WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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Examples/Models/Decals.cs
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Examples/Models/Decals.cs
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/*******************************************************************************************
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*
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* raylib [models] example - decals
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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 JP Mortiboys (@themushroompirates) and reviewed by Ramon Santamaria (@raysan5)
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* Based on previous work by @mrdoob
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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 JP Mortiboys (@themushroompirates) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raymath;
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namespace Examples.Models;
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public partial class Decals : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const int MaxDecals = 256;
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public string Name => "Models / Decals";
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public string Title => "raylib [models] example - decals";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Model model;
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private Texture2D modelTexture;
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private BoundingBox modelBBox;
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private float decalSize;
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private float decalOffset;
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private Model placementCube;
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private Material decalMaterial;
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private Texture2D decalTexture;
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private bool showModel;
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private readonly List<Model> decalModels = new();
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // Camera position
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camera.Target = new Vector3(0.0f, 1.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.6f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load character model
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model = LoadModel("resources/models/obj/character.obj");
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// Apply character skin
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modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
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SetTextureFilter(modelTexture, TextureFilter.Bilinear);
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model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = modelTexture;
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modelBBox = GetMeshBoundingBox(model.Meshes[0]); // Get mesh bounding box
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camera.Target = Vector3Lerp(modelBBox.Min, modelBBox.Max, 0.5f);
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camera.Position = modelBBox.Max * 1.0f;
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camera.Position.X *= 0.1f;
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var modelSize = MathF.Min(
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MathF.Min(MathF.Abs(modelBBox.Max.X - modelBBox.Min.X), MathF.Abs(modelBBox.Max.Y - modelBBox.Min.Y)),
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MathF.Abs(modelBBox.Max.Z - modelBBox.Min.Z));
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camera.Position = new Vector3(0.0f, modelBBox.Max.Y * 1.2f, modelSize * 3.0f);
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decalSize = modelSize * 0.25f;
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decalOffset = 0.01f;
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placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
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placementCube.Materials[0].Maps[0].Color = Color.Lime;
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decalMaterial = LoadMaterialDefault();
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decalMaterial.Maps[0].Color = Color.Yellow;
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var decalImage = LoadImage("resources/raylib_logo.png");
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ImageResizeNN(ref decalImage, decalImage.Width / 4, decalImage.Height / 4);
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decalTexture = LoadTextureFromImage(decalImage);
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UnloadImage(decalImage);
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SetTextureFilter(decalTexture, TextureFilter.Bilinear);
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decalMaterial.Maps[(int)MaterialMapIndex.Diffuse].Texture = decalTexture;
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decalMaterial.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.RayWhite;
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showModel = true;
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decalModels.Clear();
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsMouseButtonDown(MouseButton.Right))
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{
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UpdateCamera(ref camera, CameraMode.ThirdPerson);
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}
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// Display information about closest hit
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RayCollision collision = new();
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collision.Distance = float.MaxValue;
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collision.Hit = false;
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// Get mouse ray
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var ray = GetScreenToWorldRay(GetMousePosition(), camera);
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// Check ray collision against bounding box first, before trying the full ray-mesh test
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var boxHitInfo = GetRayCollisionBox(ray, modelBBox);
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RayCollision meshHitInfo = new();
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if (boxHitInfo.Hit && (decalModels.Count < MaxDecals))
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{
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// Check ray collision against model meshes
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for (var m = 0; m < model.MeshCount; m++)
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{
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// NOTE: We consider the model.transform for the collision check but
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// it can be checked against any transform Matrix, used when checking against same
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// model drawn multiple times with multiple transforms
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meshHitInfo = GetRayCollisionMesh(ray, model.Meshes[m], model.Transform);
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if (meshHitInfo.Hit)
