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@ -25,6 +25,10 @@ |
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#define GLSL_VERSION 330 |
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float maxf(float a, float b){ |
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return (a > b ? a : b); |
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} |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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@ -34,13 +38,20 @@ 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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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 = 0.8; // global variance in jump height |
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float loop=0; // individual cube's computed loop timer . |
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float x=0,y=0,z=0; // used for various 3D coordinate & vector ops. |
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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 - rlgl mesh instanced"); |
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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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camera.position = (Vector3){ o">-125.0f, 125.0f, -125.0f }; |
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; |
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; |
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camera.fovy = 45.0f; |
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@ -56,14 +67,14 @@ int main(void) |
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// Scatter random cubes around |
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for (int i = 0; i < count; i++) |
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{ |
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kt">float x = (float)GetRandomValue(-50, 50); |
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kt">float y = (float)GetRandomValue(-50, 50); |
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kt">float z = (float)GetRandomValue(-50, 50); |
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x = GetRandomValue(-50, 50); |
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y = GetRandomValue(-50, 50); |
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z = GetRandomValue(-50, 50); |
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translations[i] = MatrixTranslate(x, y, z); |
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x = p">(float)GetRandomValue(0, 360); |
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y = p">(float)GetRandomValue(0, 360); |
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z = p">(float)GetRandomValue(0, 360); |
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x = GetRandomValue(0, 360); |
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y = GetRandomValue(0, 360); |
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z = GetRandomValue(0, 360); |
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Vector3 axis = Vector3Normalize((Vector3){x, y, z}); |
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float angle = (float)GetRandomValue(0, 10) * DEG2RAD; |
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@ -91,27 +102,64 @@ int main(void) |
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material.shader = shader; |
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material.maps[MATERIAL_MAP_DIFFUSE].color = RED; |
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode |
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SetCameraMode(camera, CAMERA_ORBITAL); // Set a free camera mode |
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SetTargetFPS(mi">60); // Set our game to run at 60 frames-per-second |
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SetTargetFPS(n">fps); // 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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int frame = 0; // simple frame counter to manage animation |
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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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UpdateCamera(&camera); |
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frame ++; |
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//if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f; |
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//if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f; |
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if (IsKeyDown(KEY_UP)) amp += 0.5; |
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if (IsKeyDown(KEY_DOWN)) amp = amp <= 1 ? 1 : amp - 1.0; |
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if (IsKeyDown(KEY_LEFT)) variance = variance <=0 ? 0 : variance - 0.01; |
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if (IsKeyDown(KEY_RIGHT)) variance = variance >=1 ? 1 : variance + 0.01; |
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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=0.70;} |
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if (IsKeyDown(KEY_EQUAL)) speed = speed <= (fps *.25) ? (fps *.25) : speed * 0.95; |
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if (IsKeyDown(KEY_KP_ADD)) speed = speed <= (fps *.25) ? (fps *.25) : speed * 0.95; |
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if (IsKeyDown(KEY_MINUS)) speed = maxf(speed * 1.02, speed + 1) ; |
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if (IsKeyDown(KEY_KP_SUBTRACT)) maxf(speed * 1.02, speed + 1) ; |
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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 rotations |
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for (int i = 0; i < count; i++) |
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{ |
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// Apply per-instance transformations |
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for (int i = 0; i < count; i++){ |
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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 frame for this instance. |
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loop = (float)( (frame + (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 : y); |
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transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0, y, 0)); |
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} |
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//---------------------------------------------------------------------------------- |
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@ -124,8 +172,40 @@ int main(void) |
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BeginMode3D(camera); |
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rlDrawMeshInstanced(cube, material, transforms, count); |
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EndMode3D(); |
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int u = 10; |
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int u2 = u + 40; |
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int u3 = u2 + 110; |
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int v = 300; |
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DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); |
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DrawText("PRESS KEYS:", u, v, 20, BLACK); |
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DrawText("1 - 9", u, v+=25, 10, BLACK); |
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DrawText(": Number of groups", u2, v , 10, BLACK); |
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DrawText(TextFormat(": %d", groups), u3, v , 10, BLACK); |
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DrawText("UP", u, v+=15, 10, BLACK); |
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DrawText(": increase amplitude", u2, v, 10, BLACK); |
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DrawText(TextFormat(": %.2f", amp), u3, v , 10, BLACK); |
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DrawText("DOWN", u, v+=15, 10, BLACK); |
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DrawText(": decrease amplitude", u2, v, 10, BLACK); |
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DrawText("LEFT", u, v+=15, 10, BLACK); |
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DrawText(": decrease variance", u2, v, 10, BLACK); |
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DrawText(TextFormat(": %.2f", variance), u3, v , 10, BLACK); |
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DrawText("RIGHT", u, v+=15, 10, BLACK); |
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DrawText(": increase variance", u2, v, 10, BLACK); |
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DrawText("+/=", u, v+=15, 10, BLACK); |
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DrawText(": increase speed", u2, v, 10, BLACK); |
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DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), u3, v , 10, BLACK); |
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DrawText("-", u, v+=15, 10, BLACK); |
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DrawText(": decrease speed", u2, v, 10, BLACK); |
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DrawText("W", u, v+=15, 10, BLACK); |
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DrawText(": Wild setup!", u2, v, 10, BLACK); |
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DrawFPS(10, 10); |
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