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@@ -43,8 +43,10 @@ typedef struct MeshBuilder {
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static void AddTriangleToMeshBuilder(MeshBuilder *mb, Vector3 vertices[3]);
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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(Mesh inputMesh, Ray ray);
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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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+#define FreeDecalMeshData() GenMeshDecal((Model){ .meshCount = -1.0f }, (Matrix){ 0 }, 0.0f, 0.0f)
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+static bool Button(Rectangle rec, char *label);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@@ -105,10 +107,6 @@ int main(void)
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decalMaterial.maps[MATERIAL_MAP_DIFFUSE].texture = decalTexture;
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decalMaterial.maps[MATERIAL_MAP_DIFFUSE].color = RAYWHITE;
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- // We're going to use these to build up our decal meshes
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- // They'll resize automatically as we go, we'll free them at the end
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- MeshBuilder meshBuilders[2] = { 0 };
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-
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bool showModel = true;
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Model decalModels[MAX_DECALS] = { 0 };
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int decalCount = 0;
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@@ -123,8 +121,6 @@ int main(void)
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//----------------------------------------------------------------------------------
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if (IsMouseButtonDown(MOUSE_BUTTON_RIGHT)) UpdateCamera(&camera, CAMERA_THIRD_PERSON);
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- if (IsKeyPressed(KEY_SPACE)) showModel = !showModel;
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-
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// Display information about closest hit
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RayCollision collision = { 0 };
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collision.distance = FLT_MAX;
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@@ -165,206 +161,12 @@ int main(void)
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// Spin the placement around a bit
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splat = MatrixMultiply(splat, MatrixRotateZ(DEG2RAD*((float)GetRandomValue(-180, 180))));
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- Matrix splatInv = MatrixInvert(splat);
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-
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- // Reset the mesh builders
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- meshBuilders[0].vertexCount = 0;
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- meshBuilders[1].vertexCount = 0;
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-
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- // We'll be flip-flopping between the two mesh builders
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- // Reading from one and writing to the other, then swapping
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- int mbIndex = 0;
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-
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- // First pass, just get any triangle inside the bounding box (for each mesh of the model)
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- for (int meshIndex = 0; meshIndex < model.meshCount; meshIndex++)
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- {
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- Mesh mesh = model.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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-
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- // The way we calculate the vertices of the mesh triangle
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- // depend on whether the mesh vertices are indexed or not
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- if (mesh.indices == 0)
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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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- vertices[v] = (Vector3){
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- mesh.vertices[ 3*mesh.indices[3*tri+0] + v],
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- mesh.vertices[ 3*mesh.indices[3*tri+1] + v],
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- mesh.vertices[ 3*mesh.indices[3*tri+2] + v]
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- };
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- }
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- }
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-
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- // Transform all 3 vertices of the triangle
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- // and check if they are inside our decal box
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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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- // To splat space
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- Vector3 v = Vector3Transform(vertices[i], splat);
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-
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- if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
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-
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- // We need to keep the transformed vertex
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- vertices[i] = v;
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- }
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-
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- // If any of them are inside, we add the triangle - we'll clip it later
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- if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices);
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- }
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- }
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-
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- // Clipping time! We need to clip against all 6 directions
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- Vector3 planes[6] = {
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- { 1, 0, 0 },
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- { -1, 0, 0 },
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- { 0, 1, 0 },
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- { 0, -1, 0 },
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- { 0, 0, 1 },
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- { 0, 0, -1 }
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- };
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-
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- for (int face = 0; face < 6; face++)
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- {
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- // Swap current model builder (so we read from the one we just wrote to)
