Review formating #5306

This commit is contained in:
Ray
2025-10-26 18:21:24 +01:00
parent e244cf297a
commit cb58ca63d4

View File

@@ -71,46 +71,46 @@ int main(void)
// 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
//--------------------------------------------------------------------------------------
@@ -151,19 +151,21 @@ int main(void)
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) {
if (decalMesh.vertexCount > 0)
{
int decalIndex = decalCount++;
decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
decalModels[decalIndex].materials[0].maps[0] = decalMaterial.maps[0];
@@ -179,7 +181,7 @@ int main(void)
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);
@@ -199,43 +201,45 @@ int main(void)
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) {
if (i == 20)
{
DrawText("...", x0, yPos, 10, LIME);
yPos += 15;
}
if (i < 20) {
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);
@@ -243,23 +247,18 @@ int main(void)
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);
Rectangle rect = (Rectangle){ 10, screenHeight - 100, 100, 60 };
if (Button(rect, showModel ? "Hide Model" : "Show Model")) {
showModel = !showModel;
}
if (Button(rect, showModel ? "Hide Model" : "Show Model")) showModel = !showModel;
rect.x += rect.width + 10;
if (Button(rect, "Clear Decals")) {
for (int i = 0; i < decalCount; i++)
{
UnloadModel(decalModels[i]);
}
if (Button(rect, "Clear Decals"))
{
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
decalCount = 0;
}
DrawFPS(10, 10);
@@ -271,15 +270,13 @@ int main(void)
//--------------------------------------------------------------------------------------
UnloadModel(model);
UnloadTexture(modelTexture);
for (int i = 0; i < decalCount; i++) {
UnloadModel(decalModels[i]);
}
// Unload decal models
for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
UnloadTexture(decalTexture);
// Free the data for decal generation
FreeDecalMeshData();
FreeDecalMeshData(); // Free the data for decal generation
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
@@ -298,21 +295,21 @@ static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[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];
}
@@ -328,7 +325,7 @@ static void FreeMeshBuilder(MeshBuilder *mb)
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));
@@ -339,16 +336,16 @@ static Mesh BuildMesh(MeshBuilder *mb)
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;
}
@@ -364,22 +361,24 @@ static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
return position;
}
// Generate mesh decals for provided model
static Mesh GenMeshDecal(Model inputModel, 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 (inputModel.meshCount == -1) {
if (inputModel.meshCount == -1)
{
FreeMeshBuilder(&meshBuilders[0]);
FreeMeshBuilder(&meshBuilders[1]);
return (Mesh){0};
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;
@@ -395,7 +394,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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)
@@ -420,7 +419,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
};
}
}
// Transform all 3 vertices of the triangle
// and check if they are inside our decal box
int insideCount = 0;
@@ -428,13 +427,13 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
{
// 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);
}
@@ -454,15 +453,15 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
{
// 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;
@@ -515,7 +514,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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;
@@ -529,7 +528,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
if (!v2Out)
{
nV1 = inMesh->vertices[i + 1];
@@ -537,7 +536,7 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
}
if (!v3Out)
{
nV1 = inMesh->vertices[i + 2];
@@ -559,21 +558,21 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
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);
}
@@ -584,24 +583,25 @@ static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, f
}
}
static bool Button(Rectangle rec, char *label)
// Button UI element
static bool Button(Rectangle rec, const char *label)
{
Color bgColor = GRAY;
bool pressed = false;
if (CheckCollisionPointRec(GetMousePosition(), rec)) {
if (CheckCollisionPointRec(GetMousePosition(), rec))
{
bgColor = LIGHTGRAY;
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
pressed = true;
}
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;
}
}