/******************************************************************************************* * * 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 #include #include #if defined(PLATFORM_WEB) #include #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; }