generated from sigonasr2/CPlusPlusProjectTemplate
Camera near clipping implemented
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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171
main.cpp
171
main.cpp
@ -300,6 +300,114 @@ private:
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return v;
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return v;
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}
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}
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vec3d Vector_IntersectPlane(vec3d &plane_p, vec3d &plane_n, vec3d &lineStart, vec3d &lineEnd)
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{
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plane_n = Vector_Normalise(plane_n);
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float plane_d = -Vector_DotProduct(plane_n, plane_p);
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float ad = Vector_DotProduct(lineStart, plane_n);
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float bd = Vector_DotProduct(lineEnd, plane_n);
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float t = (-plane_d - ad) / (bd - ad);
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vec3d lineStartToEnd = Vector_Sub(lineEnd, lineStart);
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vec3d lineToIntersect = Vector_Mul(lineStartToEnd, t);
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return Vector_Add(lineStart, lineToIntersect);
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}
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int Triangle_ClipAgainstPlane(vec3d plane_p, vec3d plane_n, triangle &in_tri, triangle &out_tri1, triangle &out_tri2)
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{
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// Make sure plane normal is indeed normal
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plane_n = Vector_Normalise(plane_n);
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// Return signed shortest distance from point to plane, plane normal must be normalised
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auto dist = [&](vec3d &p)
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{
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vec3d n = Vector_Normalise(p);
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return (plane_n.x * p.x + plane_n.y * p.y + plane_n.z * p.z - Vector_DotProduct(plane_n, plane_p));
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};
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// Create two temporary storage arrays to classify points either side of plane
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// If distance sign is positive, point lies on "inside" of plane
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vec3d* inside_points[3]; int nInsidePointCount = 0;
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vec3d* outside_points[3]; int nOutsidePointCount = 0;
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// Get signed distance of each point in triangle to plane
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float d0 = dist(in_tri.p[0]);
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float d1 = dist(in_tri.p[1]);
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float d2 = dist(in_tri.p[2]);
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if (d0 >= 0) { inside_points[nInsidePointCount++] = &in_tri.p[0]; }
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else { outside_points[nOutsidePointCount++] = &in_tri.p[0]; }
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if (d1 >= 0) { inside_points[nInsidePointCount++] = &in_tri.p[1]; }
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else { outside_points[nOutsidePointCount++] = &in_tri.p[1]; }
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if (d2 >= 0) { inside_points[nInsidePointCount++] = &in_tri.p[2]; }
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else { outside_points[nOutsidePointCount++] = &in_tri.p[2]; }
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// Now classify triangle points, and break the input triangle into
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// smaller output triangles if required. There are four possible
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// outcomes...
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if (nInsidePointCount == 0)
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{
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// All points lie on the outside of plane, so clip whole triangle
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// It ceases to exist
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return 0; // No returned triangles are valid
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}
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if (nInsidePointCount == 3)
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{
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// All points lie on the inside of plane, so do nothing
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// and allow the triangle to simply pass through
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out_tri1 = in_tri;
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return 1; // Just the one returned original triangle is valid
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}
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if (nInsidePointCount == 1 && nOutsidePointCount == 2)
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{
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// Triangle should be clipped. As two points lie outside
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// the plane, the triangle simply becomes a smaller triangle
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// Copy appearance info to new triangle
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out_tri1.col = in_tri.col;
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// The inside point is valid, so keep that...
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out_tri1.p[0] = *inside_points[0];
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// but the two new points are at the locations where the
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// original sides of the triangle (lines) intersect with the plane
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out_tri1.p[1] = Vector_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[0]);
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out_tri1.p[2] = Vector_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[1]);
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return 1; // Return the newly formed single triangle
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}
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if (nInsidePointCount == 2 && nOutsidePointCount == 1)
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{
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// Triangle should be clipped. As two points lie inside the plane,
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// the clipped triangle becomes a "quad". Fortunately, we can
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// represent a quad with two new triangles
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// Copy appearance info to new triangles
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out_tri1.col = in_tri.col;
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out_tri2.col = in_tri.col;
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// The first triangle consists of the two inside points and a new
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// point determined by the location where one side of the triangle
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// intersects with the plane
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out_tri1.p[0] = *inside_points[0];
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out_tri1.p[1] = *inside_points[1];
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out_tri1.p[2] = Vector_IntersectPlane(plane_p, plane_n, *inside_points[0], *outside_points[0]);
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// The second triangle is composed of one of he inside points, a
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// new point determined by the intersection of the other side of the
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// triangle and the plane, and the newly created point above
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out_tri2.p[0] = *inside_points[1];
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out_tri2.p[1] = out_tri1.p[2];
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out_tri2.p[2] = Vector_IntersectPlane(plane_p, plane_n, *inside_points[1], *outside_points[0]);
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return 2; // Return two newly formed triangles which form a quad
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}
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}
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public:
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public:
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bool OnUserCreate() override
