diff options
| author | raysan5 <[email protected]> | 2020-12-24 13:26:30 +0100 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2020-12-24 13:26:30 +0100 |
| commit | 83ab2cb01746a869b625c9d84fbb4737146b73a9 (patch) | |
| tree | 010b0794848d863916e5acb4f766ea9e7ecb6e90 /examples/web/shaders/shaders_rlgl_mesh_instanced.c | |
| parent | d11274dcfcb0f349fba16ab4b83d2b96bcac8d1a (diff) | |
| download | raylib.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')
| -rw-r--r-- | examples/web/shaders/shaders_rlgl_mesh_instanced.c | 142 |
1 files changed, 142 insertions, 0 deletions
diff --git a/examples/web/shaders/shaders_rlgl_mesh_instanced.c b/examples/web/shaders/shaders_rlgl_mesh_instanced.c new file mode 100644 index 0000000..4cf780a --- /dev/null +++ b/examples/web/shaders/shaders_rlgl_mesh_instanced.c @@ -0,0 +1,142 @@ +/******************************************************************************************* +* +* 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; +} |
