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authorRay <[email protected]>2022-06-21 21:06:03 +0200
committerRay <[email protected]>2022-06-21 21:06:03 +0200
commit3879decb9f710afb1271f1819051036a90f66c3e (patch)
tree7e9c27a5e0378a20140db53c2225021863e60ed4 /examples
parent371aa0fe7f30cb853c6d3a89b25ac274fd838798 (diff)
downloadraylib-3879decb9f710afb1271f1819051036a90f66c3e.tar.gz
raylib-3879decb9f710afb1271f1819051036a90f66c3e.zip
REVIEWED: example: shaders_mesh_instancing
Simplified example
Diffstat (limited to 'examples')
-rw-r--r--examples/models/rlights.h39
-rw-r--r--examples/shaders/resources/shaders/glsl330/lighting_instancing.vs (renamed from examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs)0
-rw-r--r--examples/shaders/rlights.h39
-rw-r--r--examples/shaders/shaders_mesh_instancing.c161
4 files changed, 63 insertions, 176 deletions
diff --git a/examples/models/rlights.h b/examples/models/rlights.h
index a1b29888..4a5677bc 100644
--- a/examples/models/rlights.h
+++ b/examples/models/rlights.h
@@ -11,7 +11,7 @@
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
+* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -36,7 +36,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
+#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -45,22 +45,22 @@
// Light data
typedef struct {
int type;
+ bool enabled;
Vector3 position;
Vector3 target;
Color color;
- bool enabled;
// Shader locations
int enabledLoc;
int typeLoc;
- int posLoc;
+ int positionLoc;
int targetLoc;
int colorLoc;
} Light;
// Light type
typedef enum {
- LIGHT_DIRECTIONAL,
+ LIGHT_DIRECTIONAL = 0,
LIGHT_POINT
} LightType;
@@ -128,27 +128,12 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
light.target = target;
light.color = color;
- // TODO: Below code doesn't look good to me,
- // it assumes a specific shader naming and structure
- // Probably this implementation could be improved
- char enabledName[32] = "lights[x].enabled\0";
- char typeName[32] = "lights[x].type\0";
- char posName[32] = "lights[x].position\0";
- char targetName[32] = "lights[x].target\0";
- char colorName[32] = "lights[x].color\0";
-
- // Set location name [x] depending on lights count
- enabledName[7] = '0' + lightsCount;
- typeName[7] = '0' + lightsCount;
- posName[7] = '0' + lightsCount;
- targetName[7] = '0' + lightsCount;
- colorName[7] = '0' + lightsCount;
-
- light.enabledLoc = GetShaderLocation(shader, enabledName);
- light.typeLoc = GetShaderLocation(shader, typeName);
- light.posLoc = GetShaderLocation(shader, posName);
- light.targetLoc = GetShaderLocation(shader, targetName);
- light.colorLoc = GetShaderLocation(shader, colorName);
+ // NOTE: Lighting shader naming must be the provided ones
+ light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
+ light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
+ light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
+ light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
+ light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
UpdateLightValues(shader, light);
@@ -168,7 +153,7 @@ void UpdateLightValues(Shader shader, Light light)
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
- SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
// Send to shader light target position values
float target[3] = { light.target.x, light.target.y, light.target.z };
diff --git a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs
index 7f16dc62..7f16dc62 100644
--- a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs
+++ b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs
diff --git a/examples/shaders/rlights.h b/examples/shaders/rlights.h
index a1b29888..4a5677bc 100644
--- a/examples/shaders/rlights.h
+++ b/examples/shaders/rlights.h
@@ -11,7 +11,7 @@
*
* LICENSE: zlib/libpng
*
-* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
+* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
@@ -36,7 +36,7 @@
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
-#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
+#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -45,22 +45,22 @@
// Light data
typedef struct {
int type;
+ bool enabled;
Vector3 position;
Vector3 target;
Color color;
- bool enabled;
// Shader locations
int enabledLoc;
int typeLoc;
- int posLoc;
+ int positionLoc;
int targetLoc;
int colorLoc;
} Light;
// Light type
typedef enum {
- LIGHT_DIRECTIONAL,
+ LIGHT_DIRECTIONAL = 0,
LIGHT_POINT
} LightType;
@@ -128,27 +128,12 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
light.target = target;
light.color = color;
- // TODO: Below code doesn't look good to me,
- // it assumes a specific shader naming and structure
- // Probably this implementation could be improved
- char enabledName[32] = "lights[x].enabled\0";
- char typeName[32] = "lights[x].type\0";
- char posName[32] = "lights[x].position\0";
- char targetName[32] = "lights[x].target\0";
- char colorName[32] = "lights[x].color\0";
-
- // Set location name [x] depending on lights count
- enabledName[7] = '0' + lightsCount;
- typeName[7] = '0' + lightsCount;
- posName[7] = '0' + lightsCount;
- targetName[7] = '0' + lightsCount;
- colorName[7] = '0' + lightsCount;
-
- light.enabledLoc = GetShaderLocation(shader, enabledName);
- light.typeLoc = GetShaderLocation(shader, typeName);
- light.posLoc = GetShaderLocation(shader, posName);
- light.targetLoc = GetShaderLocation(shader, targetName);
- light.colorLoc = GetShaderLocation(shader, colorName);
+ // NOTE: Lighting shader naming must be the provided ones
+ light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
+ light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
+ light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
+ light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
+ light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
UpdateLightValues(shader, light);
@@ -168,7 +153,7 @@ void UpdateLightValues(Shader shader, Light light)
// Send to shader light position values
float position[3] = { light.position.x, light.position.y, light.position.z };
- SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
+ SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
// Send to shader light target position values
float target[3] = { light.target.x, light.target.y, light.target.z };
diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c
index 8be57672..c1e48c02 100644
--- a/examples/shaders/shaders_mesh_instancing.c
+++ b/examples/shaders/shaders_mesh_instancing.c
@@ -7,7 +7,7 @@
*
* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
*
-* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
+* Copyright (c) 2020-2022 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@@ -18,8 +18,8 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
-#include <stdlib.h>
-#include <math.h>
+#include <stdlib.h> // Required for: calloc(), free()
+#include <math.h> // Required for:
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
@@ -27,7 +27,7 @@
#define GLSL_VERSION 100
#endif
-#define MAX_INSTANCES 10000
+#define MAX_INSTANCES 8000
//------------------------------------------------------------------------------------
// Program main entry point
@@ -38,18 +38,9 @@ int main(void)
//--------------------------------------------------------------------------------------
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 };
@@ -58,113 +49,64 @@ int main(void)
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
+ // Define mesh to be instanced
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
- Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Rotation state of instances
- Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances
- Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances
+ // Define transforms to be uploaded to GPU for instances
+ Matrix *transforms = (Matrix *)RL_CALLOC(MAX_INSTANCES, sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
- // Scatter random cubes around
+ // Translate and rotate cubes randomly
for (int i = 0; i < MAX_INSTANCES; i++)
{
- x = (float)GetRandomValue(-50, 50);
- y = (float)GetRandomValue(-50, 50);
- z = (float)GetRandomValue(-50, 50);
- translations[i] = MatrixTranslate(x, y, z);
-
- x = (float)GetRandomValue(0, 360);
- y = (float)GetRandomValue(0, 360);
- z = (float)GetRandomValue(0, 360);
- Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
+ Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50));
+ Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
-
- rotationsInc[i] = MatrixRotate(axis, angle);
- rotations[i] = MatrixIdentity();
+ Matrix rotation = MatrixRotate(axis, angle);
+
+ transforms[i] = MatrixMultiply(rotation, translation);
}
- Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
-
- Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
+ // Load lighting shader
+ Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting_instancing.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
-
- // Get some shader loactions
+ // Get shader locations
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, "instanceTransform");
- // Ambient light level
+ // Set shader value: ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
+ // Create one light
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;
+ Material matInstances = LoadMaterialDefault();
+ matInstances.shader = shader;
+ matInstances.maps[MATERIAL_MAP_DIFFUSE].color = RED;
- SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
+ // Create a defult material with default internal shader for non-instanced mesh drawing
+ Material matDefault = LoadMaterialDefault();
+ matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
- int textPositionY = 300;
- int framesCounter = 0; // Simple frames counter to manage animation
+ // Set an orbital camera mode
+ SetCameraMode(camera, CAMERA_ORBITAL);
- SetTargetFPS(fps); // Set our game to run at 60 frames-per-second
+ 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
//----------------------------------------------------------------------------------
- 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))? (int)(fps*0.25f) : (int)(speed*0.95f);
- if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
-
- if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1);
- if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1);
+ 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[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
-
- // Apply per-instance transformations
- for (int i = 0; i < MAX_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
@@ -174,40 +116,19 @@ int main(void)
ClearBackground(RAYWHITE);
BeginMode3D(camera);
- //DrawMesh(cube, material, MatrixIdentity());
- DrawMeshInstanced(cube, material, transforms, MAX_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);
+ // Draw cube mesh with default material (BLUE)
+ DrawMesh(cube, matDefault, MatrixTranslate(-10.0f, 0.0f, 0.0f));
- DrawText("UP", 10, textPositionY += 15, 10, BLACK);
- DrawText(": increase amplitude", 50, textPositionY, 10, BLACK);
- DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK);
+ // Draw meshes instanced using material containing instancing shader (RED + lighting),
+ // transforms[] for the instances should be provided, they are dynamically
+ // updated in GPU every frame, so we can animate the different mesh instances
+ DrawMeshInstanced(cube, matInstances, transforms, MAX_INSTANCES);
- DrawText("DOWN", 10, textPositionY += 15, 10, BLACK);
- DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK);
+ // Draw cube mesh with default material (BLUE)
+ DrawMesh(cube, matDefault, MatrixTranslate(10.0f, 0.0f, 0.0f));
- 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);
+ EndMode3D();
DrawFPS(10, 10);
@@ -217,13 +138,9 @@ int main(void)
// De-Initialization
//--------------------------------------------------------------------------------------
- // Free allocated matrices
- RL_FREE(rotations);
- RL_FREE(rotationsInc);
- RL_FREE(translations);
- RL_FREE(transforms);
+ RL_FREE(transforms); // Free transforms
- CloseWindow(); // Close window and OpenGL context
+ CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;