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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/*******************************************************************************************
*
* raylib [other] example - 3d stencil buffer portal masking
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by PanicTitan (@PanicTitan) and reviewed by Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "rlgl.h"
#include <math.h>
// Standard OpenGL defines for Stencil Buffer and Face Culling
#ifndef GL_STENCIL_TEST
#define GL_STENCIL_TEST 0x0B90
#define GL_STENCIL_BUFFER_BIT 0x00000400
#define GL_DEPTH_BUFFER_BIT 0x00000100
#define GL_CULL_FACE 0x0B44
#define GL_BACK 0x0405
#define GL_ALWAYS 0x0207
#define GL_EQUAL 0x0202
#define GL_REPLACE 0x1E01
#define GL_KEEP 0x1E00
#define GL_FALSE 0
#define GL_TRUE 1
#endif
// External OpenGL function declarations
#if defined(__cplusplus)
extern "C" {
#endif
RLAPI void glEnable(unsigned int cap);
RLAPI void glDisable(unsigned int cap);
RLAPI void glClear(unsigned int mask);
RLAPI void glStencilFunc(unsigned int func, int ref, unsigned int mask);
RLAPI void glStencilOp(unsigned int sfail, unsigned int dpfail, unsigned int dppass);
RLAPI void glColorMask(unsigned char red, unsigned char green, unsigned char blue, unsigned char alpha);
RLAPI void glDepthMask(unsigned char flag);
RLAPI void glCullFace(unsigned int mode);
#if defined(__cplusplus)
}
#endif
//------------------------------------------------------------------------------------
// Module Functions Declaration
//------------------------------------------------------------------------------------
static void DrawPortalMaskPlane(float width, float height);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 1280;
const int screenHeight = 720;
InitWindow(screenWidth, screenHeight, "raylib [rlgl] example - 3d stencil buffer portal");
// Camera to navigate the 3D world
Camera3D camera = { 0 };
camera.position = (Vector3){ 0.0f, 2.5f, 7.0f };
camera.target = (Vector3){ 0.0f, 1.8f, 0.0f };
camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
DisableCursor(); // Lock cursor for first-person free camera controls
SetTargetFPS(60); // Set target frame-rate
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CAMERA_FREE);
float time = (float)GetTime();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground((Color){ 15, 18, 26, 255 });
// 1. Render Real World (Outside Portal)
//------------------------------------------------------------------------------
BeginMode3D(camera);
DrawGrid(20, 1.0f);
// Real world side pillars
DrawCube((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
DrawCubeWires((Vector3){ -3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
DrawCube((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, DARKGRAY);
DrawCubeWires((Vector3){ 3.5f, 2.0f, 0.0f }, 0.8f, 4.0f, 0.8f, ORANGE);
// Golden archway front frame
DrawCubeWires((Vector3){ 0.0f, 2.0f, 0.0f }, 3.2f, 4.2f, 0.2f, GOLD);
DrawCube((Vector3){ 0.0f, 0.05f, 0.0f }, 3.4f, 0.1f, 0.6f, MAROON);
// Solid back wall for the portal (visible when viewing from behind)
DrawCube((Vector3){ 0.0f, 2.0f, -0.05f }, 3.1f, 4.1f, 0.05f, DARKBLUE);
EndMode3D();
// Flush pending render batch before modifying OpenGL stencil state
rlDrawRenderBatchActive();
// 2. Stencil Mask Pass (Write Portal Doorway to Stencil Buffer)
//------------------------------------------------------------------------------
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT); // Reset stencil mask buffer to 0
// Enable backface culling so the back of the portal plane does not register
glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
// Stencil settings: write '1' everywhere mask geometry is drawn
glStencilFunc(GL_ALWAYS, 1, 0xFF);
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
// Disable color and depth writes (mask geometry remains invisible)
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glDepthMask(GL_FALSE);
