123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222 |
- /*******************************************************************************************
- *
- * 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 3.5 (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)
- *
- * Copyright (c) 2020 @seanpringle
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include "raymath.h"
- #include "rlgl.h"
- #define RLIGHTS_IMPLEMENTATION
- #include "rlights.h"
- #include <stdlib.h>
- #define GLSL_VERSION 330
- float maxf(float a, float b){
- return (a > b ? a : b);
- }
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- 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");
- // 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.projection = CAMERA_PERSPECTIVE;
- 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++)
- {
- x = GetRandomValue(-50, 50);
- y = GetRandomValue(-50, 50);
- 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(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
- // Get some shader loactions
- 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, "instance");
- // Ambient light level
- 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);
- Material material = LoadMaterialDefault();
- material.shader = shader;
- material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
-
- SetCameraMode(camera, CAMERA_ORBITAL); // Set a free camera mode
- 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;
- 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=0.70;}
-
- 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_MINUS)) speed = maxf(speed * 1.02, speed + 1) ;
- if (IsKeyDown(KEY_KP_SUBTRACT)) maxf(speed * 1.02, 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++){
- 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;
-
- // 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);
-
- transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0, y, 0));
- }
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- rlDrawMeshInstanced(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("1 - 9", u, v+=25, 10, BLACK);
- DrawText(": Number of groups", u2, v , 10, BLACK);
- DrawText(TextFormat(": %d", groups), u3, v , 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("DOWN", u, v+=15, 10, BLACK);
- DrawText(": decrease amplitude", u2, v, 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("RIGHT", u, v+=15, 10, BLACK);
- DrawText(": increase variance", u2, v, 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("-", u, v+=15, 10, BLACK);
- DrawText(": decrease speed", u2, v, 10, BLACK);
-
- DrawText("W", u, v+=15, 10, BLACK);
- DrawText(": Wild setup!", u2, v, 10, BLACK);
-
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
|