New Examples
New examples showing a 3d portal effect, light bloom, texture decals that works on the web, drawing on textures
This commit is contained in:
parent
3d671a6dd4
commit
f97f994512
1 changed files with 1616 additions and 0 deletions
578
examples/textures/textures_decals.c
Normal file
578
examples/textures/textures_decals.c
Normal file
|
|
@ -0,0 +1,578 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - decals
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 6.0, last time updated with raylib 6.0
|
||||
*
|
||||
* NOTE: Decal projection onto 3D mesh surface using geometry clipping.
|
||||
*
|
||||
* Example contributed by PanicTitan and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
#include "raymath.h"
|
||||
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
#include <math.h>
|
||||
|
||||
#if defined(PLATFORM_WEB)
|
||||
#include <emscripten/emscripten.h>
|
||||
#endif
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Defines and Macros
|
||||
//--------------------------------------------------------------------------------------
|
||||
#undef FLT_MAX
|
||||
#define FLT_MAX 340282346638528859811704183484516925440.0f
|
||||
#define MAX_DECALS 256
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
typedef struct MeshBuilder {
|
||||
int vertexCount;
|
||||
int vertexCapacity;
|
||||
Vector3 *vertices;
|
||||
Vector2 *uvs;
|
||||
} MeshBuilder;
|
||||
|
||||
typedef struct AppContext {
|
||||
Camera camera;
|
||||
Model model;
|
||||
Texture2D modelTexture;
|
||||
Model placementCube;
|
||||
Material decalMaterial;
|
||||
Texture2D decalTexture;
|
||||
BoundingBox modelBBox;
|
||||
Model decalModels[MAX_DECALS];
|
||||
int decalCount;
|
||||
float decalSize;
|
||||
float decalOffset;
|
||||
bool showModel;
|
||||
} AppContext;
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Global Variables Definition
|
||||
//--------------------------------------------------------------------------------------
|
||||
static AppContext g_App = { 0 };
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Declaration
|
||||
//--------------------------------------------------------------------------------------
|
||||
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 v0, Vector3 v1, Vector3 v2);
|
||||
static void FreeMeshBuilder(MeshBuilder *mb);
|
||||
static Mesh BuildMesh(MeshBuilder *mb);
|
||||
static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset);
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s);
|
||||
static void FreeDecalMeshData(void);
|
||||
static bool GuiButton(Rectangle rec, const char *label);
|
||||
void UpdateDrawFrame(void);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
int main(void)
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - decals");
|
||||
|
||||
// Camera setup
|
||||
g_App.camera.position = (Vector3){ 0.0f, 2.5f, 5.0f };
|
||||
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;
|
||||
|
||||
// Procedural model generation
|
||||
Mesh knotMesh = GenMeshTorus(0.8f, 1.8f, 32, 64);
|
||||
g_App.model = LoadModelFromMesh(knotMesh);
|
||||
|
||||
// Procedural texture generation
|
||||
Image modelImg = GenImageChecked(512, 512, 32, 32, LIGHTGRAY, GRAY);
|
||||
g_App.modelTexture = LoadTextureFromImage(modelImg);
|
||||
UnloadImage(modelImg);
|
||||
SetTextureFilter(g_App.modelTexture, TEXTURE_FILTER_BILINEAR);
|
||||
g_App.model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = g_App.modelTexture;
|
||||
|
||||
// Bounding box setup
|
||||
g_App.modelBBox = GetMeshBoundingBox(g_App.model.meshes[0]);
|
||||
g_App.camera.target = Vector3Lerp(g_App.modelBBox.min, g_App.modelBBox.max, 0.5f);
|
||||
|
||||
float modelSize = fminf(
|
||||
fminf(fabsf(g_App.modelBBox.max.x - g_App.modelBBox.min.x), fabsf(g_App.modelBBox.max.y - g_App.modelBBox.min.y)),
