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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 - procedural decals");
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Camera3D camera = { 0 };
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camera.position = (Vector3){ 0.0f, 2.5f, 5.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Target model: a procedurally generated knot with a checkerboard skin
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Model model = LoadModelFromMesh(GenMeshTorus(0.8f, 1.8f, 32, 64));
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Image checkerImage = GenImageChecked(512, 512, 32, 32, LIGHTGRAY, GRAY);
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Texture2D modelTexture = LoadTextureFromImage(checkerImage);
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UnloadImage(checkerImage);
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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]);
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camera.target = Vector3Lerp(modelBBox.min, modelBBox.max, 0.5f);
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float modelSize = fminf(fminf(fabsf(modelBBox.max.x - modelBBox.min.x),
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fabsf(modelBBox.max.y - modelBBox.min.y)), fabsf(modelBBox.max.z - modelBBox.min.z));
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float decalSize = modelSize*0.35f;
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float decalOffset = 0.01f;
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// Translucent cube previewing where the next decal will land
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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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// Decal texture: a procedurally drawn target/bullseye, no image file needed
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Image decalImage = GenImageColor(128, 128, BLANK);
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ImageDrawCircle(&decalImage, 64, 64, 60, RED);
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ImageDrawCircle(&decalImage, 64, 64, 45, WHITE);
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ImageDrawCircle(&decalImage, 64, 64, 30, RED);
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ImageDrawCircle(&decalImage, 64, 64, 15, YELLOW);
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Texture2D decalTexture = LoadTextureFromImage(decalImage);
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UnloadImage(decalImage);
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SetTextureFilter(decalTexture, TEXTURE_FILTER_BILINEAR);
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Material decalMaterial = LoadMaterialDefault();
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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 decals[MAX_DECALS] = { 0 };
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int decalCount = 0;
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SetTargetFPS(60);
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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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// Cast a ray from the mouse and keep the closest point it hits on the model
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Ray ray = GetScreenToWorldRay(GetMousePosition(), camera);
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RayCollision collision = { 0 };
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if (GetRayCollisionBox(ray, modelBBox).hit && (decalCount < MAX_DECALS))
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{
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for (int m = 0; m < model.meshCount; m++)
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{
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RayCollision meshHit = GetRayCollisionMesh(ray, model.meshes[m], model.transform);
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if (meshHit.hit && (!collision.hit || (meshHit.distance < collision.distance))) collision = meshHit;
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}
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}
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// Project a new decal at the hit point, facing along the surface normal
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if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (decalCount < MAX_DECALS))
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{
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Vector3 lookTarget = Vector3Add(collision.point, collision.normal);
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Matrix splat = MatrixLookAt(collision.point, lookTarget, (Vector3){ 0.0f, 1.0f, 0.0f });
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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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decals[decalCount] = LoadModelFromMesh(decalMesh);
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decals[decalCount].materials[0].maps[0] = decalMaterial.maps[0];
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decalCount++;
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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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if (showModel) DrawModel(model, Vector3Zero(), 1.0f, WHITE);
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for (int i = 0; i < decalCount; i++) DrawModel(decals[i], Vector3Zero(), 1.0f, WHITE);
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// Preview cube at the surface point currently under the mouse
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if (collision.hit)
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{
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Vector3 lookTarget = Vector3Add(collision.point, collision.normal);
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Matrix splat = MatrixLookAt(collision.point, lookTarget, (Vector3){ 0.0f, 1.0f, 0.0f });
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placementCube.transform = MatrixInvert(splat);
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DrawModel(placementCube, Vector3Zero(), 1.0f, Fade(WHITE, 0.5f));
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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// Vertex/triangle counts: base model vs total once decal geometry is added
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int baseVertices = 0, baseTriangles = 0;
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for (int i = 0; i < model.meshCount; i++)
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{
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baseVertices += model.meshes[i].vertexCount;
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baseTriangles += model.meshes[i].triangleCount;
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}
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int totalVertices = baseVertices, totalTriangles = baseTriangles;
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for (int i = 0; i < decalCount; i++)
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{
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totalVertices += decals[i].meshes[0].vertexCount;
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totalTriangles += decals[i].meshes[0].triangleCount;
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}
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int statX = screenWidth - 280;
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DrawText("Vertices", statX + 90, 10, 10, LIME);
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DrawText("Triangles", statX + 180, 10, 10, LIME);
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DrawText("Base Model", statX, 25, 10, LIME);
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DrawText(TextFormat("%d", baseVertices), statX + 90, 25, 10, LIME);
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DrawText(TextFormat("%d", baseTriangles), statX + 180, 25, 10, LIME);
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DrawText("TOTAL", statX, 40, 10, LIME);
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DrawText(TextFormat("%d", totalVertices), statX + 90, 40, 10, LIME);
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DrawText(TextFormat("%d", totalTriangles), statX + 180, 40, 10, LIME);
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if (GuiButton((Rectangle){ 10, screenHeight - 80.0f, 100, 40 }, showModel ? "Hide Model" : "Show Model"))
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showModel = !showModel;
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if (GuiButton((Rectangle){ 120, screenHeight - 80.0f, 100, 40 }, "Clear Decals"))
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{
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for (int i = 0; i < decalCount; i++) UnloadModel(decals[i]);
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decalCount = 0;
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}
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DrawText("Left click: place decal | Right drag: orbit camera", 10, screenHeight - 25, 10, DARKGRAY);
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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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for (int i = 0; i < decalCount; i++) UnloadModel(decals[i]);
