/******************************************************************************************* * * raylib [models] example - decals * * Example complexity rating: [★★★☆] 3/4 * * Example originally created with raylib 5.6-dev * * Example contributed by JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5) * Based on previous work by @mrdoob * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2025 JP Mortiboys (@themushroompirates) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #include #undef FLT_MAX #define FLT_MAX 340282346638528859811704183484516925440.0f // Maximum value of a float, from bit pattern 01111111011111111111111111111111 #define MAX_DECALS 256 typedef struct MeshBuilder { int vertexCount; int vertexCapacity; Vector3 *vertices; Vector2 *uvs; } MeshBuilder; // Utility functions void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]); void FreeMeshBuilder(MeshBuilder *mb); Mesh BuildMesh(MeshBuilder *mb); Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s); Mesh GenMeshDecal(Mesh inputMesh, Ray ray); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); InitWindow(screenWidth, screenHeight, "raylib [models] example - decals"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position camera.target = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera looking at point camera.up = (Vector3){ 0.0f, 1.6f, 0.0f }; // Camera up vector (rotation towards target) camera.fovy = 45.0f; // Camera field-of-view Y camera.projection = CAMERA_PERSPECTIVE; // Camera projection type // Load character model Model model = LoadModel("resources/models/obj/character.obj"); // Apply character skin Texture2D modelTexture = LoadTexture("resources/models/obj/character_diffuse.png"); // Load model texture SetTextureFilter(modelTexture, TEXTURE_FILTER_BILINEAR); model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = modelTexture; // Set model diffuse texture 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, modelBBox.max.y * 1.2f, modelSize * 3.0f }; float decalSize = modelSize * .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; // 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 MeshBuilder mesh_builders[2] = { {0}, {0} }; bool showModel = true; Model decalModels[MAX_DECALS] = {0}; int decalCount = 0; SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) { UpdateCamera(&camera, CAMERA_THIRD_PERSON); } if (IsKeyPressed(KEY_SPACE)) { showModel = !showModel; } // Display information about closest hit RayCollision collision = { 0 }; collision.distance = FLT_MAX; collision.hit = false; // Get mouse ray Ray ray = GetScreenToWorldRay(GetMousePosition(), camera); // Check ray collision against bounding box first, before trying the full ray-mesh test RayCollision boxHitInfo = GetRayCollisionBox(ray, modelBBox); if ((boxHitInfo.hit) && decalCount < MAX_DECALS) { // Check ray collision against model meshes RayCollision meshHitInfo = { 0 }; for (int m = 0; m < model.meshCount; m++) { // NOTE: We consider the model.transform for the collision check but // it can be checked against any transform Matrix, used when checking against same // model drawn multiple times with multiple transforms meshHitInfo = GetRayCollisionMesh(ray, model.meshes[m], model.transform); if (meshHitInfo.hit) { // Save the closest hit mesh if ((!collision.hit) || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo; } } if (meshHitInfo.hit) { collision = meshHitInfo; } } // -------------- 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){0,1,0}); // Spin the placement around a bit splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * ((float)GetRandomValue(-180, 180)))); Matrix splatInv = MatrixInvert(splat); // Reset the mesh builders mesh_builders[0].vertexCount = 0; mesh_builders[1].vertexCount = 0; // We'll be flip-flopping between the two mesh builders // Reading from one and writing to the other, then swapping int mb_index = 0; // First pass, just get any triangle inside the bounding box // (for each mesh of the model) for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++) { Mesh mesh = model.meshes[meshIndex]; for (int tri = 0; tri < mesh.triangleCount; tri++) { Vector3 vertices[3]; // The way we calculate the vertices of the mesh triangle // depend on whether the mesh vertices are indexed or not if (mesh.indices == 0) { for (int v = 0; v < 3; v++) { vertices[v] = (Vector3) { mesh.vertices[3*3*tri + 3*v + 0], mesh.vertices[3*3*tri + 3*v + 1], mesh.vertices[3*3*tri + 3*v + 2] }; } } else { for (int v = 0; v < 3; v++) { vertices[v] = (Vector3) { mesh.vertices[ 3*mesh.indices[3*tri+0] + v], mesh.vertices[ 