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- mbIndex = 1 - mbIndex;
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-
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- MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
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- MeshBuilder *outMesh = &meshBuilders[mbIndex];
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-
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- // Reset write builder
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- outMesh->vertexCount = 0;
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-
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- float s = 0.5f*decalSize;
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-
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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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-
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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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-
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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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-
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- // Calculate, how many vertices of the face lie outside of the clipping plane
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- int total = v1Out + v2Out + v3Out;
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-
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- switch (total)
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- {
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- case 0:
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- {
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- // The entire face lies inside of the plane, no clipping needed
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- AddTriangleToMeshBuilder(outMesh, (Vector3[3]){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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- {
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- // One vertex lies outside of the plane, perform clipping
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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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-
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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];
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- nV3 = ClipSegment(inMesh->vertices[i + 1], nV1, planes[face], s);
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- nV4 = ClipSegment(inMesh->vertices[i + 1], nV2, planes[face], s);
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-
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- AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV3, nV2, nV1});
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- AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV2, nV3, nV4});
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- break;
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- }
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-
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- if (v3Out)
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- {
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- nV1 = inMesh->vertices[i];
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- nV2 = inMesh->vertices[i + 1];
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- nV3 = ClipSegment(inMesh->vertices[i + 2], nV1, planes[face], s);
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- nV4 = ClipSegment(inMesh->vertices[i + 2], nV2, planes[face], s);
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- }
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-
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- AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
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- AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2});
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- } break;
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- case 2:
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- {
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- // Two vertices lies outside of the plane, perform clipping
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- if (!v1Out)
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- {
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- nV1 = inMesh->vertices[i];
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- nV2 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
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- nV3 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
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- AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
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- }
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-
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- if (!v2Out)
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- {
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- nV1 = inMesh->vertices[i + 1];
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- nV2 = ClipSegment(nV1, inMesh->vertices[i + 2], planes[face], s);
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- nV3 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
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- AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
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- }
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-
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- if (!v3Out)
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- {
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- nV1 = inMesh->vertices[i + 2];
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- nV2 = ClipSegment(nV1, inMesh->vertices[i], planes[face], s);
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- nV3 = ClipSegment(nV1, inMesh->vertices[i + 1], planes[face], s);
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- AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV1, nV2, nV3});
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- }
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- } break;
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- case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices
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- default: break;
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- }
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- }
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- }
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- // Now we just need to re-transform the vertices
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- MeshBuilder *theMesh = &meshBuilders[mbIndex];
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-
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- // Allocate room for UVs
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- if (theMesh->vertexCount > 0)
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- {
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- theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
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-
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- for (int i = 0; i < theMesh->vertexCount; i++)
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- {
