New Examples
New examples showing a 3d portal effect, light bloom, texture decals that works on the web, drawing on textures
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examples/textures/textures_decals.c
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examples/textures/textures_decals.c
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/*******************************************************************************************
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*
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* raylib [textures] 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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* NOTE: Decal projection onto 3D mesh surface using geometry clipping.
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*
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* Example contributed by PanicTitan and reviewed by Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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//--------------------------------------------------------------------------------------
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// Defines and Macros
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//--------------------------------------------------------------------------------------
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#undef FLT_MAX
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#define FLT_MAX 340282346638528859811704183484516925440.0f
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#define MAX_DECALS 256
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//--------------------------------------------------------------------------------------
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// Types and Structures Definition
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//--------------------------------------------------------------------------------------
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typedef struct MeshBuilder {
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int vertexCount;
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int vertexCapacity;
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Vector3 *vertices;
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Vector2 *uvs;
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} MeshBuilder;
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typedef struct AppContext {
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Camera camera;
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Model model;
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Texture2D modelTexture;
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Model placementCube;
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Material decalMaterial;
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Texture2D decalTexture;
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BoundingBox modelBBox;
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Model decalModels[MAX_DECALS];
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int decalCount;
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float decalSize;
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float decalOffset;
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bool showModel;
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} AppContext;
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//--------------------------------------------------------------------------------------
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// Global Variables Definition
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//--------------------------------------------------------------------------------------
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static AppContext g_App = { 0 };
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//--------------------------------------------------------------------------------------
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// Module Functions Declaration
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//--------------------------------------------------------------------------------------
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 v0, Vector3 v1, Vector3 v2);
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static void FreeMeshBuilder(MeshBuilder *mb);
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static Mesh BuildMesh(MeshBuilder *mb);
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static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
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static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
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static void FreeDecalMeshData(void);
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static bool GuiButton(Rectangle rec, const char *label);
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void UpdateDrawFrame(void);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [models] example - decals");
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// Camera setup
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g_App.camera.position = (Vector3){ 0.0f, 2.5f, 5.0f };
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g_App.camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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g_App.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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g_App.camera.fovy = 45.0f;
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g_App.camera.projection = CAMERA_PERSPECTIVE;
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// Procedural model generation
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Mesh knotMesh = GenMeshTorus(0.8f, 1.8f, 32, 64);
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g_App.model = LoadModelFromMesh(knotMesh);
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// Procedural texture generation
