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authorraysan5 <[email protected]>2021-03-31 18:40:04 +0200
committerraysan5 <[email protected]>2021-03-31 18:40:04 +0200
commitfd3e2fda000512aeb70d7f5fa703e5c78007ee35 (patch)
treeb86a8fb8adbc5dc4d331c7f4682eca6aa6d9d2dc /examples/shaders/shaders_mesh_instancing.c
parent8f1d81df0ff80ac8c0855af755f5ba2abe827e53 (diff)
downloadraylib-fd3e2fda000512aeb70d7f5fa703e5c78007ee35.tar.gz
raylib-fd3e2fda000512aeb70d7f5fa703e5c78007ee35.zip
RENAMED: example: shaders_mesh_instancing
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
Diffstat (limited to 'examples/shaders/shaders_mesh_instancing.c')
-rw-r--r--examples/shaders/shaders_mesh_instancing.c222
1 files changed, 222 insertions, 0 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c
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+/*******************************************************************************************
+*
+* raylib [shaders] example - mesh instancing
+*
+* This example has been created using raylib 3.7 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
+*
+* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+
+#include "raylib.h"
+#include "raymath.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+#include <stdlib.h>
+#include <math.h>
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 800;
+ const int screenHeight = 450;
+ const int fps = 60;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
+
+ int speed = 30; // Speed of jump animation
+ int groups = 2; // Count of separate groups jumping around
+ float amp = 10; // Maximum amplitude of jump
+ float variance = 0.8f; // Global variance in jump height
+ float loop = 0.0f; // Individual cube's computed loop timer
+ float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops
+
+ // 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.projection = CAMERA_PERSPECTIVE;
+
+ const int instances = 10000; // Number of instances to display
+ Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
+
+ Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances
+ Matrix *rotationsInc = RL_MALLOC(instances*sizeof(Matrix)); // Per-frame rotation animation of instances
+ Matrix *translations = RL_MALLOC(instances*sizeof(Matrix)); // Locations of instances
+
+ // Scatter random cubes around
+ for (int i = 0; i < instances; i++)
+ {
+ x = GetRandomValue(-50, 50);
+ y = GetRandomValue(-50, 50);
+ 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(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
+
+ Shader 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
+ int ambientLoc = GetShaderLocation(shader, "ambient");
+ SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
+
+ CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader);
+
+ // NOTE: We are assigning the intancing shader to material.shader
+ // to be used on mesh drawing with DrawMeshInstanced()
+ Material material = LoadMaterialDefault();
+ material.shader = shader;
+ material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
+
+ SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
+
+ int textPositionY = 300;
+ int framesCounter = 0; // Simple frames counter to manage animation
+
+ SetTargetFPS(fps); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+
+ // Update
+ //----------------------------------------------------------------------------------
+ textPositionY = 300;
+ framesCounter++;
+
+ if (IsKeyDown(KEY_UP)) amp += 0.5f;
+ if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f);
+ if (IsKeyDown(KEY_LEFT)) variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f);
+ if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f);
+ if (IsKeyDown(KEY_ONE)) groups = 1;
+ if (IsKeyDown(KEY_TWO)) groups = 2;
+ if (IsKeyDown(KEY_THREE)) groups = 3;
+ if (IsKeyDown(KEY_FOUR)) groups = 4;
+ if (IsKeyDown(KEY_FIVE)) groups = 5;
+ if (IsKeyDown(KEY_SIX)) groups = 6;
+ if (IsKeyDown(KEY_SEVEN)) groups = 7;
+ if (IsKeyDown(KEY_EIGHT)) groups = 8;
+ if (IsKeyDown(KEY_NINE)) groups = 9;
+ if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }
+
+ if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
+ if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f);
+
+ if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1);
+ if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1);
+
+ // 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 transformations
+ for (int i = 0; i < instances; i++)
+ {
+ rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
+ transforms[i] = MatrixMultiply(rotations[i], translations[i]);
+
+ // Get the animation cycle's framesCounter for this instance
+ loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed;
+
+ // Calculate the y according to loop cycle
+ y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10)));
+
+ // Clamp to floor
+ y = (y < 0)? 0.0f : y;
+
+ transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
+ }
+
+ UpdateCamera(&camera);
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ BeginMode3D(camera);
+ DrawMeshInstanced(cube, material, transforms, instances);
+ EndMode3D();
+
+ DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
+ DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK);
+
+ DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK);
+ DrawText(": Number of groups", 50, textPositionY , 10, BLACK);
+ DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK);
+
+ DrawText("UP", 10, textPositionY += 15, 10, BLACK);
+ DrawText(": increase amplitude", 50, textPositionY, 10, BLACK);
+ DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK);
+
+ DrawText("DOWN", 10, textPositionY += 15, 10, BLACK);
+ DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK);
+
+ DrawText("LEFT", 10, textPositionY += 15, 10, BLACK);
+ DrawText(": decrease variance", 50, textPositionY, 10, BLACK);
+ DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK);
+
+ DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK);
+ DrawText(": increase variance", 50, textPositionY, 10, BLACK);
+
+ DrawText("+/=", 10, textPositionY += 15, 10, BLACK);
+ DrawText(": increase speed", 50, textPositionY, 10, BLACK);
+ DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK);
+
+ DrawText("-", 10, textPositionY += 15, 10, BLACK);
+ DrawText(": decrease speed", 50, textPositionY, 10, BLACK);
+
+ DrawText("W", 10, textPositionY += 15, 10, BLACK);
+ DrawText(": Wild setup!", 50, textPositionY, 10, BLACK);
+
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}