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raylib-cs/Examples/Models/Decals.cs
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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')
2026-07-30 18:34:34 +01:00

602 lines
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C#

/*******************************************************************************************
*
* raylib [models] example - decals
*
* Example complexity rating: [★★★★] 4/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* 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)
*
********************************************************************************************/
using static Raylib_cs.Raymath;
namespace Examples.Models;
public partial class Decals : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int MaxDecals = 256;
public string Name => "Models / Decals";
public string Title => "raylib [models] example - decals";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Camera3D camera;
private Model model;
private Texture2D modelTexture;
private BoundingBox modelBBox;
private float decalSize;
private float decalOffset;
private Model placementCube;
private Material decalMaterial;
private Texture2D decalTexture;
private bool showModel;
private readonly List<Model> decalModels = new();
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(5.0f, 5.0f, 5.0f); // Camera position
camera.Target = new Vector3(0.0f, 1.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.6f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Load character model
model = LoadModel("resources/models/obj/character.obj");
// Apply character skin
modelTexture = LoadTexture("resources/models/obj/character_diffuse.png");
SetTextureFilter(modelTexture, TextureFilter.Bilinear);
model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = modelTexture;
modelBBox = GetMeshBoundingBox(model.Meshes[0]); // Get mesh bounding box
camera.Target = Vector3Lerp(modelBBox.Min, modelBBox.Max, 0.5f);
camera.Position = modelBBox.Max * 1.0f;
camera.Position.X *= 0.1f;
var modelSize = MathF.Min(
MathF.Min(MathF.Abs(modelBBox.Max.X - modelBBox.Min.X), MathF.Abs(modelBBox.Max.Y - modelBBox.Min.Y)),
MathF.Abs(modelBBox.Max.Z - modelBBox.Min.Z));
camera.Position = new Vector3(0.0f, modelBBox.Max.Y * 1.2f, modelSize * 3.0f);
decalSize = modelSize * 0.25f;
decalOffset = 0.01f;
placementCube = LoadModelFromMesh(GenMeshCube(decalSize, decalSize, decalSize));
placementCube.Materials[0].Maps[0].Color = Color.Lime;
decalMaterial = LoadMaterialDefault();
decalMaterial.Maps[0].Color = Color.Yellow;
var decalImage = LoadImage("resources/raylib_logo.png");
ImageResizeNN(ref decalImage, decalImage.Width / 4, decalImage.Height / 4);
decalTexture = LoadTextureFromImage(decalImage);
UnloadImage(decalImage);
SetTextureFilter(decalTexture, TextureFilter.Bilinear);
decalMaterial.Maps[(int)MaterialMapIndex.Diffuse].Texture = decalTexture;
decalMaterial.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.RayWhite;
showModel = true;
decalModels.Clear();
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsMouseButtonDown(MouseButton.Right))
{
UpdateCamera(ref camera, CameraMode.ThirdPerson);
}
// Display information about closest hit
RayCollision collision = new();
collision.Distance = float.MaxValue;
collision.Hit = false;
// Get mouse ray
var ray = GetScreenToWorldRay(GetMousePosition(), camera);
// Check ray collision against bounding box first, before trying the full ray-mesh test
var boxHitInfo = GetRayCollisionBox(ray, modelBBox);
RayCollision meshHitInfo = new();
if (boxHitInfo.Hit && (decalModels.Count < MaxDecals))
{
// Check ray collision against model meshes
for (var 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;
}
}
// Add decal to mesh on hit point
if (collision.Hit && IsMouseButtonPressed(MouseButton.Left) && (decalModels.Count < MaxDecals))
{
// Create the transformation to project the decal
var origin = collision.Point + (collision.Normal * 1.0f);
var splat = MatrixLookAt(collision.Point, origin, new Vector3(0.0f, 1.0f, 0.0f));
// Spin the placement around a bit
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * GetRandomValue(-180, 180)));
var decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
if (decalMesh.VertexCount > 0)
{
var decalModel = LoadModelFromMesh(decalMesh);
decalModel.Materials[0].Maps[0] = decalMaterial.Maps[0];
decalModels.Add(decalModel);
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
// Draw the model at the origin and default scale
if (showModel)
{
DrawModel(model, new Vector3(0.0f, 0.0f, 0.0f), 1.0f, Color.White);
}
// Draw the decal models
for (var i = 0; i < decalModels.Count; i++)
{
DrawModel(decalModels[i], Vector3.Zero, 1.0f, Color.White);
}
// If we hit the mesh, draw the box for the decal
if (collision.Hit)
{
var origin = collision.Point + (collision.Normal * 1.0f);
var splat = MatrixLookAt(collision.Point, origin, new Vector3(0, 1, 0));
placementCube.Transform = MatrixInvert(splat);
DrawModel(placementCube, Vector3.Zero, 1.0f, Fade(Color.White, 0.5f));
}
DrawGrid(10, 10.0f);
EndMode3D();
float yPos = 10;
var x0 = GetScreenWidth() - 300.0f;