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Image modelImg = GenImageChecked(512, 512, 32, 32, LIGHTGRAY, GRAY);
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g_App.modelTexture = LoadTextureFromImage(modelImg);
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UnloadImage(modelImg);
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SetTextureFilter(g_App.modelTexture, TEXTURE_FILTER_BILINEAR);
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g_App.model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = g_App.modelTexture;
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// Bounding box setup
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g_App.modelBBox = GetMeshBoundingBox(g_App.model.meshes[0]);
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g_App.camera.target = Vector3Lerp(g_App.modelBBox.min, g_App.modelBBox.max, 0.5f);
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float modelSize = fminf(
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fminf(fabsf(g_App.modelBBox.max.x - g_App.modelBBox.min.x), fabsf(g_App.modelBBox.max.y - g_App.modelBBox.min.y)),
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fabsf(g_App.modelBBox.max.z - g_App.modelBBox.min.z));
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g_App.decalSize = modelSize * 0.35f;
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g_App.decalOffset = 0.01f;
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// Placement helper cube
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g_App.placementCube = LoadModelFromMesh(GenMeshCube(g_App.decalSize, g_App.decalSize, g_App.decalSize));
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g_App.placementCube.materials[0].maps[0].color = LIME;
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// Procedural decal texture generation
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Image decalImg = GenImageColor(128, 128, BLANK);
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ImageDrawCircle(&decalImg, 64, 64, 60, RED);
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ImageDrawCircle(&decalImg, 64, 64, 45, WHITE);
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ImageDrawCircle(&decalImg, 64, 64, 30, RED);
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ImageDrawCircle(&decalImg, 64, 64, 15, YELLOW);
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g_App.decalTexture = LoadTextureFromImage(decalImg);
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UnloadImage(decalImg);
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SetTextureFilter(g_App.decalTexture, TEXTURE_FILTER_BILINEAR);
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g_App.decalMaterial = LoadMaterialDefault();
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g_App.decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = g_App.decalTexture;
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g_App.decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
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g_App.showModel = true;
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g_App.decalCount = 0;
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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while (!WindowShouldClose())
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{
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UpdateDrawFrame();
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadModel(g_App.model);
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UnloadTexture(g_App.modelTexture);
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UnloadModel(g_App.placementCube);
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UnloadTexture(g_App.decalTexture);
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for (int i = 0; i < g_App.decalCount; i++) UnloadModel(g_App.decalModels[i]);
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FreeDecalMeshData();
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CloseWindow();
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//--------------------------------------------------------------------------------------
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#endif
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Frame Update and Render Loop
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//------------------------------------------------------------------------------------
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void UpdateDrawFrame(void)
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{
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const int screenWidth = GetScreenWidth();
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const int screenHeight = GetScreenHeight();
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// Update
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//----------------------------------------------------------------------------------
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&g_App.camera, CAMERA_THIRD_PERSON);
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RayCollision collision = { 0 };
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collision.distance = FLT_MAX;
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collision.hit = false;
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Ray ray = GetScreenToWorldRay(GetMousePosition(), g_App.camera);
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RayCollision boxHitInfo = GetRayCollisionBox(ray, g_App.modelBBox);
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if (boxHitInfo.hit && (g_App.decalCount < MAX_DECALS))
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{
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RayCollision meshHitInfo = { 0 };
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for (int m = 0; m < g_App.model.meshCount; m++)
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{
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meshHitInfo = GetRayCollisionMesh(ray, g_App.model.meshes[m], g_App.model.transform);
