- /*******************************************************************************************
- *
- * raylib [shaders] example - Mesh instancing
- *
- * Example originally created with raylib 3.7, last time updated with raylib 4.2
- *
- * Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2020-2024 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
-
-
- #include "raylib.h"
- #include "raymath.h"
-
- #define RLIGHTS_IMPLEMENTATION
- #include "rlights.h"
-
- #include <stdlib.h> // Required for: calloc(), free()
-
- #if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- #define MAX_INSTANCES 10000
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
-
- // Define the camera to look into our 3d world
- Camera camera = { 0 };
- camera.position = (Vector3){ -125.0f, 125.0f, -125.0f }; // Camera position
- camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
- camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
- camera.fovy = 45.0f; // Camera field-of-view Y
- camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
-
- // Define mesh to be instanced
- Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
-
- // Define transforms to be uploaded to GPU for instances
- Matrix *transforms = (Matrix *)RL_CALLOC(MAX_INSTANCES, sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
-
- // Translate and rotate cubes randomly
- for (int i = 0; i < MAX_INSTANCES; i++)
- {
- 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;
- Matrix rotation = MatrixRotate(axis, angle);
-
- transforms[i] = MatrixMultiply(rotation, translation);
- }
-
- // 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 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");
-
- // 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 matInstances = LoadMaterialDefault();
- matInstances.shader = shader;
- matInstances.maps[MATERIAL_MAP_DIFFUSE].color = RED;
-
- // Load default material (using raylib intenral default shader) for non-instanced mesh drawing
- // WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
- // when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
- Material matDefault = LoadMaterialDefault();
- matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
-
- 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, CAMERA_ORBITAL);
-
- // 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);
- //----------------------------------------------------------------------------------
-
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- BeginMode3D(camera);
-
- // Draw cube mesh with default material (BLUE)
- DrawMesh(cube, matDefault, MatrixTranslate(-10.0f, 0.0f, 0.0f));
-
- // 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);
-
- // Draw cube mesh with default material (BLUE)
- DrawMesh(cube, matDefault, MatrixTranslate(10.0f, 0.0f, 0.0f));
-
- EndMode3D();
-
- DrawFPS(10, 10);
-
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- RL_FREE(transforms); // Free transforms
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
- }
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