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authorseanpringle <[email protected]>2020-09-27 18:29:05 +1000
committerGitHub <[email protected]>2020-09-27 10:29:05 +0200
commit4bcddc3b15b394b81cf4bd481ce9c600f6c6d5d8 (patch)
treec3697b028cb859d8003703de4bbd15d57f17f9d7 /examples/shaders
parente90b4d8915d593ab57cedfe988da8fbbd18b4408 (diff)
downloadraylib-4bcddc3b15b394b81cf4bd481ce9c600f6c6d5d8.tar.gz
raylib-4bcddc3b15b394b81cf4bd481ce9c600f6c6d5d8.zip
[wip] rlDrawMeshInstanced (#1318)
* rlDrawMeshInstanced first attempt * rlDrawMeshInstanced OpenGL 3.3 and VAO checks * rlDrawMeshInstanced GetShaderAttribLocation; comments * example instanced shader * RLGL_STANDALONE RAYMATH_STANDALONE Vector4 * apply suggested naming changes; add instanced mesh example * remove orphan variables
Diffstat (limited to 'examples/shaders')
-rw-r--r--examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs36
-rw-r--r--examples/shaders/shaders_rlgl_mesh_instanced.c140
2 files changed, 176 insertions, 0 deletions
diff --git a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
new file mode 100644
index 00000000..5e5430b3
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
@@ -0,0 +1,36 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+in vec4 vertexColor;
+
+layout (location = 12) in mat4 instance;
+
+// Input uniform values
+uniform mat4 mvp;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(instance * vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+
+ mat3 normalMatrix = transpose(inverse(mat3(instance)));
+ fragNormal = normalize(normalMatrix * vertexNormal);
+
+ mat4 mvpi = mvp * instance;
+
+ // Calculate final vertex position
+ gl_Position = mvpi * vec4(vertexPosition, 1.0);
+}
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c
new file mode 100644
index 00000000..6ef421f2
--- /dev/null
+++ b/examples/shaders/shaders_rlgl_mesh_instanced.c
@@ -0,0 +1,140 @@
+/*******************************************************************************************
+*
+* 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 3.0 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2018 Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+#define GRAPHICS_API_OPENGL_33
+#define GLSL_VERSION 330
+
+#include <stdlib.h>
+#include "raylib.h"
+#include "raymath.h"
+#include "rlgl.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main(void)
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1024;
+ const int screenHeight = 768;
+
+ SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl module usage for instanced meshes");
+
+ // 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.type = CAMERA_PERSPECTIVE;
+
+ SetCameraMode(camera, CAMERA_FREE);
+
+ const int count = 10000; // Number of instances to display
+ Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
+
+ Matrix* rotations = RL_MALLOC(count * sizeof(Matrix)); // Rotation state of instances
+ Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances
+ Matrix* 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();
+ }
+
+ Matrix* transforms = RL_MALLOC(count * sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
+
+ Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
+ FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
+
+ // Get some shader loactions
+ shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
+ shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
+ shader.locs[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 }, UNIFORM_VEC4);
+
+ CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
+
+ Material material = LoadMaterialDefault();
+ material.shader = shader;
+ material.maps[MAP_DIFFUSE].color = RED;
+
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // 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[LOC_VECTOR_VIEW], cameraPos, 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!", 400, 10, 20, MAROON);
+ DrawFPS(10, 10);
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}