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if (meshHitInfo.hit)
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{
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if (!collision.hit || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
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}
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}
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}
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if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (g_App.decalCount < MAX_DECALS))
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{
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Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
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Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f });
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splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * ((float)GetRandomValue(-180, 180))));
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Mesh decalMesh = GenMeshDecal(g_App.model, splat, g_App.decalSize, g_App.decalOffset);
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if (decalMesh.vertexCount > 0)
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{
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int decalIndex = g_App.decalCount++;
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g_App.decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
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g_App.decalModels[decalIndex].materials[0].maps[0] = g_App.decalMaterial.maps[0];
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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(RAYWHITE);
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BeginMode3D(g_App.camera);
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if (g_App.showModel) DrawModel(g_App.model, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
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for (int i = 0; i < g_App.decalCount; i++) DrawModel(g_App.decalModels[i], (Vector3){ 0 }, 1.0f, WHITE);
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if (collision.hit)
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{
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Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
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Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0, 1, 0 });
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g_App.placementCube.transform = MatrixInvert(splat);
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DrawModel(g_App.placementCube, (Vector3){ 0 }, 1.0f, Fade(WHITE, 0.5f));
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}
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DrawGrid(10, 1.0f);
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EndMode3D();
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// Stats UI Display
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float yPos = 10;
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float x0 = screenWidth - 280.0f;
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float x1 = x0 + 90;
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float x2 = x1 + 90;
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DrawText("Vertices", (int)x1, (int)yPos, 10, LIME);
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DrawText("Triangles", (int)x2, (int)yPos, 10, LIME);
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yPos += 15;
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int vertexCount = 0;
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int triangleCount = 0;
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for (int i = 0; i < g_App.model.meshCount; i++)
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{
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vertexCount += g_App.model.meshes[i].vertexCount;
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triangleCount += g_App.model.meshes[i].triangleCount;
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}
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DrawText("Base Model", (int)x0, (int)yPos, 10, LIME);
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DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
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DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
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yPos += 15;
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for (int i = 0; i < g_App.decalCount; i++)
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{
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vertexCount += g_App.decalModels[i].meshes[0].vertexCount;
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triangleCount += g_App.decalModels[i].meshes[0].triangleCount;
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}
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DrawText("TOTAL", (int)x0, (int)yPos, 10, LIME);
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DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
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DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
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DrawText("Left Click: Place Decal | Hold Right Click: Rotate Camera", 10, screenHeight - 25, 10, DARKGRAY);
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// GUI controls
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if (GuiButton((Rectangle){ 10, (float)screenHeight - 80.0f, 100, 40 }, g_App.showModel ? "Hide Model" : "Show Model"))
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{
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g_App.showModel = !g_App.showModel;
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}
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if (GuiButton((Rectangle){ 120, (float)screenHeight - 80.0f, 100, 40 }, "Clear Decals"))
