diff --git a/examples/models/models_decals.c b/examples/models/models_decals.c index 2786168f6..6fa2bd75b 100644 --- a/examples/models/models_decals.c +++ b/examples/models/models_decals.c @@ -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; -} \ No newline at end of file +}