Browse Source

Update shaders_mesh_instancing.c

pull/1733/head
Ray 3 years ago
parent
commit
8a55c60e47
1 changed files with 9 additions and 8 deletions
  1. +9
    -8
      examples/shaders/shaders_mesh_instancing.c

+ 9
- 8
examples/shaders/shaders_mesh_instancing.c View File

@ -27,6 +27,8 @@
#define GLSL_VERSION 100
#endif
#define MAX_INSTANCES 10000
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -56,15 +58,14 @@ int main(void)
camera.fovy = 45.0f;
camera.projection = CAMERA_PERSPECTIVE;
const int instances = 10000; // Number of instances to display
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances
Matrix *rotationsInc = RL_MALLOC(instances*sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix *translations = RL_MALLOC(instances*sizeof(Matrix)); // Locations of instances
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
// Scatter random cubes around
for (int i = 0; i < instances; i++)
for (int i = 0; i < MAX_INSTANCES; i++)
{
x = GetRandomValue(-50, 50);
y = GetRandomValue(-50, 50);
@ -81,7 +82,7 @@ int main(void)
rotations[i] = MatrixIdentity();
}
Matrix *transforms = RL_MALLOC(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
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),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
@ -146,7 +147,7 @@ int main(void)
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
// Apply per-instance transformations
for (int i = 0; i < instances; i++)
for (int i = 0; i < MAX_INSTANCES; i++)
{
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
@ -174,7 +175,7 @@ int main(void)
BeginMode3D(camera);
//DrawMesh(cube, material, MatrixIdentity());
DrawMeshInstanced(cube, material, transforms, instances);
DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES);
EndMode3D();
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);

Loading…
Cancel
Save