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{
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for (int i = 0; i < g_App.decalCount; i++) UnloadModel(g_App.decalModels[i]);
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g_App.decalCount = 0;
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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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//--------------------------------------------------------------------------------------
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// Module Functions Definitions
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//--------------------------------------------------------------------------------------
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// Add a triangle definition to mesh builder buffer
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 v0, Vector3 v1, Vector3 v2)
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{
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if (mb->vertexCapacity <= (mb->vertexCount + 3))
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{
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int newVertexCapacity = (1 + (mb->vertexCapacity / 256)) * 256;
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Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity * sizeof(Vector3));
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if (mb->vertexCapacity > 0)
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{
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memcpy(newVertices, mb->vertices, mb->vertexCount * sizeof(Vector3));
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MemFree(mb->vertices);
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}
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mb->vertices = newVertices;
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mb->vertexCapacity = newVertexCapacity;
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}
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int index = mb->vertexCount;
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mb->vertexCount += 3;
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mb->vertices[index + 0] = v0;
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mb->vertices[index + 1] = v1;
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mb->vertices[index + 2] = v2;
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}
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// Free mesh builder memory buffer
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static void FreeMeshBuilder(MeshBuilder *mb)
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{
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if (mb->vertices) MemFree(mb->vertices);
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if (mb->uvs) MemFree(mb->uvs);
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*mb = (MeshBuilder){ 0 };
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}
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// Build standard raylib Mesh from builder object
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static Mesh BuildMesh(MeshBuilder *mb)
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{
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Mesh outMesh = { 0 };
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outMesh.vertexCount = mb->vertexCount;
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outMesh.triangleCount = mb->vertexCount / 3;
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outMesh.vertices = (float *)MemAlloc(outMesh.vertexCount * 3 * sizeof(float));
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if (mb->uvs) outMesh.texcoords = (float *)MemAlloc(outMesh.vertexCount * 2 * sizeof(float));
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for (int i = 0; i < mb->vertexCount; i++)
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{
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outMesh.vertices[3 * i + 0] = mb->vertices[i].x;
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outMesh.vertices[3 * i + 1] = mb->vertices[i].y;
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outMesh.vertices[3 * i + 2] = mb->vertices[i].z;
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if (mb->uvs)
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{
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outMesh.texcoords[2 * i + 0] = mb->uvs[i].x;
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outMesh.texcoords[2 * i + 1] = mb->uvs[i].y;
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}
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}
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UploadMesh(&outMesh, false);
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return outMesh;
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}
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// Helper to clean up static internal mesh builder allocations
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static void FreeDecalMeshData(void)
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{
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Model dummy = { 0 };
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dummy.meshCount = -1;
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Matrix m = { 0 };
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GenMeshDecal(dummy, m, 0.0f, 0.0f);
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}
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// Clip line segment against clipping plane
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static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
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{
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float d0 = Vector3DotProduct(v0, p) - s;
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float d1 = Vector3DotProduct(v1, p) - s;
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float s0 = d0 / (d0 - d1);
