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Update models_decals.c
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@@ -46,7 +46,7 @@ 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 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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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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#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
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static bool Button(Rectangle rec, char *label);
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static bool GuiButton(Rectangle rec, const char *label);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Program main entry point
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// Program main entry point
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@@ -248,14 +248,12 @@ int main(void)
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DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
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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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DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
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Rectangle rect = (Rectangle){ 10, screenHeight - 100, 100, 60 };
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// 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 (Button(rect, 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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rect.x += rect.width + 10;
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if (Button(rect, "Clear Decals"))
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{
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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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for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
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decalCount = 0;
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decalCount = 0;
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}
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}
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@@ -362,14 +360,14 @@ static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
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}
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}
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// Generate mesh decals for provided model
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// Generate mesh decals for provided model
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static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset)
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static Mesh GenMeshDecal(Model target, Matrix projection, float decalSize, float decalOffset)
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{
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{
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// We're going to use these to build up our decal meshes
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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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// 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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static MeshBuilder meshBuilders[2] = { 0 };
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// Ugly way of telling us to free the static MeshBuilder data
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// Ugly way of telling us to free the static MeshBuilder data
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if (inputModel.meshCount == -1)
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if (target.meshCount == -1)
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{
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{
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FreeMeshBuilder(&meshBuilders[0]);
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FreeMeshBuilder(&meshBuilders[0]);
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FreeMeshBuilder(&meshBuilders[1]);
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FreeMeshBuilder(&meshBuilders[1]);
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@@ -388,9 +386,9 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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int mbIndex = 0;
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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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// First pass, just get any triangle inside the bounding box (for each mesh of the model)
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for (int meshIndex = 0; meshIndex < inputModel.meshCount; meshIndex++)
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for (int meshIndex = 0; meshIndex < target.meshCount; meshIndex++)
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{
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{
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Mesh mesh = inputModel.meshes[meshIndex];
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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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for (int tri = 0; tri < mesh.triangleCount; tri++)
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{
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{
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Vector3 vertices[3] = { 0 };
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Vector3 vertices[3] = { 0 };
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@@ -584,7 +582,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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}
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}
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// Button UI element
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// Button UI element
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static bool Button(Rectangle rec, const char *label)
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static bool GuiButton(Rectangle rec, const char *label)
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{
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{
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Color bgColor = GRAY;
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Color bgColor = GRAY;
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bool pressed = false;
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bool pressed = false;
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