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- // Calculate the UVs based on the projected coords
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- // They are clipped to (-decalSize .. decalSize) and we want them (0..1)
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- theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
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- theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
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-
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- // From splat space to world space
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- theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], splatInv);
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-
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- // Tiny nudge in the normal direction so it renders properly over the mesh
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- theMesh->vertices[i] = Vector3Add(theMesh->vertices[i], Vector3Scale(collision.normal, decalOffset));
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- }
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-
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- // Decal model data ready, create it and add it
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+ Mesh decalMesh = GenMeshDecal(model, splat, decalSize, decalOffset);
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+ if (decalMesh.vertexCount > 0) {
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int decalIndex = decalCount++;
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- decalModels[decalIndex] = LoadModelFromMesh(BuildMesh(theMesh));
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- decalModels[decalIndex].materials[0] = decalMaterial;
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+ decalModels[decalIndex] = LoadModelFromMesh(decalMesh);
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+ decalModels[decalIndex].materials[0].maps[0] = decalMaterial.maps[0];
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}
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}
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//----------------------------------------------------------------------------------
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@@ -381,7 +183,7 @@ int main(void)
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// Draw the decal models
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for (int i = 0; i < decalCount; i++) DrawModel(decalModels[i], (Vector3){0}, 1.0f, WHITE);
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- // If we hit the mesh, draw the box for the decal
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+ // If we hit the mesh, draw the box for the decal
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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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@@ -418,13 +220,20 @@ int main(void)
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for (int i = 0; i < decalCount; i++)
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{
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- DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
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- DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
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- DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
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+ if (i == 20) {
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+ DrawText("...", x0, yPos, 10, LIME);
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+ yPos += 15;
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+ }
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+
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+ if (i < 20) {
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+ DrawText(TextFormat("Decal #%d", i+1), x0, yPos, 10, LIME);
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+ DrawText(TextFormat("%d", decalModels[i].meshes[0].vertexCount), x1, yPos, 10, LIME);
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+ DrawText(TextFormat("%d", decalModels[i].meshes[0].triangleCount), x2, yPos, 10, LIME);
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+ yPos += 15;
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+ }
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vertexCount += decalModels[i].meshes[0].vertexCount;
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triangleCount += decalModels[i].meshes[0].triangleCount;
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- yPos += 15;
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}
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DrawText("TOTAL", x0, yPos, 10, LIME);
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@@ -434,6 +243,23 @@ int main(void)
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DrawText("Hold RMB to move camera", 10, 430, 10, GRAY);
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DrawText("(c) Character model and texture from kenney.nl", screenWidth - 260, screenHeight - 20, 10, GRAY);
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+
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+ Rectangle rect = (Rectangle){ 10, screenHeight - 100, 100, 60 };
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+
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+ if (Button(rect, showModel ? "Hide Model" : "Show Model")) {
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+ showModel = !showModel;
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+ }
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+
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+ rect.x += rect.width + 10;
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+
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+ if (Button(rect, "Clear Decals")) {
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+ for (int i = 0; i < decalCount; i++)
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+ {
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+ UnloadModel(decalModels[i]);
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+ }
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+ decalCount = 0;
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+ }
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+
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DrawFPS(10, 10);
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@@ -446,13 +272,14 @@ int main(void)
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UnloadModel(model);
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UnloadTexture(modelTexture);
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- // TODO: WARNING: This line crashes program on closing
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- //for (int i = 0; i < decalCount; i++) UnloadModel(decalModels[i]);
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+ for (int i = 0; i < decalCount; i++) {
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+ UnloadModel(decalModels[i]);
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+ }
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UnloadTexture(decalTexture);
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- FreeMeshBuilder(&meshBuilders[0]);
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- FreeMeshBuilder(&meshBuilders[1]);
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+ // Free the data for decal generation