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return Vector3Lerp(v0, v1, s0);
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}
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// Generate a clipped decal mesh mapped over target model using projection matrix
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static Mesh GenMeshDecal(Model target, Matrix projection, float decalSize, float decalOffset)
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{
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static MeshBuilder meshBuilders[2] = { 0 };
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if (target.meshCount == -1)
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{
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FreeMeshBuilder(&meshBuilders[0]);
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FreeMeshBuilder(&meshBuilders[1]);
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return (Mesh){ 0 };
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}
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Matrix invProj = MatrixInvert(projection);
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meshBuilders[0].vertexCount = 0;
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meshBuilders[1].vertexCount = 0;
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int mbIndex = 0;
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for (int meshIndex = 0; meshIndex < target.meshCount; meshIndex++)
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{
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Mesh mesh = target.meshes[meshIndex];
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for (int tri = 0; tri < mesh.triangleCount; tri++)
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{
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Vector3 vertices[3] = { 0 };
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if (mesh.indices == NULL)
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{
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for (int v = 0; v < 3; v++)
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{
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vertices[v] = (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 (int v = 0; v < 3; v++)
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{
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int idx = mesh.indices[3 * tri + v];
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vertices[v] = (Vector3){
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mesh.vertices[3 * idx + 0],
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mesh.vertices[3 * idx + 1],
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mesh.vertices[3 * idx + 2]
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};
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}
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}
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int insideCount = 0;
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for (int i = 0; i < 3; i++)
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{
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Vector3 v = Vector3Transform(vertices[i], projection);
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if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
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vertices[i] = v;
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}
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if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices[0], vertices[1], vertices[2]);
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}
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}
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Vector3 planes[6] = {
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{ 1, 0, 0 }, { -1, 0, 0 },
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{ 0, 1, 0 }, { 0, -1, 0 },
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{ 0, 0, 1 }, { 0, 0, -1 }
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};
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for (int face = 0; face < 6; face++)
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{
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mbIndex = 1 - mbIndex;
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MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
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MeshBuilder *outMesh = &meshBuilders[mbIndex];
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outMesh->vertexCount = 0;
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float s = 0.5f * decalSize;
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for (int i = 0; i < inMesh->vertexCount; i += 3)
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{
|
||||
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);
|
||||
|
||||
int total = v1Out + v2Out + v3Out;
|
||||
|
||||
switch (total)
|
||||
{
|
||||
case 0:
|
||||
AddTriangleToMeshBuilder(outMesh, inMesh->vertices[i], inMesh->vertices[i + 1], inMesh->vertices[i + 2]);
|
||||
break;
|
||||
case 1:
|
||||
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, nV3, nV2, nV1);
|
||||
AddTriangleToMeshBuilder(outMesh, 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, nV1, nV2, nV3);
|
||||
AddTriangleToMeshBuilder(outMesh, nV4, nV3, nV2);
|
||||
break;
|
||||
case 2:
|
||||
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, 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, 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, nV1, nV2, nV3);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
MeshBuilder *theMesh = &meshBuilders[mbIndex];
|
||||
|
||||
if (theMesh->vertexCount > 0)
|
||||
{
|
||||
theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2) * theMesh->vertexCount);
|
||||
|
||||
for (int i = 0; i < theMesh->vertexCount; i++)
|
||||
{
|
||||
theMesh->uvs[i].x = (theMesh->vertices[i].x / decalSize + 0.5f);
|
||||
theMesh->uvs[i].y = (theMesh->vertices[i].y / decalSize + 0.5f);