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{
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// Save the closest hit mesh
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if (!collision.Hit || (collision.Distance > meshHitInfo.Distance))
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{
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collision = meshHitInfo;
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}
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}
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}
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if (meshHitInfo.Hit)
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{
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collision = meshHitInfo;
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}
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}
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// Add decal to mesh on hit point
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if (collision.Hit && IsMouseButtonPressed(MouseButton.Left) && (decalModels.Count < MaxDecals))
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{
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// Create the transformation to project the decal
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var origin = collision.Point + (collision.Normal * 1.0f);
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var splat = MatrixLookAt(collision.Point, origin, new Vector3(0.0f, 1.0f, 0.0f));
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// Spin the placement around a bit
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splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * GetRandomValue(-180, 180)));
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var decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
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if (decalMesh.VertexCount > 0)
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{
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var decalModel = LoadModelFromMesh(decalMesh);
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decalModel.Materials[0].Maps[0] = decalMaterial.Maps[0];
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decalModels.Add(decalModel);
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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(Color.RayWhite);
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BeginMode3D(camera);
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// Draw the model at the origin and default scale
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if (showModel)
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{
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DrawModel(model, new Vector3(0.0f, 0.0f, 0.0f), 1.0f, Color.White);
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}
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// Draw the decal models
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for (var i = 0; i < decalModels.Count; i++)
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{
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DrawModel(decalModels[i], Vector3.Zero, 1.0f, Color.White);
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}
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// If we hit the mesh, draw the box for the decal
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if (collision.Hit)
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{
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var origin = collision.Point + (collision.Normal * 1.0f);
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var splat = MatrixLookAt(collision.Point, origin, new Vector3(0, 1, 0));
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placementCube.Transform = MatrixInvert(splat);
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DrawModel(placementCube, Vector3.Zero, 1.0f, Fade(Color.White, 0.5f));
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}
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DrawGrid(10, 10.0f);
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EndMode3D();
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float yPos = 10;
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var x0 = GetScreenWidth() - 300.0f;
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var x1 = x0 + 100;
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var x2 = x1 + 100;
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DrawText("Vertices", (int)x1, (int)yPos, 10, Color.Lime);
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DrawText("Triangles", (int)x2, (int)yPos, 10, Color.Lime);
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yPos += 15;
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var vertexCount = 0;
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var triangleCount = 0;
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for (var i = 0; i < model.MeshCount; i++)
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{
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vertexCount += model.Meshes[i].VertexCount;
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triangleCount += model.Meshes[i].TriangleCount;
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}
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DrawText("Main model", (int)x0, (int)yPos, 10, Color.Lime);
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DrawText($"{vertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
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DrawText($"{triangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
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yPos += 15;
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for (var i = 0; i < decalModels.Count; i++)
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{
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if (i == 20)
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{
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DrawText("...", (int)x0, (int)yPos, 10, Color.Lime);
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yPos += 15;
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}
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if (i < 20)
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{
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DrawText($"Decal #{i + 1}", (int)x0, (int)yPos, 10, Color.Lime);
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DrawText($"{decalModels[i].Meshes[0].VertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
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DrawText($"{decalModels[i].Meshes[0].TriangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
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yPos += 15;
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}
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vertexCount += decalModels[i].Meshes[0].VertexCount;
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triangleCount += decalModels[i].Meshes[0].TriangleCount;
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}
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DrawText("TOTAL", (int)x0, (int)yPos, 10, Color.Lime);
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DrawText($"{vertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
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DrawText($"{triangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
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yPos += 15;