var x1 = x0 + 100;
var x2 = x1 + 100;
DrawText("Vertices", (int)x1, (int)yPos, 10, Color.Lime);
DrawText("Triangles", (int)x2, (int)yPos, 10, Color.Lime);
yPos += 15;
var vertexCount = 0;
var triangleCount = 0;
for (var i = 0; i < model.MeshCount; i++)
{
vertexCount += model.Meshes[i].VertexCount;
triangleCount += model.Meshes[i].TriangleCount;
}
DrawText("Main model", (int)x0, (int)yPos, 10, Color.Lime);
DrawText($"{vertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
DrawText($"{triangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
yPos += 15;
for (var i = 0; i < decalModels.Count; i++)
{
if (i == 20)
{
DrawText("...", (int)x0, (int)yPos, 10, Color.Lime);
yPos += 15;
}
if (i < 20)
{
DrawText($"Decal #{i + 1}", (int)x0, (int)yPos, 10, Color.Lime);
DrawText($"{decalModels[i].Meshes[0].VertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
DrawText($"{decalModels[i].Meshes[0].TriangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
yPos += 15;
}
vertexCount += decalModels[i].Meshes[0].VertexCount;
triangleCount += decalModels[i].Meshes[0].TriangleCount;
}
DrawText("TOTAL", (int)x0, (int)yPos, 10, Color.Lime);
DrawText($"{vertexCount}", (int)x1, (int)yPos, 10, Color.Lime);
DrawText($"{triangleCount}", (int)x2, (int)yPos, 10, Color.Lime);
yPos += 15;
DrawText("Hold RMB to move camera", 10, 430, 10, Color.Gray);
DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, Color.Gray);
// UI elements
if (GuiButton(new Rectangle(10, screenHeight - 1000.0f, 100, 60), showModel ? "Hide Model" : "Show Model"))
{
showModel = !showModel;
}
if (GuiButton(new Rectangle(10 + 110, screenHeight - 100.0f, 100, 60), "Clear Decals"))
{
// Clear decals, unload all decal models
for (var i = 0; i < decalModels.Count; i++)
{
UnloadModel(decalModels[i]);
}
decalModels.Clear();
}
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadModel(model);
UnloadTexture(modelTexture);
// Unload decal models
for (var i = 0; i < decalModels.Count; i++)
{
UnloadModel(decalModels[i]);
}
decalModels.Clear();
UnloadTexture(decalTexture);
UnloadModel(placementCube);
}
// Clip segment
private static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
{
var d0 = Vector3.Dot(v0, p) - s;
var d1 = Vector3.Dot(v1, p) - s;
var s0 = d0 / (d0 - d1);
return Vector3.Lerp(v0, v1, s0);
}
// Generate mesh decals for provided model
private static unsafe Mesh GenMeshDecal(Model target, Matrix4x4 projection, float decalSize, float decalOffset)
{
// We're going to use these to build up our decal meshes
var meshBuilders = new List<Vector3>[2] { new(), new() };
// We're going to need the inverse matrix
var invProj = MatrixInvert(projection);
// We'll be flip-flopping between the two mesh builders
// Reading from one and writing to the other, then swapping
var mbIndex = 0;
// First pass, just get any triangle inside the bounding box (for each mesh of the model)
for (var meshIndex = 0; meshIndex < target.MeshCount; meshIndex++)
{
var mesh = target.Meshes[meshIndex];
for (var tri = 0; tri < mesh.TriangleCount; tri++)
{
var vertices = new Vector3[3];
// The way we calculate the vertices of the mesh triangle
// depend on whether the mesh vertices are indexed or not
if (mesh.Indices == null)
{
for (var v = 0; v < 3; v++)
{
vertices[v] = new 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 (var v = 0; v < 3; v++)
{
vertices[v] = new 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
var insideCount = 0;
for (var i = 0; i < 3; i++)
{
// To projection space
var v = Vector3Transform(vertices[i], projection);
if ((MathF.Abs(v.X) < decalSize) || (MathF.Abs(v.Y) <= decalSize) || (MathF.Abs(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)
{
meshBuilders[mbIndex].Add(vertices[0]);
meshBuilders[mbIndex].Add(vertices[1]);
meshBuilders[mbIndex].Add(vertices[2]);
}
}
}
// Clipping time! We need to clip against all 6 directions
Vector3[] planes =
{
new(1, 0, 0),
new(-1, 0, 0),
new(0, 1, 0),
new(0, -1, 0),
new(0, 0, 1),
new(0, 0, -1)
};
for (var face = 0; face < 6; face++)
{
// Swap current model builder (so we read from the one we just wrote to)
mbIndex = 1 - mbIndex;
var inMesh = meshBuilders[1 - mbIndex];
var outMesh = meshBuilders[mbIndex];
// Reset write builder
outMesh.Clear();
var s = 0.5f * decalSize;
for (var i = 0; i < inMesh.Count; i += 3)
{
Vector3 nV1, nV2, nV3, nV4;
var d1 = Vector3.Dot(inMesh[i + 0], planes[face]) - s;
var d2 = Vector3.Dot(inMesh[i + 1], planes[face]) - s;
var d3 = Vector3.Dot(inMesh[i + 2], planes[face]) - s;
var v1Out = d1 > 0;
var v2Out = d2 > 0;
var v3Out = d3 > 0;
// Calculate, how many vertices of the face lie outside of the clipping plane
var total = (v1Out ? 1 : 0) + (v2Out ? 1 : 0) + (v3Out ? 1 : 0);
switch (total)
{
case 0:
// The entire face lies inside of the plane, no clipping needed
outMesh.Add(inMesh[i]);
outMesh.Add(inMesh[i + 1]);
outMesh.Add(inMesh[i + 2]);
break;
case 1:
// One vertex lies outside of the plane, perform clipping
if (v2Out)
{
nV1 = inMesh[i];
nV2 = inMesh[i + 2];
nV3 = ClipSegment(inMesh[i + 1], nV1, planes[face], s);
nV4 = ClipSegment(inMesh[i + 1], nV2, planes[face], s);
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;
}
}