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@ -7,7 +7,7 @@ |
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* |
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* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5) |
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* |
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* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) |
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* Copyright (c) 2020-2022 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) |
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* |
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********************************************************************************************/ |
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@ -18,8 +18,8 @@ |
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#define RLIGHTS_IMPLEMENTATION |
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#include "rlights.h" |
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#include <stdlib.h> |
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#include <math.h> |
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#include <stdlib.h> // Required for: calloc(), free() |
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#include <math.h> // Required for: |
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#if defined(PLATFORM_DESKTOP) |
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#define GLSL_VERSION 330 |
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@ -27,7 +27,7 @@ |
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#define GLSL_VERSION 100 |
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#endif |
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#define MAX_INSTANCES 10000 |
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#define MAX_INSTANCES 8000 |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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@ -38,18 +38,9 @@ int main(void) |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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const int fps = 60; |
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) |
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing"); |
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int speed = 30; // Speed of jump animation |
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int groups = 2; // Count of separate groups jumping around |
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float amp = 10; // Maximum amplitude of jump |
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float variance = 0.8f; // Global variance in jump height |
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float loop = 0.0f; // Individual cube's computed loop timer |
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float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops |
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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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camera.position = (Vector3){ -125.0f, 125.0f, -125.0f }; |
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@ -58,113 +49,64 @@ int main(void) |
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camera.fovy = 45.0f; |
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camera.projection = CAMERA_PERSPECTIVE; |
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// Define mesh to be instanced |
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); |
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Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Rotation state of instances |
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Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances |
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Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances |
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// Define transforms to be uploaded to GPU for instances |
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Matrix *transforms = (Matrix *)RL_CALLOC(MAX_INSTANCES, sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl |
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// Scatter random cubes around |
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// Translate and rotate cubes randomly |
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for (int i = 0; i < MAX_INSTANCES; i++) |
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{ |
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x = (float)GetRandomValue(-50, 50); |
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y = (float)GetRandomValue(-50, 50); |
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z = (float)GetRandomValue(-50, 50); |
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translations[i] = MatrixTranslate(x, y, z); |
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x = (float)GetRandomValue(0, 360); |
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y = (float)GetRandomValue(0, 360); |
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z = (float)GetRandomValue(0, 360); |
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Vector3 axis = Vector3Normalize((Vector3){ x, y, z }); |
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Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50)); |
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Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) }); |
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float angle = (float)GetRandomValue(0, 10)*DEG2RAD; |
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rotationsInc[i] = MatrixRotate(axis, angle); |
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rotations[i] = MatrixIdentity(); |
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Matrix rotation = MatrixRotate(axis, angle); |
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transforms[i] = MatrixMultiply(rotation, translation); |
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} |
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Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl |
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), |
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// Load lighting shader |
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting_instancing.vs", GLSL_VERSION), |
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); |
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// Get some shader loactions |
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// Get shader locations |
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shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); |
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); |
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform"); |
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// Ambient light level |
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// Set shader value: ambient light level |
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int ambientLoc = GetShaderLocation(shader, "ambient"); |
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); |
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// Create one light |
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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader); |
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// NOTE: We are assigning the intancing shader to material.shader |
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// to be used on mesh drawing with DrawMeshInstanced() |
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Material material = LoadMaterialDefault(); |
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material.shader = shader; |
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material.maps[MATERIAL_MAP_DIFFUSE].color = RED; |
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Material matInstances = LoadMaterialDefault(); |
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matInstances.shader = shader; |
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matInstances.maps[MATERIAL_MAP_DIFFUSE].color = RED; |
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode |
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// Create a defult material with default internal shader for non-instanced mesh drawing |
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Material matDefault = LoadMaterialDefault(); |
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matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE; |
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int textPositionY = 300; |
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kt">int framesCounter = 0; // Simple frames counter to manage animation |
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o">// Set an orbital camera mode |
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n">SetCameraMode(camera, CAMERA_ORBITAL); |