|
||||
fabsf(g_App.modelBBox.max.z - g_App.modelBBox.min.z));
|
||||
|
||||
g_App.decalSize = modelSize * 0.35f;
|
||||
g_App.decalOffset = 0.01f;
|
||||
|
||||
// Placement helper cube
|
||||
g_App.placementCube = LoadModelFromMesh(GenMeshCube(g_App.decalSize, g_App.decalSize, g_App.decalSize));
|
||||
g_App.placementCube.materials[0].maps[0].color = LIME;
|
||||
|
||||
// Procedural decal texture generation
|
||||
Image decalImg = GenImageColor(128, 128, BLANK);
|
||||
ImageDrawCircle(&decalImg, 64, 64, 60, RED);
|
||||
ImageDrawCircle(&decalImg, 64, 64, 45, WHITE);
|
||||
ImageDrawCircle(&decalImg, 64, 64, 30, RED);
|
||||
ImageDrawCircle(&decalImg, 64, 64, 15, YELLOW);
|
||||
|
||||
g_App.decalTexture = LoadTextureFromImage(decalImg);
|
||||
UnloadImage(decalImg);
|
||||
SetTextureFilter(g_App.decalTexture, TEXTURE_FILTER_BILINEAR);
|
||||
|
||||
g_App.decalMaterial = LoadMaterialDefault();
|
||||
g_App.decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = g_App.decalTexture;
|
||||
g_App.decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
|
||||
|
||||
g_App.showModel = true;
|
||||
g_App.decalCount = 0;
|
||||
|
||||
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);
|
||||
UnloadTexture(g_App.modelTexture);
|
||||
UnloadModel(g_App.placementCube);
|
||||
UnloadTexture(g_App.decalTexture);
|
||||
|
||||
for (int i = 0; i < g_App.decalCount; i++) UnloadModel(g_App.decalModels[i]);
|
||||
|
||||
FreeDecalMeshData();
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
#endif
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Frame Update and Render Loop
|
||||
//------------------------------------------------------------------------------------
|
||||
void UpdateDrawFrame(void)
|
||||
{
|
||||
const int screenWidth = GetScreenWidth();
|
||||
const int screenHeight = GetScreenHeight();
|
||||
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&g_App.camera, CAMERA_THIRD_PERSON);
|
||||
|
||||
RayCollision collision = { 0 };
|
||||
collision.distance = FLT_MAX;
|
||||
collision.hit = false;
|
||||
|
||||
Ray ray = GetScreenToWorldRay(GetMousePosition(), g_App.camera);
|
||||
RayCollision boxHitInfo = GetRayCollisionBox(ray, g_App.modelBBox);
|
||||
|
||||
if (boxHitInfo.hit && (g_App.decalCount < MAX_DECALS))
|
||||
{
|
||||
RayCollision meshHitInfo = { 0 };
|
||||
for (int m = 0; m < g_App.model.meshCount; m++)
|
||||
{
|
||||
meshHitInfo = GetRayCollisionMesh(ray, g_App.model.meshes[m], g_App.model.transform);
|
||||
if (meshHitInfo.hit)
|
||||
{
|
||||
if (!collision.hit || (collision.distance > meshHitInfo.distance)) collision = meshHitInfo;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (collision.hit && IsMouseButtonPressed(MOUSE_BUTTON_LEFT) && (g_App.decalCount < MAX_DECALS))
|
||||
{
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0.0f, 1.0f, 0.0f });
|
||||
splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD * ((float)GetRandomValue(-180, 180))));
|
||||
|
||||
Mesh decalMesh = GenMeshDecal(g_App.model, splat, g_App.decalSize, g_App.decalOffset);
|
||||
|
||||
if (decalMesh.vertexCount > 0)
|
||||
{
|
||||
int decalIndex = g_App.decalCount++;
|
||||
g_App.decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
|
||||
g_App.decalModels[decalIndex].materials[0].maps[0] = g_App.decalMaterial.maps[0];
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
BeginMode3D(g_App.camera);
|
||||
if (g_App.showModel) DrawModel(g_App.model, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE);
|
||||
|
||||
for (int i = 0; i < g_App.decalCount; i++) DrawModel(g_App.decalModels[i], (Vector3){ 0 }, 1.0f, WHITE);
|
||||
|
||||
if (collision.hit)
|
||||
{
|
||||
Vector3 origin = Vector3Add(collision.point, Vector3Scale(collision.normal, 1.0f));