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DrawText("Hold RMB to move camera", 10, 430, 10, Color.Gray);
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DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, Color.Gray);
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// UI elements
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if (GuiButton(new Rectangle(10, screenHeight - 1000.0f, 100, 60), showModel ? "Hide Model" : "Show Model"))
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{
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showModel = !showModel;
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}
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if (GuiButton(new Rectangle(10 + 110, screenHeight - 100.0f, 100, 60), "Clear Decals"))
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{
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// Clear decals, unload all decal models
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for (var i = 0; i < decalModels.Count; i++)
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{
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UnloadModel(decalModels[i]);
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}
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decalModels.Clear();
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}
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadModel(model);
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UnloadTexture(modelTexture);
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// Unload decal models
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for (var i = 0; i < decalModels.Count; i++)
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{
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UnloadModel(decalModels[i]);
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}
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decalModels.Clear();
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UnloadTexture(decalTexture);
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UnloadModel(placementCube);
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}
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// Clip segment
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private static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
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{
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var d0 = Vector3.Dot(v0, p) - s;
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var d1 = Vector3.Dot(v1, p) - s;
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var s0 = d0 / (d0 - d1);
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return Vector3.Lerp(v0, v1, s0);
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}
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// Generate mesh decals for provided model
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private static unsafe Mesh GenMeshDecal(Model target, Matrix4x4 projection, float decalSize, float decalOffset)
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{
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// We're going to use these to build up our decal meshes
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var meshBuilders = new List<Vector3>[2] { new(), new() };
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// We're going to need the inverse matrix
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var invProj = MatrixInvert(projection);
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// We'll be flip-flopping between the two mesh builders
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// Reading from one and writing to the other, then swapping
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var 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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for (var meshIndex = 0; meshIndex < target.MeshCount; meshIndex++)
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{
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var mesh = target.Meshes[meshIndex];
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for (var tri = 0; tri < mesh.TriangleCount; tri++)
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{
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var vertices = new Vector3[3];
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// The way we calculate the vertices of the mesh triangle
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// depend on whether the mesh vertices are indexed or not
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if (mesh.Indices == null)
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{
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for (var v = 0; v < 3; v++)
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{
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vertices[v] = new 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 (var v = 0; v < 3; v++)
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{
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vertices[v] = new Vector3(
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mesh.Vertices[3 * mesh.Indices[3 * tri + 0] + v],
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mesh.Vertices[3 * mesh.Indices[3 * tri + 1] + v],
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mesh.Vertices[3 * mesh.Indices[3 * tri + 2] + v]
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);
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}
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}
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// Transform all 3 vertices of the triangle
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// and check if they are inside our decal box
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var insideCount = 0;
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for (var i = 0; i < 3; i++)
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{
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// To projection space
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var v = Vector3Transform(vertices[i], projection);
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if ((MathF.Abs(v.X) < decalSize) || (MathF.Abs(v.Y) <= decalSize) || (MathF.Abs(v.Z) <= decalSize))
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{
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insideCount++;
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}
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// We need to keep the transformed vertex
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vertices[i] = v;
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}
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// If any of them are inside, we add the triangle - we'll clip it later
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if (insideCount > 0)
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{
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meshBuilders[mbIndex].Add(vertices[0]);
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meshBuilders[mbIndex].Add(vertices[1]);
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meshBuilders[mbIndex].Add(vertices[2]);
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}
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}
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}
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// Clipping time! We need to clip against all 6 directions
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Vector3[] planes =