BeginMode3D(camera);
// Draw single-sided 2D quad mask plane facing +Z
DrawPortalMaskPlane(3.0f, 4.0f);
EndMode3D();
rlDrawRenderBatchActive();
// Restore culling state
glDisable(GL_CULL_FACE);
// 3. Render Secret World (Only where Stencil == 1)
//------------------------------------------------------------------------------
// Restore color and depth writing
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDepthMask(GL_TRUE);
// Only render fragments where stencil buffer is equal to 1
glStencilFunc(GL_EQUAL, 1, 0xFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Clear depth buffer in stencil region so inner geometry renders properly
glClear(GL_DEPTH_BUFFER_BIT);
BeginMode3D(camera);
// Secret world neon grid floor
DrawGrid(30, 0.8f);
// Floating pulsing core sphere inside alternate dimension
Vector3 corePos = { 0.0f, 2.0f + sinf(time * 2.5f) * 0.4f, -4.0f };
DrawSphere(corePos, 1.2f, PURPLE);
DrawSphereWires(corePos, 1.25f, 16, 16, MAGENTA);
// Orbiting green cubes in alternate dimension
for (int i = 0; i < 4; i++)
{
float angle = time * 1.5f + i * (PI / 2.0f);
Vector3 pos = {
sinf(angle) * 2.5f,
2.0f + cosf(time * 3.0f + i) * 0.5f,
-4.0f + cosf(angle) * 2.5f
};
DrawCube(pos, 0.5f, 0.5f, 0.5f, LIME);
DrawCubeWires(pos, 0.52f, 0.52f, 0.52f, DARKGREEN);
}
EndMode3D();
rlDrawRenderBatchActive();
// 4. Cleanup & 2D HUD Overlay
//------------------------------------------------------------------------------
glDisable(GL_STENCIL_TEST);
// Overlay HUD
DrawRectangle(15, 15, 420, 85, Fade(BLACK, 0.75f));
DrawRectangleLines(15, 15, 420, 85, GOLD);
DrawText("3D STENCIL PORTAL DEMO", 28, 25, 20, GOLD);
DrawText("Look through the golden arch into Dimension B", 28, 52, 14, RAYWHITE);
DrawText("Controls: Mouse to look | WASD / Keys to move", 28, 72, 12, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw a single 1-sided 2D quad plane facing +Z used for stencil masking
static void DrawPortalMaskPlane(float width, float height)
{
float hw = width / 2.0f;
rlBegin(RL_QUADS);
rlNormal3f(0.0f, 0.0f, 1.0f);
// Counter-Clockwise (CCW) vertex order = Front Face
rlVertex3f(-hw, 0.0f, 0.0f);
rlVertex3f( hw, 0.0f, 0.0f);
rlVertex3f( hw, height, 0.0f);
rlVertex3f(-hw, height, 0.0f);
rlEnd();
}

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/*******************************************************************************************
*
* raylib [shaders] example - forward multi-lighting with bloom
*
* Example complexity rating: [★★★☆] 3/4
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* NOTE: Forward multi-point lighting combined with specular highlights and post-processing
* tone-mapped bloom shader pass using offscreen render textures.
*
* Example contributed by PanicTitan and reviewed by Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include <stdlib.h> // Required for: NULL
#include <math.h> // Required for: sinf(), cosf()
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION "#version 330\n"
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION "#version 300 es\nprecision mediump float;\n"
#endif
//--------------------------------------------------------------------------------------
// Global Definitions
//--------------------------------------------------------------------------------------
#define MAX_LIGHTS 8
//--------------------------------------------------------------------------------------
// Embedded Shader Sources
//--------------------------------------------------------------------------------------
// Forward Vertex Shader
static const char *multiLightVS = GLSL_VERSION R"(
in vec3 vertexPosition;
in vec2 vertexTexCoord;
in vec3 vertexNormal;
out vec3 fragPosition;
out vec3 fragNormal;
out vec2 fragTexCoord;
uniform mat4 mvp;
uniform mat4 matModel;
void main() {
fragPosition = vec3(matModel * vec4(vertexPosition, 1.0));
fragNormal = normalize(vec3(matModel * vec4(vertexNormal, 0.0)));
fragTexCoord = vertexTexCoord;
