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Эх сурвалжийг харах

REVIEW: instancing example formating

Ray 4 жил өмнө
parent
commit
dd59350485

+ 64 - 64
examples/shaders/shaders_rlgl_mesh_instanced.c

@@ -22,12 +22,13 @@
 #include "rlights.h"
 
 #include <stdlib.h>
+#include <math.h>
 
-#define GLSL_VERSION 330
-
-float maxf(float a, float b){
-    return (a > b ? a : b);
-}
+#if defined(PLATFORM_DESKTOP)
+    #define GLSL_VERSION            330
+#else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
+    #define GLSL_VERSION            100
+#endif
 
 //------------------------------------------------------------------------------------
 // Program main entry point
@@ -38,17 +39,18 @@ int main(void)
     //--------------------------------------------------------------------------------------
     const int screenWidth = 800;
     const int screenHeight = 450;
-    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 = 0.8;           // global variance in jump height
-    float loop=0;                   // individual cube's computed loop timer .
-    float x=0,y=0,z=0;              // used for various 3D coordinate & vector ops.
     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 };
@@ -75,8 +77,8 @@ int main(void)
         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;
+        Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
+        float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
 
         rotationsInc[i] = MatrixRotate(axis, angle);
         rotations[i] = MatrixIdentity();
@@ -96,33 +98,34 @@ int main(void)
     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, 50, 0 }, Vector3Zero(), WHITE, shader);
+    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 a free camera mode
+    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
-    int frame = 0;                      // simple frame counter to manage animation
     while (!WindowShouldClose())        // Detect window close button or ESC key
     {
 
         // Update
         //----------------------------------------------------------------------------------
         UpdateCamera(&camera);
-        frame ++;
-
-        //if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f;
-        //if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f;
-        if (IsKeyDown(KEY_UP)) amp += 0.5;
-        if (IsKeyDown(KEY_DOWN)) amp = amp <= 1 ? 1 : amp - 1.0;
-        if (IsKeyDown(KEY_LEFT))  variance = variance <=0 ? 0 : variance - 0.01;
-        if (IsKeyDown(KEY_RIGHT)) variance = variance >=1 ? 1 : variance + 0.01;
+        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;
@@ -132,34 +135,34 @@ int main(void)
         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=0.70;}
+        if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }
             
-        if (IsKeyDown(KEY_EQUAL)) speed = speed <= (fps *.25)  ? (fps *.25) : speed * 0.95;
-        if (IsKeyDown(KEY_KP_ADD)) speed = speed <= (fps *.25)  ? (fps *.25) : speed * 0.95;
+        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 = maxf(speed * 1.02, speed + 1) ;
-        if (IsKeyDown(KEY_KP_SUBTRACT)) maxf(speed * 1.02, speed + 1) ;
-
+        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 < count; i++){
+        for (int i = 0; i < count; i++)
+        {
             rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
             transforms[i] = MatrixMultiply(rotations[i], translations[i]);
             
-            // get the animation cycle's frame for this instance.
-            loop = (float)( (frame + (int)(((float)(i % groups)/groups) * speed)) % speed)  / speed;
+            // 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)));
+            // 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 : y);
+            // Clamp to floor
+            y = (y < 0)? 0.0f : y;
             
-            transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0, y, 0));
+            transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
         }
         //----------------------------------------------------------------------------------
 
@@ -170,42 +173,39 @@ int main(void)
             ClearBackground(RAYWHITE);
 
             BeginMode3D(camera);
-                rlDrawMeshInstanced(cube, material, transforms, count);
+                DrawMeshInstanced(cube, material, transforms, count);
             EndMode3D();
-            int u = 10;
-            int u2 = u + 40;
-            int u3 = u2 + 110;
-            int v = 300;
+
             DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
-            DrawText("PRESS KEYS:", u, v, 20, BLACK);
+            DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK);
             
-            DrawText("1 - 9", u, v+=25, 10, BLACK);  
-            DrawText(": Number of groups", u2, v , 10, BLACK);
-            DrawText(TextFormat(": %d", groups), u3, v , 10, 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", u, v+=15, 10, BLACK);  
-            DrawText(": increase amplitude", u2, v, 10, BLACK);
-            DrawText(TextFormat(": %.2f", amp), u3, v , 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", u, v+=15, 10, BLACK);  
-            DrawText(": decrease amplitude", u2, v, 10, BLACK);
+            DrawText("DOWN", 10, textPositionY += 15, 10, BLACK);  
+            DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK);
             
-            DrawText("LEFT", u, v+=15, 10, BLACK);  
-            DrawText(": decrease variance", u2, v, 10, BLACK);
-            DrawText(TextFormat(": %.2f", variance), u3, v , 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", u, v+=15, 10, BLACK);  
-            DrawText(": increase variance", u2, v, 10, BLACK);
+            DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK);  
+            DrawText(": increase variance", 50, textPositionY, 10, BLACK);
             
-            DrawText("+/=", u, v+=15, 10, BLACK);  
-            DrawText(": increase speed", u2, v, 10, BLACK);
-            DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), u3, v , 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("-", u, v+=15, 10, BLACK);  
-            DrawText(": decrease speed", u2, v, 10, BLACK);
+            DrawText("-", 10, textPositionY += 15, 10, BLACK);  
+            DrawText(": decrease speed", 50, textPositionY, 10, BLACK);
             
-            DrawText("W", u, v+=15, 10, BLACK);  
-            DrawText(": Wild setup!", u2, v, 10, BLACK);
+            DrawText("W", 10, textPositionY += 15, 10, BLACK);  
+            DrawText(": Wild setup!", 50, textPositionY, 10, BLACK);
             
             DrawFPS(10, 10);