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+ FreeDecalMeshData();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@@ -536,3 +363,245 @@ static Vector3 ClipSegment(Vector3 v0, Vector3 v1, Vector3 p, float s)
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return position;
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}
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+
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+static Mesh GenMeshDecal(Model inputModel, Matrix projection, float decalSize, float decalOffset)
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+{
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+ // We're going to use these to build up our decal meshes
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+ // They'll resize automatically as we go, we'll free them at the end
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+ static MeshBuilder meshBuilders[2] = { 0 };
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+
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+ // Ugly way of telling us to free the static MeshBuilder data
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+ if (inputModel.meshCount == -1) {
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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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+
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+ // We're going to need the inverse matrix
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+ Matrix invProj = MatrixInvert(projection);
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+
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+ // Reset the mesh builders
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+ meshBuilders[0].vertexCount = 0;
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+ meshBuilders[1].vertexCount = 0;
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+
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+ // We'll be flip-flopping between the two mesh builders
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+ // Reading from one and writing to the other, then swapping
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+ int mbIndex = 0;
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+
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+ // First pass, just get any triangle inside the bounding box (for each mesh of the model)
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+ for (int meshIndex = 0; meshIndex < inputModel.meshCount; meshIndex++)
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+ {
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+ Mesh mesh = inputModel.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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+
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+ // The way we calculate the vertices of the mesh triangle
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+ // depend on whether the mesh vertices are indexed or not
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+ if (mesh.indices == 0)
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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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+ vertices[v] = (Vector3){
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+ mesh.vertices[ 3*mesh.indices[3*tri+0] + v],
|
|
|
+ mesh.vertices[ 3*mesh.indices[3*tri+1] + v],
|
|
|
+ mesh.vertices[ 3*mesh.indices[3*tri+2] + v]
|
|
|
+ };
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Transform all 3 vertices of the triangle
|
|
|
+ // and check if they are inside our decal box
|
|
|
+ int insideCount = 0;
|
|
|
+ for (int i = 0; i < 3; i++)
|
|
|
+ {
|
|
|
+ // To projection space
|
|
|
+ Vector3 v = Vector3Transform(vertices[i], projection);
|
|
|
+
|
|
|
+ if ((fabsf(v.x) < decalSize) || (fabsf(v.y) <= decalSize) || (fabsf(v.z) <= decalSize)) insideCount++;
|
|
|
+
|
|
|
+ // We need to keep the transformed vertex
|
|
|
+ vertices[i] = v;
|
|
|
+ }
|
|
|
+
|
|
|
+ // If any of them are inside, we add the triangle - we'll clip it later
|
|
|
+ if (insideCount > 0) AddTriangleToMeshBuilder(&meshBuilders[mbIndex], vertices);
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Clipping time! We need to clip against all 6 directions
|
|
|
+ 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++)
|
|
|
+ {
|
|
|
+ // Swap current model builder (so we read from the one we just wrote to)
|
|
|
+ mbIndex = 1 - mbIndex;
|
|
|
+
|
|
|
+ MeshBuilder *inMesh = &meshBuilders[1 - mbIndex];
|
|
|
+ MeshBuilder *outMesh = &meshBuilders[mbIndex];
|
|
|
+
|
|
|
+ // Reset write builder
|
|
|
+ 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);
|
|
|
+
|
|
|
+ // Calculate, how many vertices of the face lie outside of the clipping plane
|
|
|
+ int total = v1Out + v2Out + v3Out;
|
|
|
+
|
|
|
+ switch (total)
|
|
|
+ {
|
|
|
+ case 0:
|
|
|
+ {
|
|
|
+ // The entire face lies inside of the plane, no clipping needed
|
|
|
+ AddTriangleToMeshBuilder(outMesh, (Vector3[3]){inMesh->vertices[i], inMesh->vertices[i+1], inMesh->vertices[i+2]});
|
|
|
+ } break;
|
|
|
+ case 1:
|
|
|
+ {
|
|
|
+ // One vertex lies outside of the plane, perform clipping
|
|
|
+ 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, (Vector3[3]){nV3, nV2, nV1});
|
|
|
+ AddTriangleToMeshBuilder(outMesh, (Vector3[3]){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, (Vector3[3]){nV1, nV2, nV3});
|
|
|
+ AddTriangleToMeshBuilder(outMesh, (Vector3[3]){nV4, nV3, nV2});
|
|
|
+ } break;
|
|
|
+ case 2:
|
|
|
+ {
|
|
|
+ // Two vertices lies outside of the plane, perform clipping
|
|
|
+ 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, (Vector3[3]){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, (Vector3[3]){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, (Vector3[3]){nV1, nV2, nV3});
|
|
|
+ }
|
|
|
+ } break;
|
|
|
+ case 3: // The entire face lies outside of the plane, so let's discard the corresponding vertices
|
|
|
+ default: break;
|
|
|
+ }
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Now we just need to re-transform the vertices
|
|
|
+ MeshBuilder *theMesh = &meshBuilders[mbIndex];
|
|
|
+
|
|
|
+ // Allocate room for UVs
|
|
|
+ if (theMesh->vertexCount > 0)
|
|
|
+ {
|
|
|
+ theMesh->uvs = (Vector2 *)MemAlloc(sizeof(Vector2)*theMesh->vertexCount);
|
|
|
+
|
|
|
+ for (int i = 0; i < theMesh->vertexCount; i++)
|
|
|
+ {
|
|
|
+ // Calculate the UVs based on the projected coords
|
|
|
+ // They are clipped to (-decalSize .. decalSize) and we want them (0..1)
|
|
|
+ theMesh->uvs[i].x = (theMesh->vertices[i].x/decalSize + 0.5f);
|
|
|
+ theMesh->uvs[i].y = (theMesh->vertices[i].y/decalSize + 0.5f);
|
|
|
+
|
|
|
+ // Tiny nudge in the normal direction so it renders properly over the mesh
|
|
|
+ theMesh->vertices[i].z -= decalOffset;
|
|
|
+
|
|
|
+ // From projection space to world space
|
|
|
+ theMesh->vertices[i] = Vector3Transform(theMesh->vertices[i], invProj);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Decal model data ready, create the mesh and return it
|
|
|
+ return BuildMesh(theMesh);
|
|
|
+ }
|
|
|
+ else
|
|
|
+ {
|
|
|
+ // Return a blank mesh as there's nothing to add
|
|
|
+ return (Mesh){ 0 };
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+static bool Button(Rectangle rec, 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);
|
|
|
+
|
|
|
+ float fontSize = 10.0f;
|
|
|
+ float 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;
|
|
|
+}
|