Overgrowth takes place in the savage world of Lugaru where rabbits, wolves and other animals are forced to use paws, claws and medieval weaponry to engage each other in battle. Combining 3rd person adventure platforming with intricate melee combat, Overgrowth achieves a unique feel. Overgrowth also benefits from Wolfire's brand new Phoenix Engine which has been built from the ground up to allow the use of cutting edge graphics, animation, and physics. Add to these exciting features Overgrowth’s realistic artificial intelligence and streamlined control system and the result is an astoundingly immersive experience.

Post news Report RSS How to project decals

This is a technical explanation of how decals are actually projected geometrically onto complicated objects.

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We've been talking a lot about decals recently, showing off our editor and explaining how the shading works. However, we haven't explained how the decals are actually projected geometrically onto complicated objects. We've been getting some questions about that, and I remember how hard it was to find information about decals when I was getting started, so here's an overview of the decal projection algorithm I created for Overgrowth. Let's start with this scene here.

Decal

It's a bit too clean for me... I want to add a decal to give it some subtle weathering. To place a decal, I need to first set up the projector. The projector is just a 3D rectangular prism with three properties: size, position, and orientation. Of these, the orientation can be the most confusing. For decal projectors, I represent the orientation as an orthogonal basis, which is a set of three vectors that are all perpendicular to each other. For example as the XYZ axes form an orthogonal basis, as do 'forward', 'up', and 'right'. This gives us a complete orientation in 3D space, and is easier to think about than matrices and quaternions.

Decal

The secret to projecting decals is to not think about creating a mesh that conforms to the model. Instead, think of it as starting with the model, and cutting away everything that is not in the projector box. I found that thinking of the problem like this made it easier to figure out what to do. Let's start by checking which triangles in the scene intersect with the decal projector. I first implemented this in a brute force fashion, and once that was working, changed it to work hierarchically using octrees [to bring the runtime from O(n) to O(logn)].

Decal

Next is the hardest part: we have to crop the triangles so that they don't extend out from the projector. Why is this important? Think about firing a thousand machine gun shots at a wall that is made of just two triangles. If we don't crop our bullet holes, we will have to draw the entire wall a thousand times! Since the wall is so much bigger on the screen than the bullet holes, this will use up too much fillrate, and bring the framerate to a crawl. However, with decal cropping, I can do this and maintain maximum framerate!

So now that you're convinced that decal cropping is important, how do we actually do it? Cutting arbitrary 3D triangles to fit in an arbitrary 3D box is a daunting task. To make it easier, I thought about it in 2D. We can transform the triangles from world space to projector space, crop them, and transform them back. This makes the problem much simpler. In projector space, the projector box is just a square from (0,0) to (1,1), like this:

Decal

A triangle in projector space might look like this:

Decal

So now all we have to do is crop the triangle to fit in the square. This seems like a tricky task itself, but we can break it down even more. First, we can start with one border at a time. Let's pick the left border. To crop the triangle, we start by marking every vertex in violation of the rule -- in this case, the leftmost one. Then we look at every line between a marked vertex and an unmarked vertex, and add a vertex at the point at which it crosses the border.

Decal

We can then simply remove the marked vertex (or vertices), and move onto the next border.

Decal

Once we've checked all the borders, we have a cropped triangle!

Decal

After doing this for every triangle, and projecting back into world space, we have a cropped decal mesh.

Decal

If we keep track of each vertex's coordinates in projector space, those are also the projected texture coordinates! That's why I set up the projector space to be (0,0) to (1,1) -- that's the range that OpenGL uses for texture coordinates. Here's what the decal looks like using those texture coordinates on a test texture.

Decal

Now we can just substitute in our real decal texture, and we're done!

Decal

Here's the original camera angle with the finished decal applied. It's a pretty subtle effect, but I think the extra detail helps make the damaged area look more realistic -- nothing would be able to take a huge chunk out of that block without scuffing up the surfaces around it.

Decal

So that's an overview of how decal projection works in Overgrowth! If you're not familiar with linear algebra, you might be confused about how to transform triangles from one space to another, and why it's important to have a complete orientation. I could write a blog post explaining vector spaces and transformations in game development terms, but I'm not sure if anybody would be interested. Do you have any other technical subjects you would like me to talk about?
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Post comment Comments
chris_sloany
chris_sloany - - 2,830 comments

blew right over my head! lol. but cool, i never knew how much complicated thinking would have to go into making something like that. but

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calmflow
calmflow - - 113 comments

Where Babies come from? Joking.

Great article though, i'm sure many beginners and indie developers will appreciate that article.

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Jupiter
Jupiter - - 7 comments

Now I remember why I screwed up my linear algebra exam last week :P

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Armageddon104
Armageddon104 - - 3,128 comments

Amazing! So much work!

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mflux
mflux - - 180 comments

"I could write a blog post explaining vector spaces and transformations in game development terms, but I'm not sure if anybody would be interested. Do you have any other technical subjects you would like me to talk about?"

Hell Yes

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Dra6o0n
Dra6o0n - - 534 comments

I looked and compared the pictures but I don't notice any significant changes???

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jeffr Author
jeffr - - 383 comments

The second one has the decal the article is talking about projected onto it. :)

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Eagle0600
Eagle0600 - - 17 comments

I can see it, and it's an amazing effect.

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vfn4i83
vfn4i83 - - 692 comments

I've been interested in that engine for a long time, but just got in love since the first time I see that Wolf Symbol projected into the objects.

Great work.

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SinKing
SinKing - - 3,119 comments

It's not in your mod profile. Somehow the link is missing or I cannot find it there.

EDIT: I see why - I was looking for it in video tutorials, because I thought I had watched a video about this. Must have been a dream...

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karyudo
karyudo - - 14 comments

Seriously...this sort of feature (if resource friendly) should be in every editor out there!

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