gl_Position = mvp * vec4(vertexPosition, 1.0);
}
)";
// Forward Fragment Shader (Point Light Falloff & Blinn-Phong Specular)
static const char *multiLightFS = GLSL_VERSION R"(
in vec3 fragPosition;
in vec3 fragNormal;
in vec2 fragTexCoord;
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec3 viewPos;
uniform vec3 lightPositions[8];
uniform vec3 lightColors[8];
void main() {
vec4 texColor = texture(texture0, fragTexCoord);
vec3 norm = normalize(fragNormal);
vec3 viewDir = normalize(viewPos - fragPosition);
// Dark ambient baseline
vec3 ambient = 0.05 * texColor.rgb;
vec3 totalDiffuse = vec3(0.0);
vec3 totalSpecular = vec3(0.0);
for (int i = 0; i < 8; i++) {
vec3 lightDir = normalize(lightPositions[i] - fragPosition);
float dist = length(lightPositions[i] - fragPosition);
// Attenuation calculation
float attenuation = 1.0 / (1.0 + 0.8 * dist + 0.4 * dist * dist);
// Diffuse Shading
float diff = max(dot(norm, lightDir), 0.0);
totalDiffuse += diff * lightColors[i] * attenuation * 1.2;
// Blinn-Phong Specular
vec3 halfwayDir = normalize(lightDir + viewDir);
float spec = pow(max(dot(norm, halfwayDir), 0.0), 32.0);
totalSpecular += spec * lightColors[i] * attenuation * 0.8;
}
vec3 result = ambient + (totalDiffuse * texColor.rgb) + totalSpecular;
finalColor = vec4(result, texColor.a);
}
)";
// Tone-Mapped Kawase Bloom Fragment Shader
static const char *bloomFS = GLSL_VERSION R"(
in vec2 fragTexCoord;
out vec4 finalColor;
uniform sampler2D texture0;
void main() {
vec2 uv = fragTexCoord;
vec4 color = texture(texture0, uv);
// High-pass threshold check (pixels brighter than 0.75)
vec4 bloom = vec4(0.0);
vec2 texel = vec2(1.0 / 1280.0, 1.0 / 720.0) * 2.5;
for (int x = -2; x <= 2; x++) {
for (int y = -2; y <= 2; y++) {
vec4 smp = texture(texture0, uv + vec2(x, y) * texel);
float brightness = max(smp.r, max(smp.g, smp.b));
if (brightness > 0.75) bloom += smp;
}
}
bloom /= 25.0;
// Combine original with soft bloom glow
vec3 HDR = color.rgb + bloom.rgb * 1.2;
// Reinhard Tone Mapping
vec3 LDR = HDR / (HDR + vec3(1.0));
finalColor = vec4(LDR, color.a);
}
)";
//--------------------------------------------------------------------------------------
// Types and Structures Definition
//--------------------------------------------------------------------------------------
typedef struct AppContext {
Camera camera; // 3D scene camera
RenderTexture2D fbo; // Offscreen render target
Shader lightShader; // Multi-light forward shader
Shader bloomShader; // Bloom post-processing shader
Model cubeModel; // Center cube mesh model
Model floorModel; // Ground plane mesh model
int lightPosLoc; // Uniform location: light positions
int lightColLoc; // Uniform location: light colors
int viewPosLoc; // Uniform location: view position
Vector3 lightPositions[MAX_LIGHTS]; // Array of point light positions
Vector3 lightColors[MAX_LIGHTS]; // Array of point light RGB colors
} AppContext;
//--------------------------------------------------------------------------------------
// Module Global Variables
//--------------------------------------------------------------------------------------
static AppContext g_App = { 0 };
//--------------------------------------------------------------------------------------
// Module Functions Declaration
//--------------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Main frame loop (web & desktop)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 1280;
const int screenHeight = 720;
SetConfigFlags(FLAG_MSAA_4X_HINT | FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - forward multi-lighting bloom");
// Camera setup
g_App.camera.position = (Vector3){ 0.0f, 5.0f, 9.0f };
g_App.camera.target = (Vector3){ 0.0f, 0.5f, 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;
// Load render target for multi-pass bloom
g_App.fbo = LoadRenderTexture(screenWidth, screenHeight);
// Load custom shaders from memory strings
