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RENAMED: example: shaders_mesh_instancing

shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
raysan5 %!s(int64=4) %!d(string=hai) anos
pai
achega
fd3e2fda00

+ 1 - 1
examples/Makefile

@@ -487,7 +487,7 @@ SHADERS = \
     shaders/shaders_simple_mask \
     shaders/shaders_simple_mask \
     shaders/shaders_spotlight \
     shaders/shaders_spotlight \
     shaders/shaders_hot_reloading \
     shaders/shaders_hot_reloading \
-    shaders/shaders_rlgl_mesh_instanced \
+    shaders/shaders_mesh_instancing \
     shaders/shaders_multi_sample2d
     shaders/shaders_multi_sample2d
 
 
 AUDIO = \
 AUDIO = \

+ 62 - 0
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);
+}

+ 7 - 8
examples/shaders/shaders_rlgl_mesh_instanced.c → 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)
 *   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 "raylib.h"
 #include "raymath.h"
 #include "raymath.h"
-#include "rlgl.h"
 
 
 #define RLIGHTS_IMPLEMENTATION
 #define RLIGHTS_IMPLEMENTATION
 #include "rlights.h"
 #include "rlights.h"
@@ -42,7 +39,7 @@ int main(void)
     const int fps = 60;
     const int fps = 60;
 
 
     SetConfigFlags(FLAG_MSAA_4X_HINT);  // Enable Multi Sampling Anti Aliasing 4x (if available)
     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 speed = 30;                 // Speed of jump animation
     int groups = 2;                 // Count of separate groups jumping around
     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);
     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 material = LoadMaterialDefault();
     material.shader = shader;
     material.shader = shader;
     material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
     material.maps[MATERIAL_MAP_DIFFUSE].color = RED;

+ 0 - 0
examples/shaders/shaders_rlgl_mesh_instanced.png → examples/shaders/shaders_mesh_instancing.png


+ 1 - 1
src/models.c

@@ -4507,7 +4507,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p
                     model->meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
                     model->meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
 
 
                     // Normals processing
                     // Normals processing
-                    if(model->meshes[primitiveIndex].normals != NULL)
+                    if (model->meshes[primitiveIndex].normals != NULL)
                     {
                     {
                         boundNormal = (Vector3){ model->meshes[primitiveIndex].normals[vCounter], model->meshes[primitiveIndex].normals[vCounter + 1], model->meshes[primitiveIndex].normals[vCounter + 2] };
                         boundNormal = (Vector3){ model->meshes[primitiveIndex].normals[vCounter], model->meshes[primitiveIndex].normals[vCounter + 1], model->meshes[primitiveIndex].normals[vCounter + 2] };
                         boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);
                         boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);