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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
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')
-rw-r--r--examples/Makefile2
-rw-r--r--examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs62
-rw-r--r--examples/shaders/shaders_mesh_instancing.c (renamed from examples/shaders/shaders_rlgl_mesh_instanced.c)15
-rw-r--r--examples/shaders/shaders_mesh_instancing.png (renamed from examples/shaders/shaders_rlgl_mesh_instanced.png)bin410192 -> 410192 bytes
4 files changed, 70 insertions, 9 deletions
diff --git a/examples/Makefile b/examples/Makefile
index 270f736c..5e8b2c21 100644
--- a/examples/Makefile
+++ b/examples/Makefile
@@ -487,7 +487,7 @@ SHADERS = \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
- shaders/shaders_rlgl_mesh_instanced \
+ shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d
AUDIO = \
diff --git a/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs
new file mode 100644
index 00000000..c8e25607
--- /dev/null
+++ b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs
@@ -0,0 +1,62 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+
+attribute mat4 instance;
+
+// Input uniform values
+uniform mat4 mvp;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+// https://github.com/glslify/glsl-inverse
+mat3 inverse(mat3 m)
+{
+ float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
+ float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
+ float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
+
+ float b01 = a22*a11 - a12*a21;
+ float b11 = -a22*a10 + a12*a20;
+ float b21 = a21*a10 - a11*a20;
+
+ float det = a00*b01 + a01*b11 + a02*b21;
+
+ return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
+ b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
+ b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
+}
+
+// https://github.com/glslify/glsl-transpose
+mat3 transpose(mat3 m)
+{
+ return mat3(m[0][0], m[1][0], m[2][0],
+ m[0][1], m[1][1], m[2][1],
+ m[0][2], m[1][2], m[2][2]);
+}
+
+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_mesh_instancing.c
index e786b8a0..95548234 100644
--- a/examples/shaders/shaders_rlgl_mesh_instanced.c
+++ b/examples/shaders/shaders_mesh_instancing.c
@@ -1,22 +1,19 @@
/*******************************************************************************************
*
-* raylib [shaders] example - rlgl module usage for instanced meshes
+* raylib [shaders] example - mesh instancing
*
-* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
-*
-* This example has been created using raylib 3.5 (www.raylib.com)
+* 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 Ramon Santamaria (@raysan5)
+* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
*
-* Copyright (c) 2020 @seanpringle
+* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
-#include "rlgl.h"
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
@@ -42,7 +39,7 @@ int main(void)
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");
+ InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
int speed = 30; // Speed of jump animation
int groups = 2; // Count of separate groups jumping around
@@ -100,6 +97,8 @@ int main(void)
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;
diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.png b/examples/shaders/shaders_mesh_instancing.png
index 24d38b87..24d38b87 100644
--- a/examples/shaders/shaders_rlgl_mesh_instanced.png
+++ b/examples/shaders/shaders_mesh_instancing.png
Binary files differ