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- /*******************************************************************************************
- *
- * 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
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
- 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.type = 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++)
- {
- float x = GetRandomValue(-50, 50);
- float y = GetRandomValue(-50, 50);
- float 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(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
- FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
- // Get some shader loactions
- shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
- shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
- shader.locs[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 }, UNIFORM_VEC4);
- CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
- Material material = LoadMaterialDefault();
- material.shader = shader;
- material.maps[MAP_DIFFUSE].color = RED;
-
- SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
- 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
- //----------------------------------------------------------------------------------
- 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[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
- // Apply per-instance rotations
- for (int i = 0; i < count; i++)
- {
- rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
- transforms[i] = MatrixMultiply(rotations[i], translations[i]);
- }
- //----------------------------------------------------------------------------------
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(RAYWHITE);
- BeginMode3D(camera);
- rlDrawMeshInstanced(cube, material, transforms, count);
- EndMode3D();
- DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
-
- DrawFPS(10, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
- // De-Initialization
- //--------------------------------------------------------------------------------------
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
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