summaryrefslogtreecommitdiffhomepage
path: root/examples/web/shaders/shaders_rlgl_mesh_instanced.c
blob: b4105d1a368496ac1d5466c7365b154c569e3b78 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
/*******************************************************************************************
*
*   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();
    //----------------------------------------------------------------------------------
}