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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_rlgl_mesh_instanced.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_rlgl_mesh_instanced.c')
-rw-r--r--examples/shaders/shaders_rlgl_mesh_instanced.c223
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
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--- a/examples/shaders/shaders_rlgl_mesh_instanced.c
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-/*******************************************************************************************
-*
-* 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;
-}