|
||||
|
||||
theMesh->vertices[i].z -= decalOffset;
|
||||
theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], invProj);
|
||||
}
|
||||
|
||||
return BuildMesh(theMesh);
|
||||
}
|
||||
|
||||
return (Mesh){ 0 };
|
||||
}
|
||||
|
||||
// Simple custom GUI button helper
|
||||
static bool GuiButton(Rectangle rec, const char *label)
|
||||
{
|
||||
Color bgColor = GRAY;
|
||||
bool pressed = false;
|
||||
|
||||
if (CheckCollisionPointRec(GetMousePosition(), rec))
|
||||
{
|
||||
bgColor = LIGHTGRAY;
|
||||
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) pressed = true;
|
||||
}
|
||||
|
||||
DrawRectangleRec(rec, bgColor);
|
||||
DrawRectangleLinesEx(rec, 2.0f, DARKGRAY);
|
||||
|
||||
int fontSize = 10;
|
||||
int 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;
|
||||
}
|
||||
504
examples/textures/textures_dynamic_uv_mesh_painter.c
Normal file
504
examples/textures/textures_dynamic_uv_mesh_painter.c
Normal file
|
|
@ -0,0 +1,504 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - 3D dynamic UV mesh painter
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* NOTE: Raycasts against 3D mesh geometry to interpolate UV coordinates using barycentric
|
||||
* coordinates, then dynamically renders continuous paint strokes into an in-memory canvas
|
||||
* texture mapped onto the model material.
|
||||
*
|
||||
* Example contributed by PanicTitan and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
#include <string.h> // Required for: memset()
|
||||
#include <math.h> // Required for: fabsf(), floorf()
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Definitions
|
||||
//--------------------------------------------------------------------------------------
|
||||
#define CANVAS_SIZE 512
|
||||
#define MAX_PALETTE_COLORS 8
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
typedef enum ToolMode {
|
||||
TOOL_PAINT = 0,
|
||||
TOOL_COLOR_PICKER
|
||||
} ToolMode;
|
||||
|
||||
typedef enum ShapeType {
|
||||
SHAPE_SPHERE = 0,
|
||||
SHAPE_CUBE,
|
||||
SHAPE_CYLINDER,
|
||||
SHAPE_TORUS
|
||||
} ShapeType;
|
||||
|
||||
typedef struct AppContext {
|
||||
Camera camera; // 3D camera positioning
|
||||
Model model; // Current active 3D model
|
||||
Image canvasImage; // CPU RAM pixel buffer
|
||||
Texture2D canvasTexture; // GPU VRAM texture bound to model material
|
||||
BoundingBox modelBBox; // Transformed bounding box for fast ray testing
|
||||
|
||||
// Painter tool state
|
||||
ToolMode currentTool; // Active tool mode
|
||||
ShapeType currentShape; // Active mesh shape
|
||||
Color activeColor; // Selected drawing color
|
||||
int brushRadius; // Brush stroke radius (in pixels)
|
||||
|
||||
// Stroke interpolation state
|
||||
Vector2 lastHitUV; // Last valid UV hit coordinate
|
||||
bool hasLastHit; // Stroke continuity flag
|
||||
|
||||
// Swatch palette
|
||||
Color palette[MAX_PALETTE_COLORS]; // Palette color array
|
||||
int paletteCount; // Total color swatches
|
||||
} AppContext;
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Global Variables
|
||||
//--------------------------------------------------------------------------------------
|
||||
static AppContext g_App = { 0 };
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//--------------------------------------------------------------------------------------
|
||||
static Vector3 CalculateBarycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
|
||||
static bool GetMeshHitUV(Ray ray, Model model, Vector2 *outUV);
|
||||
static void ChangeMeshShape(ShapeType newShape);
|
||||
static bool DrawCustomButton(Rectangle rec, const char *label, bool active);
|
||||
|
||||
void UpdateDrawFrame(void); // Main frame loop (web & desktop)
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 960;
|
||||
const int screenHeight = 580;
|
||||
|
||||
// SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - 3d dynamic mesh painter");
|
||||
|
||||
// Camera setup (Zoomed out to comfortably frame 3D primitives)
|
||||
g_App.camera.position = (Vector3){ 0.0f, 3.5f, 6.5f };
|
||||
g_App.camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
|
||||
g_App.camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
|
||||
g_App.camera.fovy = 45.0f;
|
||||
g_App.camera.projection = CAMERA_PERSPECTIVE;
|
||||
|
||||
// Initialize CPU canvas buffer and dynamic GPU texture
|
||||
g_App.canvasImage = GenImageColor(CANVAS_SIZE, CANVAS_SIZE, RAYWHITE);
|
||||
ImageDrawRectangleLines(&g_App.canvasImage, 0, 0, CANVAS_SIZE, CANVAS_SIZE, LIGHTGRAY);
|
||||
|
||||
g_App.canvasTexture = LoadTextureFromImage(g_App.canvasImage);
|
||||
SetTextureFilter(g_App.canvasTexture, TEXTURE_FILTER_BILINEAR);
|
||||
|
||||
// Generate starting 3D primitive mesh
|
||||
ChangeMeshShape(SHAPE_SPHERE);
|
||||
|
||||
// Default painter configuration
|
||||
g_App.currentTool = TOOL_PAINT;
|
||||
g_App.activeColor = RED;
|
||||
g_App.brushRadius = 12;
|
||||
g_App.hasLastHit = false;
|
||||
|
||||
// Palette swatches initialization
|
||||
g_App.palette[0] = RED;
|
||||
g_App.palette[1] = ORANGE;
|
||||
g_App.palette[2] = GOLD;
|
||||
g_App.palette[3] = LIME;
|
||||
g_App.palette[4] = SKYBLUE;
|
||||
g_App.palette[5] = PURPLE;
|
||||
g_App.palette[6] = DARKGRAY;
|
||||
g_App.palette[7] = WHITE;
|
||||
g_App.paletteCount = MAX_PALETTE_COLORS;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
#if defined(PLATFORM_WEB)
|
||||
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
|
||||
#else
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
UpdateDrawFrame();
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(g_App.model);
|
||||
UnloadImage(g_App.canvasImage);
|
||||
UnloadTexture(g_App.canvasTexture);
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Frame Update and Render Logic
|
||||
//--------------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void)
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
const int screenWidth = GetScreenWidth();
|
||||
const int screenHeight = GetScreenHeight();
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