g_App.lightShader = LoadShaderFromMemory(multiLightVS, multiLightFS);
g_App.bloomShader = LoadShaderFromMemory(NULL, bloomFS);
// Create models and attach custom lighting shader
g_App.cubeModel = LoadModelFromMesh(GenMeshCube(2.0f, 2.0f, 2.0f));
g_App.floorModel = LoadModelFromMesh(GenMeshPlane(14.0f, 14.0f, 1, 1));
g_App.cubeModel.materials[0].shader = g_App.lightShader;
g_App.floorModel.materials[0].shader = g_App.lightShader;
// Fetch shader uniform locations
g_App.lightPosLoc = GetShaderLocation(g_App.lightShader, "lightPositions");
g_App.lightColLoc = GetShaderLocation(g_App.lightShader, "lightColors");
g_App.viewPosLoc = GetShaderLocation(g_App.lightShader, "viewPos");
// Initialize 8 vivid light colors
g_App.lightColors[0] = (Vector3){ 1.0f, 0.2f, 0.2f }; // Red
g_App.lightColors[1] = (Vector3){ 0.2f, 1.0f, 0.3f }; // Green
g_App.lightColors[2] = (Vector3){ 0.2f, 0.5f, 1.0f }; // Blue
g_App.lightColors[3] = (Vector3){ 1.0f, 0.8f, 0.1f }; // Yellow
g_App.lightColors[4] = (Vector3){ 1.0f, 0.1f, 0.8f }; // Magenta
g_App.lightColors[5] = (Vector3){ 0.1f, 1.0f, 1.0f }; // Cyan
g_App.lightColors[6] = (Vector3){ 1.0f, 0.4f, 0.1f }; // Orange
g_App.lightColors[7] = (Vector3){ 0.7f, 0.2f, 1.0f }; // Purple
SetShaderValueV(g_App.lightShader, g_App.lightColLoc, g_App.lightColors, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
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.cubeModel);
UnloadModel(g_App.floorModel);
UnloadShader(g_App.lightShader);
UnloadShader(g_App.bloomShader);
UnloadRenderTexture(g_App.fbo);
CloseWindow();
//--------------------------------------------------------------------------------------
#endif
return 0;
}
//--------------------------------------------------------------------------------------
// Frame Update and Render Logic
//--------------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&g_App.camera, CAMERA_ORBITAL);
float time = (float)GetTime();
// Orbital path calculation for point lights
for (int i = 0; i < MAX_LIGHTS; i++)
{
float angle = (i / (float)MAX_LIGHTS) * 2.0f * PI + time * 0.6f;
float radius = 4.2f + sinf(time * 1.2f + i) * 0.4f;
float height = 1.0f + sinf(time * 1.8f + i) * 0.6f;
g_App.lightPositions[i] = (Vector3){ sinf(angle) * radius, height, cosf(angle) * radius };
}
SetShaderValueV(g_App.lightShader, g_App.lightPosLoc, g_App.lightPositions, SHADER_UNIFORM_VEC3, MAX_LIGHTS);
SetShaderValue(g_App.lightShader, g_App.viewPosLoc, &g_App.camera.position, SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// PASS 1: RENDER SCENE TO OFFSCREEN FBO
BeginTextureMode(g_App.fbo);
ClearBackground((Color){ 12, 12, 18, 255 });
BeginMode3D(g_App.camera);
DrawModel(g_App.cubeModel, (Vector3){ 0.0f, 1.0f, 0.0f }, 1.0f, GRAY);
DrawModel(g_App.floorModel, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, DARKGRAY);
DrawGrid(10, 1.0f);
// Draw glowing orb bulbs at light origins
for (int i = 0; i < MAX_LIGHTS; i++)
{
Color bulbColor = (Color){
(unsigned char)(g_App.lightColors[i].x * 255),
(unsigned char)(g_App.lightColors[i].y * 255),
(unsigned char)(g_App.lightColors[i].z * 255),
255
};
DrawSphere(g_App.lightPositions[i], 0.15f, bulbColor);
}
EndMode3D();
EndTextureMode();
// PASS 2: PRESENT WITH TONE-MAPPED BLOOM
BeginDrawing();
ClearBackground(BLACK);
Rectangle srcRec = (Rectangle){ 0, 0, (float)g_App.fbo.texture.width, (float)-g_App.fbo.texture.height };
BeginShaderMode(g_App.bloomShader);
DrawTextureRec(g_App.fbo.texture, srcRec, (Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawText("BALANCED MULTI-LIGHT + REINHARD TONE MAPPED BLOOM", 20, 20, 20, GREEN);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

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/*******************************************************************************************
*
* 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;
}

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@ -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;
}