3*mesh.indices[3*tri+1] + v], mesh.vertices[ 3*mesh.indices[3*tri+2] + v] }; } } // Transform all 3 vertices of the triangle // and check if they are inside our decal box int insideCount = 0; for (int i = 0; i < 3; i++) { // To splat space Vector3 v = Vector3Transform(vertices[i], splat); if (fabsf(v.x) 0) { AddTriangleToMeshBuilder(&mesh_builders[mb_index], vertices); } } } // Clipping time! We need to clip against all 6 directions Vector3 planes[6] = { { 1, 0, 0 }, { -1, 0, 0 }, { 0, 1, 0 }, { 0, -1, 0 }, { 0, 0, 1 }, { 0, 0, -1 } }; for (int face = 0; face < 6; face++) { // Swap current model builder (so we read from the one we just wrote to) mb_index = 1 - mb_index; MeshBuilder *inMesh = &mesh_builders[1-mb_index]; MeshBuilder *outMesh = &mesh_builders[mb_index]; // 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; float d1 = Vector3DotProduct(inMesh->vertices[ i + 0 ], planes[face] ) - s; float d2 = Vector3DotProduct(inMesh->vertices[ i + 1 ], planes[face] ) - s; float d3 = Vector3DotProduct(inMesh->vertices[ i + 2 ], planes[face] ) - s; int v1Out = d1 > 0; int v2Out = d2 > 0; int v3Out = d3 > 0; // calculate, how many vertices of the face lie outside of the clipping plane int total = v1Out + v2Out + v3Out; switch ( total ) { case 0: { // the entire face lies inside of the plane, no clipping needed AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]}); break; } case 1: { // one vertex lies outside of the plane, perform clipping if (v1Out) { nV1 = inMesh->vertices[ i + 1 ]; 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 break; } } } } // Now we just need to re-transform the vertices MeshBuilder *theMesh = &mesh_builders[mb_index]; // 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 + .5f); theMesh->uvs[i].y = (theMesh->vertices[i].y / decalSize + .5f); // From splat space to world space theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv); // Tiny nudge in the normal direction so it renders properly over the mesh theMesh->vertices[i] = Vector3Add(theMesh->vertices[i], Vector3Scale(collision.normal, decalOffset)); } // Decal model data ready, create it and add it int decalIndex = decalCount++; decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh)); decalModels[decalIndex].materials[0] = decalMaterial; } } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); 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); } // If we hit the mesh, draw the box for the decal if (collision.hit) { Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f)); Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){0,1,0}); placementCube.transform = MatrixInvert(splat); DrawModel(placementCube, (Vector3){0}, 1.0f, Fade(WHITE, 0.5f)); } DrawGrid(10, 10.0f); EndMode3D(); { float yPos = 10; 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++) { 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); vertexCount += decalModels[i].meshes[0].vertexCount; triangleCount += decalModels[i].meshes[0].triangleCount; yPos += 15; } DrawText("TOTAL", x0, yPos, 10, LIME); DrawText(TextFormat("%d", vertexCount), x1, yPos, 10, LIME); DrawText(TextFormat("%d", triangleCount), x2, yPos, 10, LIME); yPos += 15; } 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); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(model); UnloadTexture(modelTexture); for (int i = 0; i < decalCount; i++) { UnloadModel(decalModels[i]); } UnloadTexture(decalTexture); FreeMeshBuilder(&mesh_builders[0]); FreeMeshBuilder(&mesh_builders[1]); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } // A really simple dynamic array manager void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]) { // Reallocate and copy if we need to if (mb->vertexCapacity <= mb->vertexCount + 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]; } } void FreeMeshBuilder(MeshBuilder *mb) { MemFree(mb->vertices); if (mb->uvs) { MemFree(mb->uvs); } *mb = (MeshBuilder){ 0 }; } // Construct a Raylib Mesh from our MeshBuilder data Mesh BuildMesh(MeshBuilder *mb) { Mesh outMesh = { 0 }; outMesh.vertexCount = mb->vertexCount; outMesh.triangleCount = mb->vertexCount / 3; outMesh.vertices = MemAlloc(outMesh.vertexCount * 3 * sizeof(float)); if (mb->uvs) { outMesh.texcoords = MemAlloc(outMesh.vertexCount * 2 * sizeof(float)); } for (int i = 0; i < mb->vertexCount; i++) { 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; } Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s) { float d0 = Vector3DotProduct(v0, p) - s; float d1 = Vector3DotProduct(v1, p) - s; float s0 = d0 / ( d0 - d1 ); Vector3 position = Vector3Lerp(v0, v1, s0); return position; }