|
||||
// UI Panel collision boundary check
|
||||
Rectangle uiPanelRec = (Rectangle){ 10.0f, 10.0f, 230.0f, 490.0f };
|
||||
bool isMouseOverUI = CheckCollisionPointRec(mousePos, uiPanelRec);
|
||||
|
||||
// Orbit camera controls (Right Mouse Button Drag)
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT))
|
||||
{
|
||||
UpdateCamera(&g_App.camera, CAMERA_THIRD_PERSON);
|
||||
}
|
||||
|
||||
// 3D Painting & Color Picker Processing
|
||||
if (!isMouseOverUI && IsMouseButtonDown(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
Ray ray = GetScreenToWorldRay(mousePos, g_App.camera);
|
||||
Vector2 hitUV = { 0 };
|
||||
|
||||
if (GetMeshHitUV(ray, g_App.model, &hitUV))
|
||||
{
|
||||
int imgW = g_App.canvasImage.width;
|
||||
int imgH = g_App.canvasImage.height;
|
||||
|
||||
int px = (int)(hitUV.x * (float)imgW);
|
||||
int py = (int)(hitUV.y * (float)imgH);
|
||||
|
||||
if (g_App.currentTool == TOOL_PAINT)
|
||||
{
|
||||
float du = fabsf(hitUV.x - g_App.lastHitUV.x);
|
||||
float dv = fabsf(hitUV.y - g_App.lastHitUV.y);
|
||||
|
||||
// Seam jump guard: prevent continuous stroke rendering across UV boundaries
|
||||
if (g_App.hasLastHit && (du < 0.25f) && (dv < 0.25f))
|
||||
{
|
||||
int lastPx = (int)(g_App.lastHitUV.x * (float)imgW);
|
||||
int lastPy = (int)(g_App.lastHitUV.y * (float)imgH);
|
||||
|
||||
float dist = Vector2Distance((Vector2){ (float)lastPx, (float)lastPy }, (Vector2){ (float)px, (float)py });
|
||||
int steps = (int)(dist / 2.0f) + 1;
|
||||
|
||||
for (int i = 0; i <= steps; i++)
|
||||
{
|
||||
float t = (float)i / (float)steps;
|
||||
int cx = (int)Lerp((float)lastPx, (float)px, t);
|
||||
int cy = (int)Lerp((float)lastPy, (float)py, t);
|
||||
|
||||
ImageDrawCircle(&g_App.canvasImage, cx, cy, g_App.brushRadius, g_App.activeColor);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
ImageDrawCircle(&g_App.canvasImage, px, py, g_App.brushRadius, g_App.activeColor);
|
||||
}
|
||||
|
||||
UpdateTexture(g_App.canvasTexture, g_App.canvasImage.data);
|
||||
|
||||
g_App.lastHitUV = hitUV;
|
||||
g_App.hasLastHit = true;
|
||||
}
|
||||
else if (g_App.currentTool == TOOL_COLOR_PICKER)
|
||||
{
|
||||
g_App.activeColor = GetImageColor(g_App.canvasImage, px, py);
|
||||
g_App.currentTool = TOOL_PAINT;
|
||||
g_App.hasLastHit = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
g_App.hasLastHit = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
g_App.hasLastHit = false;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground((Color){ 30, 32, 40, 255 });
|
||||
|
||||
// 3D Scene Rendering
|
||||
BeginMode3D(g_App.camera);
|
||||
|
||||
DrawModel(g_App.model, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
// 2D Controls & UI Panel
|
||||
DrawRectangleRec(uiPanelRec, Fade(BLACK, 0.8f));
|
||||
DrawRectangleLinesEx(uiPanelRec, 2.0f, DARKGRAY);
|
||||
|
||||
DrawText("3D MESH PAINTER", 25, 22, 18, GOLD);
|
||||
|
||||
// Tool Mode Toggles
|
||||
if (DrawCustomButton((Rectangle){ 25, 55, 95, 32 }, "PAINT", g_App.currentTool == TOOL_PAINT))
|
||||
{
|
||||
g_App.currentTool = TOOL_PAINT;
|
||||
}
|
||||
|
||||
if (DrawCustomButton((Rectangle){ 125, 55, 95, 32 }, "PICKER", g_App.currentTool == TOOL_COLOR_PICKER))
|
||||
{
|
||||
g_App.currentTool = TOOL_COLOR_PICKER;
|
||||
}
|
||||
|
||||
// Primitive Shape Selector
|
||||
DrawText("Mesh Shape:", 25, 100, 12, LIGHTGRAY);
|
||||
if (DrawCustomButton((Rectangle){ 25, 120, 95, 28 }, "SPHERE", g_App.currentShape == SHAPE_SPHERE))
|
||||
{
|
||||
ChangeMeshShape(SHAPE_SPHERE);
|
||||
}
|
||||
if (DrawCustomButton((Rectangle){ 125, 120, 95, 28 }, "CUBE", g_App.currentShape == SHAPE_CUBE))
|
||||
{
|
||||
ChangeMeshShape(SHAPE_CUBE);
|
||||
}
|
||||
if (DrawCustomButton((Rectangle){ 25, 153, 95, 28 }, "CYLINDER", g_App.currentShape == SHAPE_CYLINDER))
|
||||
{
|
||||
ChangeMeshShape(SHAPE_CYLINDER);
|
||||
}
|
||||
if (DrawCustomButton((Rectangle){ 125, 153, 95, 28 }, "TORUS", g_App.currentShape == SHAPE_TORUS))
|
||||
{
|
||||
ChangeMeshShape(SHAPE_TORUS);
|
||||
}
|
||||
|
||||
// Active Color Display
|
||||
DrawText("Active Color:", 25, 195, 12, LIGHTGRAY);
|
||||
DrawRectangle(125, 193, 95, 20, g_App.activeColor);
|
||||
DrawRectangleLines(125, 193, 95, 20, WHITE);
|
||||
|
||||
// Color Palette Grid
|
||||
DrawText("Palette Swatches:", 25, 225, 12, LIGHTGRAY);
|
||||
for (int i = 0; i < g_App.paletteCount; i++)
|
||||
{
|
||||
int sx = 25 + (i % 4) * 48;
|
||||
int sy = 245 + (i / 4) * 45;
|
||||
Rectangle swatchRec = (Rectangle){ (float)sx, (float)sy, 40.0f, 38.0f };
|
||||
|
||||
DrawRectangleRec(swatchRec, g_App.palette[i]);
|
||||
DrawRectangleLinesEx(swatchRec, 1.0f, WHITE);
|
||||
|
||||
if (CheckCollisionPointRec(mousePos, swatchRec) && IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
g_App.activeColor = g_App.palette[i];
|
||||
}
|
||||
}
|
||||
|
||||
// Brush Size Adjustments
|
||||
DrawText(TextFormat("Brush Size: %dpx", g_App.brushRadius), 25, 345, 12, LIGHTGRAY);
|
||||
if (DrawCustomButton((Rectangle){ 25, 365, 95, 30 }, "SIZE -", false))
|
||||
{
|
||||
if (g_App.brushRadius > 2) g_App.brushRadius -= 2;
|
||||
}
|
||||
if (DrawCustomButton((Rectangle){ 125, 365, 95, 30 }, "SIZE +", false))
|
||||
{
|
||||
if (g_App.brushRadius < 64) g_App.brushRadius += 2;
|
||||
}
|
||||
|
||||
// Canvas Actions
|
||||
if (DrawCustomButton((Rectangle){ 25, 410, 95, 30 }, "CLEAR", false))
|
||||
{
|
||||
ImageClearBackground(&g_App.canvasImage, RAYWHITE);
|
||||
ImageDrawRectangleLines(&g_App.canvasImage, 0, 0, CANVAS_SIZE, CANVAS_SIZE, LIGHTGRAY);
|
||||
UpdateTexture(g_App.canvasTexture, g_App.canvasImage.data);
|
||||
}
|
||||
|
||||
if (DrawCustomButton((Rectangle){ 125, 410, 95, 30 }, "FILL", false))
|
||||
{
|
||||
ImageClearBackground(&g_App.canvasImage, g_App.activeColor);
|
||||
UpdateTexture(g_App.canvasTexture, g_App.canvasImage.data);
|
||||
}
|
||||
|
||||
// Instructions Footer & Overlay Info
|
||||
DrawText("Left Click: Paint / Pick Color | Right Click Drag: Orbit Camera", 260, screenHeight - 25, 12, RAYWHITE);