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{
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new(1, 0, 0),
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new(-1, 0, 0),
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new(0, 1, 0),
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new(0, -1, 0),
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new(0, 0, 1),
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new(0, 0, -1)
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};
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for (var face = 0; face < 6; face++)
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{
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// Swap current model builder (so we read from the one we just wrote to)
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mbIndex = 1 - mbIndex;
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var inMesh = meshBuilders[1 - mbIndex];
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var outMesh = meshBuilders[mbIndex];
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// Reset write builder
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outMesh.Clear();
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var s = 0.5f * decalSize;
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for (var i = 0; i < inMesh.Count; i += 3)
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{
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Vector3 nV1, nV2, nV3, nV4;
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var d1 = Vector3.Dot(inMesh[i + 0], planes[face]) - s;
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var d2 = Vector3.Dot(inMesh[i + 1], planes[face]) - s;
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var d3 = Vector3.Dot(inMesh[i + 2], planes[face]) - s;
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var v1Out = d1 > 0;
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var v2Out = d2 > 0;
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var v3Out = d3 > 0;
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// Calculate, how many vertices of the face lie outside of the clipping plane
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var total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
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switch (total)
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{
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case 0:
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// The entire face lies inside of the plane, no clipping needed
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outMesh.Add(inMesh[i]);
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outMesh.Add(inMesh[i + 1]);
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outMesh.Add(inMesh[i + 2]);
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break;
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case 1:
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// One vertex lies outside of the plane, perform clipping
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if (v2Out)
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{
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nV1 = inMesh[i];
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nV2 = inMesh[i + 2];
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nV3 = ClipSegment(inMesh[i + 1], nV1, planes[face], s);
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nV4 = ClipSegment(inMesh[i + 1], nV2, planes[face], s);
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|
||||
outMesh.Add(nV3);
|
||||
outMesh.Add(nV2);
|
||||
outMesh.Add(nV1);
|
||||
outMesh.Add(nV2);
|
||||
outMesh.Add(nV3);
|
||||
outMesh.Add(nV4);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (v1Out)
|
||||
{
|
||||
nV1 = inMesh[i + 1];
|
||||
nV2 = inMesh[i + 2];
|
||||
nV3 = ClipSegment(inMesh[i], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh[i], nV2, planes[face], s);
|
||||
}
|
||||
else // v3Out
|
||||
{
|
||||
nV1 = inMesh[i];
|
||||
nV2 = inMesh[i + 1];
|
||||
nV3 = ClipSegment(inMesh[i + 2], nV1, planes[face], s);
|
||||
nV4 = ClipSegment(inMesh[i + 2], nV2, planes[face], s);
|
||||
}
|
||||
|
||||
outMesh.Add(nV1);
|
||||
outMesh.Add(nV2);
|
||||
outMesh.Add(nV3);
|
||||
outMesh.Add(nV4);
|
||||
outMesh.Add(nV3);
|
||||
outMesh.Add(nV2);
|
||||
}
|
||||
break;
|
||||
case 2:
|
||||
// Two vertices lies outside of the plane, perform clipping
|
||||
if (!v1Out)
|
||||
{
|
||||
nV1 = inMesh[i];
|
||||
nV2 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
|
||||
outMesh.Add(nV1);
|
||||
outMesh.Add(nV2);
|
||||
outMesh.Add(nV3);
|
||||
}
|
||||
|
||||
if (!v2Out)
|
||||
{
|
||||
nV1 = inMesh[i + 1];
|
||||
nV2 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh[i], planes[face], s);
|
||||
outMesh.Add(nV1);
|
||||
outMesh.Add(nV2);
|
||||
outMesh.Add(nV3);
|
||||
}
|
||||
|
||||
if (!v3Out)
|
||||
{
|
||||
nV1 = inMesh[i + 2];
|
||||
nV2 = ClipSegment(nV1, inMesh[i], planes[face], s);
|
||||
nV3 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
|
||||
outMesh.Add(nV1);
|
||||
outMesh.Add(nV2);
|
||||
outMesh.Add(nV3);
|
||||
}
|
||||
break;
|
||||
default: // 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
|
||||
var theMesh = meshBuilders[mbIndex];
|
||||
|
||||
// Allocate room for UVs
|
||||
if (theMesh.Count > 0)
|
||||
{
|
||||
var uvs = new Vector2[theMesh.Count];
|
||||
|
||||
for (var i = 0; i < theMesh.Count; i++)
|
||||
{
|
||||
var vert = theMesh[i];
|
||||
|
||||
// Calculate the UVs based on the projected coords
|
||||
// They are clipped to (-decalSize .. decalSize) and we want them (0..1)
|
||||
uvs[i] = new Vector2(vert.X / decalSize + 0.5f, vert.Y / decalSize + 0.5f);
|
||||
|
||||
// Tiny nudge in the normal direction so it renders properly over the mesh
|
||||
vert.Z -= decalOffset;
|
||||
|
||||
// From projection space to world space
|
||||
theMesh[i] = Vector3Transform(vert, invProj);
|
||||
}
|
||||
|
||||
// Decal model data ready, create the mesh and return it
|
||||
return BuildMesh(theMesh, uvs);
|
||||
}
|
||||
|
||||
// Return a blank mesh as there's nothing to add
|
||||
return new Mesh();
|
||||
}
|
||||
|
||||
// Build a Mesh from builder data
|
||||
private static unsafe Mesh BuildMesh(List<Vector3> builderVertices, Vector2[] uvs)
|
||||
{
|
||||
Mesh outMesh = new(builderVertices.Count, builderVertices.Count / 3);
|
||||
outMesh.AllocVertices();
|
||||
outMesh.AllocTexCoords();
|
||||
|
||||
var vertices = outMesh.VerticesAs<Vector3>();
|
||||
var texcoords = outMesh.TexCoordsAs<Vector2>();
|
||||
|
||||
for (var i = 0; i < builderVertices.Count; i++)
|
||||
{
|
||||
vertices[i] = builderVertices[i];
|
||||
texcoords[i] = uvs[i];
|
||||
}
|
||||
|
||||
UploadMesh(ref outMesh, false);
|
||||
|
||||
return outMesh;
|
||||
}
|
||||
|
||||
// Button UI element
|
||||
private static bool GuiButton(Rectangle rec, string label)
|
||||
{
|
||||
var bgColor = Color.Gray;
|
||||
var pressed = false;
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), rec))
|
||||
{
|
||||
bgColor = Color.LightGray;
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
pressed = true;
|
||||
}
|
||||
}
|
||||
|
||||
DrawRectangleRec(rec, bgColor);
|
||||
DrawRectangleLinesEx(rec, 2.0f, Color.DarkGray);
|
||||
|
||||
var fontSize = 10;
|
||||
var 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, Color.DarkGray);
|
||||
|
||||
return pressed;
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - decals");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Decals();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue