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REVIEWED: example: shaders_mesh_instancing

Simplified example
pull/2534/head
Ray vor 2 Jahren
Ursprung
Commit
3879decb9f
4 geänderte Dateien mit 63 neuen und 176 gelöschten Zeilen
  1. +12
    -27
      examples/models/rlights.h
  2. +0
    -0
      examples/shaders/resources/shaders/glsl330/lighting_instancing.vs
  3. +12
    -27
      examples/shaders/rlights.h
  4. +39
    -122
      examples/shaders/shaders_mesh_instancing.c

+ 12
- 27
examples/models/rlights.h Datei anzeigen

@ -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 };

examples/shaders/resources/shaders/glsl330/base_lighting_instanced.vs → examples/shaders/resources/shaders/glsl330/lighting_instancing.vs Datei anzeigen


+ 12
- 27
examples/shaders/rlights.h Datei anzeigen

@ -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 };

+ 39
- 122
examples/shaders/shaders_mesh_instancing.c Datei anzeigen

@ -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 <stdlib.h>
#include <math.h>
#include <stdlib.h> // Required for: calloc(), free()
#include <math.h> // 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;
kt">int framesCounter = 0; // Simple frames counter to manage animation
o">// Set an orbital camera mode
n">SetCameraMode(camera, CAMERA_ORBITAL);
SetTargetFPS(n">fps); // Set our game to run at 60 frames-per-second
SetTargetFPS(mi">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;

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