|
||||
Matrix splat = MatrixLookAt(collision.point, origin, (Vector3){ 0, 1, 0 });
|
||||
g_App.placementCube.transform = MatrixInvert(splat);
|
||||
DrawModel(g_App.placementCube, (Vector3){ 0 }, 1.0f, Fade(WHITE, 0.5f));
|
||||
}
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
EndMode3D();
|
||||
|
||||
// Stats UI Display
|
||||
float yPos = 10;
|
||||
float x0 = screenWidth - 280.0f;
|
||||
float x1 = x0 + 90;
|
||||
float x2 = x1 + 90;
|
||||
|
||||
DrawText("Vertices", (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText("Triangles", (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
int vertexCount = 0;
|
||||
int triangleCount = 0;
|
||||
|
||||
for (int i = 0; i < g_App.model.meshCount; i++)
|
||||
{
|
||||
vertexCount += g_App.model.meshes[i].vertexCount;
|
||||
triangleCount += g_App.model.meshes[i].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("Base Model", (int)x0, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||
yPos += 15;
|
||||
|
||||
for (int i = 0; i < g_App.decalCount; i++)
|
||||
{
|
||||
vertexCount += g_App.decalModels[i].meshes[0].vertexCount;
|
||||
triangleCount += g_App.decalModels[i].meshes[0].triangleCount;
|
||||
}
|
||||
|
||||
DrawText("TOTAL", (int)x0, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", vertexCount), (int)x1, (int)yPos, 10, LIME);
|
||||
DrawText(TextFormat("%d", triangleCount), (int)x2, (int)yPos, 10, LIME);
|
||||
|
||||
DrawText("Left Click: Place Decal | Hold Right Click: Rotate Camera", 10, screenHeight - 25, 10, DARKGRAY);
|
||||
|
||||
// GUI controls
|
||||
if (GuiButton((Rectangle){ 10, (float)screenHeight - 80.0f, 100, 40 }, g_App.showModel ? "Hide Model" : "Show Model"))
|
||||
{
|
||||
g_App.showModel = !g_App.showModel;
|
||||
}
|
||||
|
||||
if (GuiButton((Rectangle){ 120, (float)screenHeight - 80.0f, 100, 40 }, "Clear Decals"))
|
||||
{
|
||||
for (int i = 0; i < g_App.decalCount; i++) UnloadModel(g_App.decalModels[i]);
|
||||
g_App.decalCount = 0;
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Module Functions Definitions
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Add a triangle definition to mesh builder buffer
|
||||
static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 v0, Vector3 v1, Vector3 v2)
|
||||
{
|
||||
if (mb->vertexCapacity <= (mb->vertexCount + 3))
|
||||
{
|
||||
int newVertexCapacity = (1 + (mb->vertexCapacity / 256)) * 256;
|
||||
Vector3 *newVertices = (Vector3 *)MemAlloc(newVertexCapacity * sizeof(Vector3));
|
||||
|
||||
if (mb->vertexCapacity > 0)
|
||||
{
|
||||
memcpy(newVertices, mb->vertices, mb->vertexCount * sizeof(Vector3));
|
||||
MemFree(mb->vertices);
|
||||
}
|
||||
|
||||
mb->vertices = newVertices;
|
||||
mb->vertexCapacity = newVertexCapacity;
|
||||
}
|
||||
|
||||
int index = mb->vertexCount;
|
||||
mb->vertexCount += 3;
|
||||
|
||||
mb->vertices[index + 0] = v0;
|
||||
mb->vertices[index + 1] = v1;
|
||||
mb->vertices[index + 2] = v2;
|
||||
}
|
||||
|
||||
// Free mesh builder memory buffer
|
||||
static void FreeMeshBuilder(MeshBuilder *mb)
|
||||
{
|
||||
if (mb->vertices) MemFree(mb->vertices);
|
||||
if (mb->uvs) MemFree(mb->uvs);
|
||||
*mb = (MeshBuilder){ 0 };
|
||||
}
|
||||
|
||||
// Build standard raylib Mesh from builder object
|
||||
static Mesh BuildMesh(MeshBuilder *mb)
|
||||
{
|
||||
Mesh outMesh = { 0 };
|
||||
|
||||
outMesh.vertexCount = mb->vertexCount;
|
||||
outMesh.triangleCount = mb->vertexCount / 3;
|
||||
outMesh.vertices = (float *)MemAlloc(outMesh.vertexCount * 3 * sizeof(float));
|
||||
if (mb->uvs) outMesh.texcoords = (float *)MemAlloc(outMesh.vertexCount * 2 * sizeof(float));
|
||||
|
||||
for (int i = 0; i < mb->vertexCount; i++)
|
||||
{
|
||||
outMesh.vertices[3 * i + 0] = mb->vertices[i].x;
|
||||
outMesh.vertices[3 * i + 1] = mb->vertices[i].y;
|
||||
outMesh.vertices[3 * i + 2] = mb->vertices[i].z;
|
||||
|
||||
if (mb->uvs)
|
||||
{
|
||||
outMesh.texcoords[2 * i + 0] = mb->uvs[i].x;
|
||||
outMesh.texcoords[2 * i + 1] = mb->uvs[i].y;
|
||||
}
|
||||
}
|
||||
|
||||
UploadMesh(&outMesh, false);
|
||||
return outMesh;
|
||||
}
|
||||
|
||||
// Helper to clean up static internal mesh builder allocations
|
||||
static void FreeDecalMeshData(void)
|
||||
{
|
||||
Model dummy = { 0 };
|
||||
dummy.meshCount = -1;
|
||||
Matrix m = { 0 };
|
||||
GenMeshDecal(dummy, m, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
// Clip line segment against clipping plane
|
||||
static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
|
||||
{
|
||||
float d0 = Vector3DotProduct(v0, p) - s;
|
||||
float d1 = Vector3DotProduct(v1, p) - s;
|
||||
float s0 = d0 / (d0 - d1);
|
||||
|
||||
return Vector3Lerp(v0, v1, s0);
|
||||
}
|
||||
|
||||
// Generate a clipped decal mesh mapped over target model using projection matrix
|
||||
static Mesh GenMeshDecal(Model target, Matrix projection, float decalSize, float decalOffset)
|
||||
{
|
||||
static MeshBuilder meshBuilders[2] = { 0 };
|
||||
|
||||
if (target.meshCount == -1)
|
||||
{
|
||||
FreeMeshBuilder(&meshBuilders[0]);
|
||||
FreeMeshBuilder(&meshBuilders[1]);
|
||||
return (Mesh){ 0 };
|
||||
}
|
||||
|
||||
Matrix invProj = MatrixInvert(projection);
|
||||
|
||||
meshBuilders[0].vertexCount = 0;
|
||||
meshBuilders[1].vertexCount = 0;
|
||||
|
||||
int mbIndex = 0;
|
||||
|
||||
for (int meshIndex = 0; meshIndex < target.meshCount; meshIndex++)
|
||||
{
|
||||
Mesh mesh = target.meshes[meshIndex];
|
||||
for (int tri = 0; tri < mesh.triangleCount; tri++)
|
||||
{
|
||||
Vector3 vertices[3] = { 0 };
|
||||
|
||||
if (mesh.indices == NULL)
|
||||
{
|
||||
for (int v = 0; v < 3; v++)
|
||||
{
|
||||
vertices[v] = (Vector3){
|
||||
mesh.vertices[3 * 3 * tri + 3 * v + 0],
|
||||
mesh.vertices[3 * 3 * tri + 3 * v + 1],
|
||||
mesh.vertices[3 * 3 * tri + 3 * v + 2]
|
||||
};
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int v = 0; v < 3; v++)
|
||||
{
|
||||
int idx = mesh.indices[3 * tri + v];
|
||||
vertices[v] = (Vector3){
|
||||
mesh.vertices[3 * idx + 0],
|
||||
mesh.vertices[3 * idx + 1],
|
||||
mesh.vertices[3 * idx + 2]
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
int insideCount = 0;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
Vector3 v = Vector3Transform(vertices[i], projection);
|
||||
if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
|
||||
vertices[i] = v;
|
||||
}
|
||||
|
||||
if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices[0], vertices[1], vertices[2]);
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 planes[6] = {
|
||||
{ 1, 0, 0 }, { -1, 0, 0 },
|
||||
{ 0, 1, 0 }, { 0, -1, 0 },
|
||||
{ 0, 0, 1 }, { 0, 0, -1 }
|
||||
};
|
||||
|
||||
for (int face = 0; face < 6; face++)
|
||||
{
|
||||
mbIndex = 1 - mbIndex;
|
||||
|
||||
MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
|
||||
MeshBuilder *outMesh = &meshBuilders[mbIndex];
|
||||
|
||||
outMesh->vertexCount = 0;
|
||||
float s = 0.5f * decalSize;
|
||||
|
||||
for (int i = 0; i < inMesh->vertexCount; i += 3)
|
||||
{
|
||||
Vector3 nV1, nV2, nV3, nV4;
|
||||
|
||||
float d1 = Vector3DotProduct(inMesh->vertices[i + 0], planes[face]) - s;
|
||||
float d2 = Vector3DotProduct(inMesh->vertices[i + 1], planes[face]) - s;
|
||||
float d3 = Vector3DotProduct(inMesh->vertices[i + 2], planes[face]) - s;
|
||||
|
||||
int v1Out = (d1 > 0);
|
||||
int v2Out = (d2 > 0);
|
||||
int v3Out = (d3 > 0);
|
||||
|
||||
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;
|
||||
}
|
||||
Loading…
Reference in a new issue