From 3879decb9f710afb1271f1819051036a90f66c3e Mon Sep 17 00:00:00 2001 From: Ray Date: Tue, 21 Jun 2022 21:06:03 +0200 Subject: [PATCH] REVIEWED: example: shaders_mesh_instancing Simplified example --- examples/models/rlights.h | 39 ++--- ...ng_instanced.vs => lighting_instancing.vs} | 0 examples/shaders/rlights.h | 39 ++--- examples/shaders/shaders_mesh_instancing.c | 161 +++++------------- 4 files changed, 63 insertions(+), 176 deletions(-) rename examples/shaders/resources/shaders/glsl330/{base_lighting_instanced.vs => lighting_instancing.vs} (100%) diff --git a/examples/models/rlights.h b/examples/models/rlights.h index a1b298881..4a5677bc9 100644 --- a/examples/models/rlights.h +++ b/examples/models/rlights.h @@ -11,7 +11,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -36,7 +36,7 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define MAX_LIGHTS 4 // Max dynamic lights supported by shader +#define MAX_LIGHTS 4 // Max dynamic lights supported by shader //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -45,22 +45,22 @@ // Light data typedef struct { int type; + bool enabled; Vector3 position; Vector3 target; Color color; - bool enabled; // Shader locations int enabledLoc; int typeLoc; - int posLoc; + int positionLoc; int targetLoc; int colorLoc; } Light; // Light type typedef enum { - LIGHT_DIRECTIONAL, + LIGHT_DIRECTIONAL = 0, LIGHT_POINT } LightType; @@ -128,27 +128,12 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade light.target = target; light.color = color; - // TODO: Below code doesn't look good to me, - // it assumes a specific shader naming and structure - // Probably this implementation could be improved - char enabledName[32] = "lights[x].enabled\0"; - char typeName[32] = "lights[x].type\0"; - char posName[32] = "lights[x].position\0"; - char targetName[32] = "lights[x].target\0"; - char colorName[32] = "lights[x].color\0"; - - // Set location name [x] depending on lights count - enabledName[7] = '0' + lightsCount; - typeName[7] = '0' + lightsCount; - posName[7] = '0' + lightsCount; - targetName[7] = '0' + lightsCount; - colorName[7] = '0' + lightsCount; - - light.enabledLoc = GetShaderLocation(shader, enabledName); - light.typeLoc = GetShaderLocation(shader, typeName); - light.posLoc = GetShaderLocation(shader, posName); - light.targetLoc = GetShaderLocation(shader, targetName); - light.colorLoc = GetShaderLocation(shader, colorName); + // NOTE: Lighting shader naming must be the provided ones + light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount)); + light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount)); + light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount)); + light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount)); + light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount)); UpdateLightValues(shader, light); @@ -168,7 +153,7 @@ void UpdateLightValues(Shader shader, Light light) // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; - SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; diff --git a/examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl330/lighting_instancing.vs similarity index 100% rename from examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs rename to examples/shaders/resources/shaders/glsl330/lighting_instancing.vs diff --git a/examples/shaders/rlights.h b/examples/shaders/rlights.h index a1b298881..4a5677bc9 100644 --- a/examples/shaders/rlights.h +++ b/examples/shaders/rlights.h @@ -11,7 +11,7 @@ * * LICENSE: zlib/libpng * -* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) +* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5) * * This software is provided "as-is", without any express or implied warranty. In no event * will the authors be held liable for any damages arising from the use of this software. @@ -36,7 +36,7 @@ //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- -#define MAX_LIGHTS 4 // Max dynamic lights supported by shader +#define MAX_LIGHTS 4 // Max dynamic lights supported by shader //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -45,22 +45,22 @@ // Light data typedef struct { int type; + bool enabled; Vector3 position; Vector3 target; Color color; - bool enabled; // Shader locations int enabledLoc; int typeLoc; - int posLoc; + int positionLoc; int targetLoc; int colorLoc; } Light; // Light type typedef enum { - LIGHT_DIRECTIONAL, + LIGHT_DIRECTIONAL = 0, LIGHT_POINT } LightType; @@ -128,27 +128,12 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade light.target = target; light.color = color; - // TODO: Below code doesn't look good to me, - // it assumes a specific shader naming and structure - // Probably this implementation could be improved - char enabledName[32] = "lights[x].enabled\0"; - char typeName[32] = "lights[x].type\0"; - char posName[32] = "lights[x].position\0"; - char targetName[32] = "lights[x].target\0"; - char colorName[32] = "lights[x].color\0"; - - // Set location name [x] depending on lights count - enabledName[7] = '0' + lightsCount; - typeName[7] = '0' + lightsCount; - posName[7] = '0' + lightsCount; - targetName[7] = '0' + lightsCount; - colorName[7] = '0' + lightsCount; - - light.enabledLoc = GetShaderLocation(shader, enabledName); - light.typeLoc = GetShaderLocation(shader, typeName); - light.posLoc = GetShaderLocation(shader, posName); - light.targetLoc = GetShaderLocation(shader, targetName); - light.colorLoc = GetShaderLocation(shader, colorName); + // NOTE: Lighting shader naming must be the provided ones + light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount)); + light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount)); + light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount)); + light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount)); + light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount)); UpdateLightValues(shader, light); @@ -168,7 +153,7 @@ void UpdateLightValues(Shader shader, Light light) // Send to shader light position values float position[3] = { light.position.x, light.position.y, light.position.z }; - SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3); + SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3); // Send to shader light target position values float target[3] = { light.target.x, light.target.y, light.target.z }; diff --git a/examples/shaders/shaders_mesh_instancing.c b/examples/shaders/shaders_mesh_instancing.c index 8be576720..c1e48c021 100644 --- a/examples/shaders/shaders_mesh_instancing.c +++ b/examples/shaders/shaders_mesh_instancing.c @@ -7,7 +7,7 @@ * * Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5) * -* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) +* Copyright (c) 2020-2022 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ @@ -18,8 +18,8 @@ #define RLIGHTS_IMPLEMENTATION #include "rlights.h" -#include -#include +#include // Required for: calloc(), free() +#include // Required for: #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 @@ -27,7 +27,7 @@ #define GLSL_VERSION 100 #endif -#define MAX_INSTANCES 10000 +#define MAX_INSTANCES 8000 //------------------------------------------------------------------------------------ // Program main entry point @@ -38,18 +38,9 @@ int main(void) //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - const int fps = 60; - SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing"); - 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 }; @@ -58,113 +49,64 @@ int main(void) camera.fovy = 45.0f; camera.projection = CAMERA_PERSPECTIVE; + // Define mesh to be instanced Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); - Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Rotation state of instances - Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances - Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances + // Define transforms to be uploaded to GPU for instances + Matrix *transforms = (Matrix *)RL_CALLOC(MAX_INSTANCES, sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl - // Scatter random cubes around + // Translate and rotate cubes randomly for (int i = 0; i < MAX_INSTANCES; i++) { - x = (float)GetRandomValue(-50, 50); - y = (float)GetRandomValue(-50, 50); - z = (float)GetRandomValue(-50, 50); - translations[i] = MatrixTranslate(x, y, z); - - x = (float)GetRandomValue(0, 360); - y = (float)GetRandomValue(0, 360); - z = (float)GetRandomValue(0, 360); - Vector3 axis = Vector3Normalize((Vector3){ x, y, z }); + 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; - - rotationsInc[i] = MatrixRotate(axis, angle); - rotations[i] = MatrixIdentity(); + Matrix rotation = MatrixRotate(axis, angle); + + transforms[i] = MatrixMultiply(rotation, translation); } - Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl - - Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), + // 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 some shader loactions + // 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"); - // Ambient light level + // 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 material = LoadMaterialDefault(); - material.shader = shader; - material.maps[MATERIAL_MAP_DIFFUSE].color = RED; + Material matInstances = LoadMaterialDefault(); + matInstances.shader = shader; + matInstances.maps[MATERIAL_MAP_DIFFUSE].color = RED; - SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode + // Create a defult material with default internal shader for non-instanced mesh drawing + Material matDefault = LoadMaterialDefault(); + matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE; - int textPositionY = 300; - int framesCounter = 0; // Simple frames counter to manage animation + // Set an orbital camera mode + SetCameraMode(camera, CAMERA_ORBITAL); - SetTargetFPS(fps); // Set our game to run at 60 frames-per-second + 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 //---------------------------------------------------------------------------------- - textPositionY = 300; - 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; - 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 = 0.70f; } - - if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); - if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); - - if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1); - if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1); + 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[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); - - // Apply per-instance transformations - for (int i = 0; i < MAX_INSTANCES; i++) - { - rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); - transforms[i] = MatrixMultiply(rotations[i], translations[i]); - - // 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))); - - // Clamp to floor - y = (y < 0)? 0.0f : y; - - transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); - } - - UpdateCamera(&camera); //---------------------------------------------------------------------------------- // Draw @@ -174,40 +116,19 @@ int main(void) ClearBackground(RAYWHITE); BeginMode3D(camera); - //DrawMesh(cube, material, MatrixIdentity()); - DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES); - EndMode3D(); - - DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); - DrawText("PRESS KEYS:", 10, textPositionY, 20, 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); + // Draw cube mesh with default material (BLUE) + DrawMesh(cube, matDefault, MatrixTranslate(-10.0f, 0.0f, 0.0f)); - DrawText("UP", 10, textPositionY += 15, 10, BLACK); - DrawText(": increase amplitude", 50, textPositionY, 10, BLACK); - DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK); + // 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); - DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); - DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); + // Draw cube mesh with default material (BLUE) + DrawMesh(cube, matDefault, MatrixTranslate(10.0f, 0.0f, 0.0f)); - DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); - DrawText(": decrease variance", 50, textPositionY, 10, BLACK); - DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK); - - DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); - DrawText(": increase variance", 50, textPositionY, 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("-", 10, textPositionY += 15, 10, BLACK); - DrawText(": decrease speed", 50, textPositionY, 10, BLACK); - - DrawText("W", 10, textPositionY += 15, 10, BLACK); - DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); + EndMode3D(); DrawFPS(10, 10); @@ -217,13 +138,9 @@ int main(void) // De-Initialization //-------------------------------------------------------------------------------------- - // Free allocated matrices - RL_FREE(rotations); - RL_FREE(rotationsInc); - RL_FREE(translations); - RL_FREE(transforms); + RL_FREE(transforms); // Free transforms - CloseWindow(); // Close window and OpenGL context + CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0;