|
||||
DrawFPS(screenWidth - 90, 15);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Dynamic Primitive Mesh Generator
|
||||
static void ChangeMeshShape(ShapeType newShape)
|
||||
{
|
||||
if (g_App.model.meshCount > 0)
|
||||
{
|
||||
UnloadModel(g_App.model);
|
||||
}
|
||||
|
||||
Mesh mesh = { 0 };
|
||||
|
||||
switch (newShape)
|
||||
{
|
||||
case SHAPE_SPHERE: mesh = GenMeshSphere(1.5f, 48, 48); break;
|
||||
case SHAPE_CUBE: mesh = GenMeshCube(2.2f, 2.2f, 2.2f); break;
|
||||
case SHAPE_CYLINDER: mesh = GenMeshCylinder(1.2f, 2.5f, 36); break;
|
||||
case SHAPE_TORUS: mesh = GenMeshTorus(0.6f, 1.6f, 32, 48); break;
|
||||
default: mesh = GenMeshSphere(1.5f, 48, 48); break;
|
||||
}
|
||||
|
||||
g_App.model = LoadModelFromMesh(mesh);
|
||||
|
||||
// GenMeshCylinder builds upwards from Y=0 to Y=height (2.5). Translate down by height/2 to center at origin.
|
||||
if (newShape == SHAPE_CYLINDER)
|
||||
{
|
||||
g_App.model.transform = MatrixTranslate(0.0f, -1.25f, 0.0f);
|
||||
}
|
||||
|
||||
g_App.model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = g_App.canvasTexture;
|
||||
|
||||
// Compute bounding box and apply model transformation
|
||||
BoundingBox bbox = GetMeshBoundingBox(g_App.model.meshes[0]);
|
||||
bbox.min = Vector3Transform(bbox.min, g_App.model.transform);
|
||||
bbox.max = Vector3Transform(bbox.max, g_App.model.transform);
|
||||
g_App.modelBBox = bbox;
|
||||
|
||||
g_App.currentShape = newShape;
|
||||
g_App.hasLastHit = false;
|
||||
}
|
||||
|
||||
// Computes Barycentric Weights for UV Interpolation inside a 3D Triangle
|
||||
static Vector3 CalculateBarycentric(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
|
||||
{
|
||||
Vector3 v0 = Vector3Subtract(b, a);
|
||||
Vector3 v1 = Vector3Subtract(c, a);
|
||||
Vector3 v2 = Vector3Subtract(p, a);
|
||||
|
||||
float d00 = Vector3DotProduct(v0, v0);
|
||||
float d01 = Vector3DotProduct(v0, v1);
|
||||
float d11 = Vector3DotProduct(v1, v1);
|
||||
float d20 = Vector3DotProduct(v2, v0);
|
||||
float d21 = Vector3DotProduct(v2, v1);
|
||||
|
||||
float denom = d00 * d11 - d01 * d01;
|
||||
if (fabsf(denom) < 1e-6f) return (Vector3){ 0.33f, 0.33f, 0.34f };
|
||||
|
||||
float v = (d11 * d20 - d01 * d21) / denom;
|
||||
float w = (d00 * d21 - d01 * d20) / denom;
|
||||
float u = 1.0f - v - w;
|
||||
|
||||
return (Vector3){ u, v, w };
|
||||
}
|
||||
|
||||
// Raycasts against the model mesh and calculates exact UV texture space coordinates
|
||||
static bool GetMeshHitUV(Ray ray, Model model, Vector2 *outUV)
|
||||
{
|
||||
if (model.meshCount == 0 || model.meshes[0].texcoords == NULL) return false;
|
||||
|
||||
// Fast bounding box pre-pass using transformed bounding box
|
||||
RayCollision boxHit = GetRayCollisionBox(ray, g_App.modelBBox);
|
||||
if (!boxHit.hit) return false;
|
||||
|
||||
Mesh mesh = model.meshes[0];
|
||||
float closestDistance = 999999.0f;
|
||||
bool foundHit = false;
|
||||
Vector2 interpolatedUV = { 0 };
|
||||
|
||||
for (int tri = 0; tri < mesh.triangleCount; tri++)
|
||||
{
|
||||
int idx0, idx1, idx2;
|
||||
|
||||
if (mesh.indices != NULL)
|
||||
{
|
||||
idx0 = mesh.indices[3 * tri + 0];
|
||||
idx1 = mesh.indices[3 * tri + 1];
|
||||
idx2 = mesh.indices[3 * tri + 2];
|
||||
}
|
||||
else
|
||||
{
|
||||
idx0 = 3 * tri + 0;
|
||||
idx1 = 3 * tri + 1;
|
||||
idx2 = 3 * tri + 2;
|
||||
}
|
||||
|
||||
Vector3 a = Vector3Transform((Vector3){ mesh.vertices[3 * idx0 + 0], mesh.vertices[3 * idx0 + 1], mesh.vertices[3 * idx0 + 2] }, model.transform);
|
||||
Vector3 b = Vector3Transform((Vector3){ mesh.vertices[3 * idx1 + 0], mesh.vertices[3 * idx1 + 1], mesh.vertices[3 * idx1 + 2] }, model.transform);
|
||||
Vector3 c = Vector3Transform((Vector3){ mesh.vertices[3 * idx2 + 0], mesh.vertices[3 * idx2 + 1], mesh.vertices[3 * idx2 + 2] }, model.transform);
|
||||
|
||||
// Backface culling check: ignore triangles oriented away from camera ray
|
||||
Vector3 edge1 = Vector3Subtract(b, a);
|
||||
Vector3 edge2 = Vector3Subtract(c, a);
|
||||
Vector3 normal = Vector3Normalize(Vector3CrossProduct(edge1, edge2));
|
||||
|
||||
if (Vector3DotProduct(normal, ray.direction) >= 0.0f) continue;
|
||||
|
||||
RayCollision triHit = GetRayCollisionTriangle(ray, a, b, c);
|
||||
|
||||
if (triHit.hit && triHit.distance < closestDistance)
|
||||
{
|
||||
closestDistance = triHit.distance;
|
||||
foundHit = true;
|
||||
|
||||
Vector2 uvA = (Vector2){ mesh.texcoords[2 * idx0 + 0], mesh.texcoords[2 * idx0 + 1] };
|
||||
Vector2 uvB = (Vector2){ mesh.texcoords[2 * idx1 + 0], mesh.texcoords[2 * idx1 + 1] };
|
||||
Vector2 uvC = (Vector2){ mesh.texcoords[2 * idx2 + 0], mesh.texcoords[2 * idx2 + 1] };
|
||||
|
||||
Vector3 weights = CalculateBarycentric(triHit.point, a, b, c);
|
||||
|
||||
interpolatedUV.x = weights.x * uvA.x + weights.y * uvB.x + weights.z * uvC.x;
|
||||
interpolatedUV.y = weights.x * uvA.y + weights.y * uvB.y + weights.z * uvC.y;
|
||||
|
||||
// Wrap UV values within [0.0..1.0] range
|
||||
interpolatedUV.x = interpolatedUV.x - floorf(interpolatedUV.x);
|
||||
interpolatedUV.y = interpolatedUV.y - floorf(interpolatedUV.y);
|
||||
}
|
||||
}
|
||||
|
||||
if (foundHit && (outUV != NULL))
|
||||
{
|
||||
*outUV = interpolatedUV;
|
||||
}
|
||||
|
||||
return foundHit;
|
||||
}
|
||||
|
||||
// Custom GUI Button Control
|
||||
static bool DrawCustomButton(Rectangle rec, const char *label, bool active)
|
||||
{
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
bool hovered = CheckCollisionPointRec(mousePos, rec);
|
||||
bool clicked = hovered && IsMouseButtonPressed(MOUSE_BUTTON_LEFT);
|
||||
|
||||
Color btnColor = active ? GOLD : (hovered ? LIGHTGRAY : GRAY);
|
||||
Color textColor = active ? BLACK : (hovered ? BLACK : RAYWHITE);
|
||||
|
||||
DrawRectangleRec(rec, btnColor);
|
||||
DrawRectangleLinesEx(rec, 1.5f, DARKGRAY);
|
||||
|
||||
int fontSize = 10;
|
||||
int 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, textColor);
|
||||
|
||||
return clicked;
|
||||
}
|
||||
Loading…
Reference in a new issue