summaryrefslogtreecommitdiffhomepage
path: root/examples/web/shaders/shaders_rlgl_mesh_instanced.c
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2021-10-17 21:02:18 +0200
committerraysan5 <[email protected]>2021-10-17 21:02:18 +0200
commit35e67da08e3d214589968c19b4b2fb31d8e566cc (patch)
tree5054bcea5f6df754f467590101789b17dd9d9944 /examples/web/shaders/shaders_rlgl_mesh_instanced.c
parentb2228039039afc05c41edd12103123f2a36c8080 (diff)
downloadraylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz
raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip
UPDATED: examples to raylib 4.0
Some new examples added
Diffstat (limited to 'examples/web/shaders/shaders_rlgl_mesh_instanced.c')
-rw-r--r--examples/web/shaders/shaders_rlgl_mesh_instanced.c186
1 files changed, 0 insertions, 186 deletions
diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.c b/examples/web/shaders/shaders_rlgl_mesh_instanced.c
deleted file mode 100644
index b4105d1..0000000
--- a/examples/web/shaders/shaders_rlgl_mesh_instanced.c
+++ /dev/null
@@ -1,186 +0,0 @@
-/*******************************************************************************************
-*
-* raylib [shaders] example - rlgl module usage for instanced meshes
-*
-* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
-*
-* This example has been created using raylib 3.5 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
-*
-* Copyright (c) 2020 @seanpringle
-*
-********************************************************************************************/
-
-
-#include "raylib.h"
-#include "raymath.h"
-#include "rlgl.h"
-
-#define RLIGHTS_IMPLEMENTATION
-#include "rlights.h"
-
-#include <stdlib.h>
-
-#if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
-#endif
-
-#if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
-#endif
-
-//----------------------------------------------------------------------------------
-// Global Variables Definition
-//----------------------------------------------------------------------------------
-const int screenWidth = 800;
-const int screenHeight = 450;
-
-static Camera camera = { 0 };
-static const int count = 10000; // Number of instances to display
-Mesh cube = { 0 };
-
-Matrix *rotations = NULL; // Rotation state of instances
-Matrix *rotationsInc = NULL; // Per-frame rotation animation of instances
-Matrix *translations = NULL; // Locations of instances
-
-Matrix *transforms = NULL; // Pre-multiplied transformations passed to rlgl
-
-Shader shader = { 0 };
-
-int ambientLoc = 0;
-Material material = { 0 };
-
-//----------------------------------------------------------------------------------
-// Module Functions Declaration
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void); // Update and Draw one frame
-
-//----------------------------------------------------------------------------------
-// Program Main Entry Point
-//----------------------------------------------------------------------------------
-int main(void)
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
-
- // Define the camera to look into our 3d world
- camera.position = (Vector3){ 125.0f, 125.0f, 125.0f };
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
- camera.fovy = 45.0f;
- camera.projection = CAMERA_PERSPECTIVE;
-
- cube = GenMeshCube(1.0f, 1.0f, 1.0f);
-
- rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances
- rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances
- translations = RL_MALLOC(count*sizeof(Matrix)); // Locations of instances
-
- // Scatter random cubes around
- for (int i = 0; i < count; i++)
- {
- float x = GetRandomValue(-50, 50);
- float y = GetRandomValue(-50, 50);
- float z = GetRandomValue(-50, 50);
- translations[i] = MatrixTranslate(x, y, z);
-
- x = GetRandomValue(0, 360);
- y = GetRandomValue(0, 360);
- z = GetRandomValue(0, 360);
- Vector3 axis = Vector3Normalize((Vector3){x, y, z});
- float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
-
- rotationsInc[i] = MatrixRotate(axis, angle);
- rotations[i] = MatrixIdentity();
- }
-
- transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
-
- shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
-
- // Get some shader loactions
- shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
- shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
-
- // Ambient light level
- ambientLoc = GetShaderLocation(shader, "ambient");
- SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
-
- CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
-
- material = LoadMaterialDefault();
- material.shader = shader;
- material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
-
- SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
-
-#if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
-#else
- SetTargetFPS(60); // Set our game to run at 60 frames-per-second
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- UpdateDrawFrame();
- }
-#endif
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-}
-
-//----------------------------------------------------------------------------------
-// Module Functions Definition
-//----------------------------------------------------------------------------------
-void UpdateDrawFrame(void)
-{
- // Update
- //----------------------------------------------------------------------------------
- UpdateCamera(&camera);
-
- // Update the light shader with the camera view position
- float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
- SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
-
- // Apply per-instance rotations
- for (int i = 0; i < count; i++)
- {
- rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
- transforms[i] = MatrixMultiply(rotations[i], translations[i]);
- }
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
- rlDrawMeshInstanced(cube, material, transforms, count);
- EndMode3D();
-
- DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
-}