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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_rlgl_mesh_instanced.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_rlgl_mesh_instanced.c')
| -rw-r--r-- | examples/shaders/shaders_rlgl_mesh_instanced.c | 223 |
1 files changed, 0 insertions, 223 deletions
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c deleted file mode 100644 index e786b8a0..00000000 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ /dev/null @@ -1,223 +0,0 @@ -/******************************************************************************************* -* -* 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> -#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 - rlgl mesh instanced"); - - 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); - - 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; -} |
