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| author | raysan5 <[email protected]> | 2021-03-31 18:40:04 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-03-31 18:40:04 +0200 |
| commit | fd3e2fda000512aeb70d7f5fa703e5c78007ee35 (patch) | |
| tree | b86a8fb8adbc5dc4d331c7f4682eca6aa6d9d2dc /examples/shaders/shaders_mesh_instancing.c | |
| parent | 8f1d81df0ff80ac8c0855af755f5ba2abe827e53 (diff) | |
| download | raylib-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.c | 222 |
1 files changed, 222 insertions, 0 deletions
diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c new file mode 100644 index 00000000..95548234 --- /dev/null +++ b/examples/shaders/shaders_mesh_instancing.c @@ -0,0 +1,222 @@ +/******************************************************************************************* +* +* 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; +} |