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bool OnUserCreate() override
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@ -391,37 +499,42 @@ public:
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triViewed.p[1]=Matrix_MultiplyVector(matView,triTransformed.p[1]);
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triViewed.p[1]=Matrix_MultiplyVector(matView,triTransformed.p[1]);
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triViewed.p[2]=Matrix_MultiplyVector(matView,triTransformed.p[2]);
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triViewed.p[2]=Matrix_MultiplyVector(matView,triTransformed.p[2]);
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int nClippedTriangles = 0;
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triangle clipped[2];
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nClippedTriangles = Triangle_ClipAgainstPlane({ 0.0f, 0.0f, 0.1f }, { 0.0f, 0.0f, 1.0f }, triViewed, clipped[0], clipped[1]);
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// Project triangles from 3D --> 2D
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for (int n=0;n<nClippedTriangles;n++) {
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triProjected.p[0]=Matrix_MultiplyVector(matProj,triViewed.p[0]);
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// Project triangles from 3D --> 2D
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triProjected.p[1]=Matrix_MultiplyVector(matProj,triViewed.p[1]);
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triProjected.p[0]=Matrix_MultiplyVector(matProj,clipped[n].p[0]);
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triProjected.p[2]=Matrix_MultiplyVector(matProj,triViewed.p[2]);
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triProjected.p[1]=Matrix_MultiplyVector(matProj,clipped[n].p[1]);
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triProjected.p[0]=Vector_Div(triProjected.p[0],triProjected.p[0].w);
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triProjected.p[2]=Matrix_MultiplyVector(matProj,clipped[n].p[2]);
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triProjected.p[1]=Vector_Div(triProjected.p[1],triProjected.p[1].w);
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triProjected.col=triTransformed.col;
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triProjected.p[2]=Vector_Div(triProjected.p[2],triProjected.p[2].w);
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triProjected.col=triTransformed.col;
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triProjected.p[0].x*=-1.0f;
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triProjected.p[0]=Vector_Div(triProjected.p[0],triProjected.p[0].w);
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triProjected.p[1].x*=-1.0f;
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triProjected.p[1]=Vector_Div(triProjected.p[1],triProjected.p[1].w);
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triProjected.p[2].x*=-1.0f;
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triProjected.p[2]=Vector_Div(triProjected.p[2],triProjected.p[2].w);
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triProjected.p[0].y*=-1.0f;
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triProjected.p[1].y*=-1.0f;
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triProjected.p[2].y*=-1.0f;
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// Scale into view
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triProjected.p[0].x*=-1.0f;
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vec3d vOffsetView={1,1,0};
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triProjected.p[1].x*=-1.0f;
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triProjected.p[0] = Vector_Add(triProjected.p[0],vOffsetView);
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triProjected.p[2].x*=-1.0f;
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triProjected.p[1] = Vector_Add(triProjected.p[1],vOffsetView);
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triProjected.p[0].y*=-1.0f;
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triProjected.p[2] = Vector_Add(triProjected.p[2],vOffsetView);
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triProjected.p[1].y*=-1.0f;
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triProjected.p[0].x *= 0.5f * (float)ScreenWidth();
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triProjected.p[2].y*=-1.0f;
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triProjected.p[0].y *= 0.5f * (float)ScreenHeight();
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triProjected.p[1].x *= 0.5f * (float)ScreenWidth();
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triProjected.p[1].y *= 0.5f * (float)ScreenHeight();
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triProjected.p[2].x *= 0.5f * (float)ScreenWidth();
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triProjected.p[2].y *= 0.5f * (float)ScreenHeight();
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vecTrianglesToRaster.push_back(triProjected);
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// Scale into view
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vec3d vOffsetView={1,1,0};
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triProjected.p[0] = Vector_Add(triProjected.p[0],vOffsetView);
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triProjected.p[1] = Vector_Add(triProjected.p[1],vOffsetView);
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triProjected.p[2] = Vector_Add(triProjected.p[2],vOffsetView);
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triProjected.p[0].x *= 0.5f * (float)ScreenWidth();
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triProjected.p[0].y *= 0.5f * (float)ScreenHeight();
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triProjected.p[1].x *= 0.5f * (float)ScreenWidth();
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triProjected.p[1].y *= 0.5f * (float)ScreenHeight();
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triProjected.p[2].x *= 0.5f * (float)ScreenWidth();
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triProjected.p[2].y *= 0.5f * (float)ScreenHeight();
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vecTrianglesToRaster.push_back(triProjected);
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}
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}
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}
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}
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}
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@ -441,7 +554,7 @@ public:
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{triProjected.uv[1].u,triProjected.uv[1].v},
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{triProjected.uv[1].u,triProjected.uv[1].v},
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{triProjected.uv[2].u,triProjected.uv[2].v},
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{triProjected.uv[2].u,triProjected.uv[2].v},
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},triProjected.col);
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},triProjected.col);
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/*SetDecalMode(DecalMode::WIREFRAME);
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SetDecalMode(DecalMode::WIREFRAME);
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DrawPolygonDecal(nullptr,{
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DrawPolygonDecal(nullptr,{
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{triProjected.p[0].x, triProjected.p[0].y},
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{triProjected.p[0].x, triProjected.p[0].y},
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{triProjected.p[1].x, triProjected.p[1].y},
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{triProjected.p[1].x, triProjected.p[1].y},
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@ -450,12 +563,12 @@ public:
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{0,0},
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{0,0},
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{0,0},
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{0,0},
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{0,0},
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{0,0},
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},BLACK);*/
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},BLACK);
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SetDecalStructure(DecalStructure::FAN);
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SetDecalStructure(DecalStructure::FAN);
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}
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}
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SetDecalMode(DecalMode::NORMAL);
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SetDecalMode(DecalMode::NORMAL);
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DrawStringDecal({0,0},"Triangles: "+std::to_string(meshCube.tris.size()));
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DrawStringDecal({0,0},"Triangles: "+std::to_string(vecTrianglesToRaster.size()));
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return true;
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return true;
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