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SetTargetFPS(n">fps); // Set our game to run at 60 frames-per-second |
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SetTargetFPS(mi">60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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textPositionY = 300; |
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framesCounter++; |
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if (IsKeyDown(KEY_UP)) amp += 0.5f; |
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if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f); |
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if (IsKeyDown(KEY_LEFT)) variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f); |
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if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f); |
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if (IsKeyDown(KEY_ONE)) groups = 1; |
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if (IsKeyDown(KEY_TWO)) groups = 2; |
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if (IsKeyDown(KEY_THREE)) groups = 3; |
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if (IsKeyDown(KEY_FOUR)) groups = 4; |
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if (IsKeyDown(KEY_FIVE)) groups = 5; |
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if (IsKeyDown(KEY_SIX)) groups = 6; |
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if (IsKeyDown(KEY_SEVEN)) groups = 7; |
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if (IsKeyDown(KEY_EIGHT)) groups = 8; |
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if (IsKeyDown(KEY_NINE)) groups = 9; |
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if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; } |
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if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); |
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if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); |
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if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1); |
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if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1); |
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UpdateCamera(&camera); |
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// Update the light shader with the camera view position |
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; |
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); |
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// Apply per-instance transformations |
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for (int i = 0; i < MAX_INSTANCES; i++) |
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{ |
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rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); |
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transforms[i] = MatrixMultiply(rotations[i], translations[i]); |
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// Get the animation cycle's framesCounter for this instance |
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loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed; |
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// Calculate the y according to loop cycle |
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y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10))); |
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// Clamp to floor |
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y = (y < 0)? 0.0f : y; |
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transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); |
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} |
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UpdateCamera(&camera); |
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//---------------------------------------------------------------------------------- |
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// Draw |
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@ -174,40 +116,19 @@ int main(void) |
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ClearBackground(RAYWHITE); |
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BeginMode3D(camera); |
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//DrawMesh(cube, material, MatrixIdentity()); |
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DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES); |
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EndMode3D(); |
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DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); |
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DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK); |
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DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK); |
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DrawText(": Number of groups", 50, textPositionY , 10, BLACK); |
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DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK); |
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// Draw cube mesh with default material (BLUE) |
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DrawMesh(cube, matDefault, MatrixTranslate(-10.0f, 0.0f, 0.0f)); |
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DrawText("UP", 10, textPositionY += 15, 10, BLACK); |
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DrawText(": increase amplitude", 50, textPositionY, 10, BLACK); |
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DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK); |
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// Draw meshes instanced using material containing instancing shader (RED + lighting), |
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// transforms[] for the instances should be provided, they are dynamically |
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// updated in GPU every frame, so we can animate the different mesh instances |
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DrawMeshInstanced(cube, matInstances, transforms, MAX_INSTANCES); |
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DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); |
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DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); |
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// Draw cube mesh with default material (BLUE) |
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DrawMesh(cube, matDefault, MatrixTranslate(10.0f, 0.0f, 0.0f)); |
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DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); |
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DrawText(": decrease variance", 50, textPositionY, 10, BLACK); |
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DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK); |
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DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); |
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DrawText(": increase variance", 50, textPositionY, 10, BLACK); |
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DrawText("+/=", 10, textPositionY += 15, 10, BLACK); |
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DrawText(": increase speed", 50, textPositionY, 10, BLACK); |
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DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK); |
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DrawText("-", 10, textPositionY += 15, 10, BLACK); |
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DrawText(": decrease speed", 50, textPositionY, 10, BLACK); |
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DrawText("W", 10, textPositionY += 15, 10, BLACK); |
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DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); |
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EndMode3D(); |
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DrawFPS(10, 10); |
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@ -217,13 +138,9 @@ int main(void) |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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// Free allocated matrices |
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RL_FREE(rotations); |
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RL_FREE(rotationsInc); |
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RL_FREE(translations); |
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RL_FREE(transforms); |
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RL_FREE(transforms); // Free transforms |
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CloseWindow(); // Close window and OpenGL context |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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