generated from sigonasr2/CPlusPlusProjectTemplate
Include sorting of triangles
Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
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Image_6.png
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179
main.cpp
179
main.cpp
@ -1,8 +1,15 @@
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#define OLC_PGE_APPLICATION
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#include "pixelGameEngine.h"
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#include <strstream>
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#include <algorithm>
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using namespace olc;
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struct vec2d
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{
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float u,v;
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};
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struct vec3d
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{
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@ -12,11 +19,80 @@ struct vec3d
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struct triangle
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{
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vec3d p[3];
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vec2d uv[3];
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Pixel col;
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};
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struct mesh
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{
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std::vector<triangle> tris;
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bool LoadFromObjectFile(std::string sFilename)
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{
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std::ifstream f(sFilename);
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if (!f.is_open())
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return false;
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// Local cache of verts
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std::vector<vec3d> verts;
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std::vector<vec2d> uvs;
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while (!f.eof())
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{
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char line[128];
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f.getline(line, 128);
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std::strstream s;
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s << line;
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char junk;
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if (line[0] == 'v')
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{
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if (line[1]=='t') {
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vec2d v;
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s >> junk >> junk >> v.u >> v.v;
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uvs.push_back(v);
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//std::cout<<"Line: "<<line<<"\n";
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//std::cout<<"Tex coords: "<<v.u<<","<<v.v<<"\n";
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} else
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if (line[1] != 'n')
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{
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vec3d v;
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s >> junk >> v.x >> v.y >> v.z;
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verts.push_back(v);
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//std::cout<<"Line: "<<line<<"\n";
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//std::cout<<"Vertex: "<<v.x<<","<<v.y<<","<<v.z<<"\n";
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}
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}
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if (line[0] == 'f')
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{
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s >> junk;
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std::string tokens[9];
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int nTokenCount = -1;
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while (!s.eof())
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{
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char c = s.get();
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if (c == ' ' || c == '/')
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nTokenCount++;
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else
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tokens[nTokenCount].append(1, c);
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}
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tokens[nTokenCount].pop_back();
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tris.push_back({ verts[stoi(tokens[0]) - 1], verts[stoi(tokens[3]) - 1], verts[stoi(tokens[6]) - 1],
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0,0,0
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/*uvs[stoi(tokens[1]) - 1], uvs[stoi(tokens[4]) - 1], uvs[stoi(tokens[7]) - 1]*/});
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}
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}
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return true;
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}
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};
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struct mat4x4
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@ -26,7 +102,10 @@ struct mat4x4
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class olcEngine3D : public PixelGameEngine
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{
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public:
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Decal*texture;
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olcEngine3D()
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{
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sAppName = "3D Demo";
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@ -39,6 +118,8 @@ private:
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vec3d vCamera={0,0,0};
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float zOffset=2;
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float fTheta=0;
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void MultiplyMatrixVector(vec3d &i, vec3d &o, mat4x4 &m)
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@ -57,33 +138,8 @@ private:
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public:
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bool OnUserCreate() override
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{
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meshCube.tris = {
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// SOUTH
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{ 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f },
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{ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f },
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// EAST
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{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f },
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{ 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f },
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// NORTH
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{ 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 1.0f },
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{ 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f },
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// WEST
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{ 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f },
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{ 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f },
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// TOP
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{ 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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{ 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f },
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// BOTTOM
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{ 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f },
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{ 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f },
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};
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texture = new Decal(new Sprite("Body.png"));
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meshCube.LoadFromObjectFile("Nia.obj");
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// Projection Matrix
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float fNear = 0.1f;
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@ -104,9 +160,21 @@ public:
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bool OnUserUpdate(float fElapsedTime) override
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{
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if (GetKey(olc::DOWN).bHeld) {
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zOffset-=1*fElapsedTime;
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}
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if (GetKey(olc::UP).bHeld) {
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zOffset+=1*fElapsedTime;
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}
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if (GetKey(olc::RIGHT).bHeld) {
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fTheta-=1*fElapsedTime;
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}
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if (GetKey(olc::LEFT).bHeld) {
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fTheta+=1*fElapsedTime;
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}
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// Set up rotation matrices
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mat4x4 matRotZ, matRotX;
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fTheta += 1.0f * fElapsedTime;
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// Rotation Z
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matRotZ.m[0][0] = cosf(fTheta);
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@ -124,6 +192,8 @@ public:
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matRotX.m[2][2] = cosf(fTheta * 0.5f);
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matRotX.m[3][3] = 1;
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std::vector<triangle>vecTrianglesToRaster;
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// Draw Triangles
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for (auto&tri : meshCube.tris)
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{
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@ -141,9 +211,9 @@ public:
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// Offset into the screen
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triTranslated = triRotatedZX;
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triTranslated.p[0].z = triRotatedZX.p[0].z + 3.0f;
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triTranslated.p[1].z = triRotatedZX.p[1].z + 3.0f;
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triTranslated.p[2].z = triRotatedZX.p[2].z + 3.0f;
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triTranslated.p[0].z = triRotatedZX.p[0].z + zOffset;
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triTranslated.p[1].z = triRotatedZX.p[1].z + zOffset;
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triTranslated.p[2].z = triRotatedZX.p[2].z + zOffset;
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vec3d normal,line1,line2;
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line1.x=triTranslated.p[1].x-triTranslated.p[0].x;
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@ -188,22 +258,45 @@ public:
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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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triProjected.col=Pixel(255*dp*dp,255*dp*dp,255*dp*dp);
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vecTrianglesToRaster.push_back(triProjected);
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// Rasterize triangle
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//SetDecalMode(DecalMode::WIREFRAME);
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DrawPolygonDecal(nullptr,{
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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[2].x, triProjected.p[2].y}
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},{
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{0,0},
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{0,0},
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{0,0},
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},Pixel(255*dp*dp,255*dp*dp,255*dp*dp));
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}
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}
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std::sort(vecTrianglesToRaster.begin(),vecTrianglesToRaster.end(),[](triangle&t1,triangle&t2){return (t1.p[0].z+t1.p[1].z+t1.p[2].z)/3.0f>(t2.p[0].z+t2.p[1].z+t2.p[2].z)/3.0f;});
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for (auto&triProjected:vecTrianglesToRaster) {
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// Rasterize triangle
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SetDecalStructure(DecalStructure::LIST);
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SetDecalMode(DecalMode::NORMAL);
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DrawPolygonDecal(nullptr,{
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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[2].x, triProjected.p[2].y}
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},{
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{triProjected.uv[0].u,triProjected.uv[0].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.col);
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/*SetDecalMode(DecalMode::WIREFRAME);
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DrawPolygonDecal(nullptr,{
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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[2].x, triProjected.p[2].y}
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},{
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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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SetDecalStructure(DecalStructure::FAN);
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}
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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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return true;
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}
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