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authorraysan5 <[email protected]>2020-12-24 13:26:30 +0100
committerraysan5 <[email protected]>2020-12-24 13:26:30 +0100
commit83ab2cb01746a869b625c9d84fbb4737146b73a9 (patch)
tree010b0794848d863916e5acb4f766ea9e7ecb6e90 /examples/web/shaders/shaders_rlgl_mesh_instanced.c
parentd11274dcfcb0f349fba16ab4b83d2b96bcac8d1a (diff)
downloadraylib.com-83ab2cb01746a869b625c9d84fbb4737146b73a9.tar.gz
raylib.com-83ab2cb01746a869b625c9d84fbb4737146b73a9.zip
Updated Web examples to raylib 3.5
Diffstat (limited to 'examples/web/shaders/shaders_rlgl_mesh_instanced.c')
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diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.c b/examples/web/shaders/shaders_rlgl_mesh_instanced.c
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+/*******************************************************************************************
+*
+* 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>
+
+#define GLSL_VERSION 330
+
+//------------------------------------------------------------------------------------
+// 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 camera = { 0 };
+ 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.type = CAMERA_PERSPECTIVE;
+
+ const int count = 10000; // Number of instances to display
+ Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
+
+ Matrix *rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances
+ Matrix *rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances
+ Matrix *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();
+ }
+
+ Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
+
+ Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
+
+ // Get some shader loactions
+ shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
+ shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
+
+ // Ambient light level
+ int ambientLoc = GetShaderLocation(shader, "ambient");
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
+
+ CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
+
+ Material material = LoadMaterialDefault();
+ material.shader = shader;
+ material.maps[MAP_DIFFUSE].color = RED;
+
+ SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // 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[LOC_VECTOR_VIEW], cameraPos, 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();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}