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UnloadModel(placementCube);
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UnloadTexture(decalTexture);
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UnloadTexture(modelTexture);
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UnloadModel(model);
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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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// Appends a triangle to a growable mesh builder buffer, growing it in fixed-size chunks
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 v0, Vector3 v1, Vector3 v2)
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{
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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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int index = mb->vertexCount;
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mb->vertexCount += 3;
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mb->vertices[index + 0] = v0;
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mb->vertices[index + 1] = v1;
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mb->vertices[index + 2] = v2;
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}
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// Frees a mesh builder's backing buffers
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static void FreeMeshBuilder(MeshBuilder *mb)
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{
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if (mb->vertices != NULL) MemFree(mb->vertices);
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if (mb->uvs != NULL) MemFree(mb->uvs);
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*mb = (MeshBuilder){ 0 };
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}
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// Converts a mesh builder's triangle soup into a standard uploaded raylib Mesh
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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 = (float *)MemAlloc(outMesh.vertexCount*3*sizeof(float));
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if (mb->uvs != NULL) outMesh.texcoords = (float *)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 != NULL)
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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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// Clips the segment [v0, v1] against the plane p.x = s, returning the intersection point
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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 t = d0/(d0 - d1);
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return Vector3Lerp(v0, v1, t);
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}
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// Builds a decal mesh: the model's triangles are transformed into the decal's local space
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// (so the decal sits at the origin, facing +Z) and clipped against a decalSize-sided box,
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// following the same clip-space projection idea used by engines' decal systems (and by
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// three.js' DecalGeometry, which the technique is commonly traced back to). What's left
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// after clipping becomes the decal's own small mesh, UV-mapped from its local coordinates
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static Mesh GenMeshDecal(Model model, Matrix projection, float decalSize, float decalOffset)
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{
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Matrix invProj = MatrixInvert(projection);
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MeshBuilder meshBuilders[2] = { 0 };
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int mbIndex = 0;
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// Gather triangles that land anywhere near the decal box; this is a loose, cheap
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// pre-filter meant to skip most of the model, the precise clip happens below
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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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if (mesh.indices == NULL)
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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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int idx = mesh.indices[3*tri + v];
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vertices[v] = (Vector3){
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mesh.vertices[3*idx + 0],
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mesh.vertices[3*idx + 1],
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mesh.vertices[3*idx + 2]
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};
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}
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}
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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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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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vertices[i] = v;
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}
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if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices[0], vertices[1], vertices[2]);
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}
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}
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// Clip the surviving triangles against each of the decal box's 6 faces in turn
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Vector3 planes[6] = {
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{ 1, 0, 0 }, { -1, 0, 0 },
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{ 0, 1, 0 }, { 0, -1, 0 },
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{ 0, 0, 1 }, { 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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mbIndex = 1 - mbIndex;
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MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
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MeshBuilder *outMesh = &meshBuilders[mbIndex];
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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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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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// Whole triangle is inside this face, keep it as-is
|
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AddTriangleToMeshBuilder(outMesh, 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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// One corner is outside; clip it off, turning the triangle into a quad
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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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||||
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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, nV3, nV2, nV1);
|
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AddTriangleToMeshBuilder(outMesh, nV2, nV3, nV4);
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break;
|
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}
|
||||
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if (v3Out)
|
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{
|
||||
nV1 = inMesh->vertices[i];
|
||||
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, nV1, nV2, nV3);
|
||||
AddTriangleToMeshBuilder(outMesh, nV4, nV3, nV2);
|
||||
break;
|
||||
case 2:
|
||||
// Two corners are outside; only the small corner near the surviving vertex remains
|
||||
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, 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, 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, nV1, nV2, nV3);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
// All 3 corners are outside this face, the triangle is fully clipped away
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MeshBuilder *finalMesh = &meshBuilders[mbIndex];
|
||||
Mesh decalMesh = { 0 };
|
||||
|
||||
if (finalMesh->vertexCount > 0)
|
||||
{
|
||||
finalMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*finalMesh->vertexCount);
|
||||
|
||||
for (int i = 0; i < finalMesh->vertexCount; i++)
|
||||
{
|
||||
// Clipped coordinates run roughly (-decalSize/2 .. decalSize/2); remap to (0..1)
|
||||
finalMesh->uvs[i].x = (finalMesh->vertices[i].x/decalSize + 0.5f);
|
||||
finalMesh->uvs[i].y = (finalMesh->vertices[i].y/decalSize + 0.5f);
|
||||
|
||||
// Nudge slightly along the normal so the decal doesn't z-fight with the surface
|
||||
finalMesh->vertices[i].z -= decalOffset;
|
||||
finalMesh->vertices[i] = Vector3Transform(finalMesh->vertices[i], invProj);
|
||||
}
|
||||
|
||||
decalMesh = BuildMesh(finalMesh);
|
||||
}
|
||||
|
||||
FreeMeshBuilder(&meshBuilders[0]);
|
||||
FreeMeshBuilder(&meshBuilders[1]);
|
||||
|
||||
return decalMesh;
|
||||
}
|
||||
BIN
examples/models/models_procedural_decals.png
Normal file
BIN
examples/models/models_procedural_decals.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 48 KiB |
Reference in New Issue
Block a user