New examples showing a 3d portal effect, light bloom, texture decals that works on the web, drawing on textures
578 lines
No EOL
21 KiB
C
578 lines
No EOL
21 KiB
C
/*******************************************************************************************
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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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{
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Vector3 nV1, nV2, nV3, nV4;
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float d1 = Vector3DotProduct(inMesh->vertices[i + 0], planes[face]) - s;
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float d2 = Vector3DotProduct(inMesh->vertices[i + 1], planes[face]) - s;
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float d3 = Vector3DotProduct(inMesh->vertices[i + 2], planes[face]) - s;
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int v1Out = (d1 > 0);
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int v2Out = (d2 > 0);
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int v3Out = (d3 > 0);
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int total = v1Out + v2Out + v3Out;
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switch (total)
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{
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case 0:
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AddTriangleToMeshBuilder(outMesh, inMesh->vertices[i], inMesh->vertices[i + 1], inMesh->vertices[i + 2]);
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break;
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case 1:
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if (v1Out)
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{
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nV1 = inMesh->vertices[i + 1];
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nV2 = inMesh->vertices[i + 2];
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nV3 = ClipSegment(inMesh->vertices[i], nV1, planes[face], s);
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nV4 = ClipSegment(inMesh->vertices[i], nV2, planes[face], s);
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}
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if (v2Out)
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{
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nV1 = inMesh->vertices[i];
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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;
|
|
} |