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@ -4,17 +4,16 @@ |
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* |
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* |
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding) |
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding) |
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* |
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* |
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* This example has been created using raylib 3.0 (www.raylib.com) |
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* This example has been created using raylib 3.5 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* |
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* Copyright (c) 2018 Ramon Santamaria (@raysan5) |
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* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5) |
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* |
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* Copyright (c) 2020 @seanpringle |
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* |
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* |
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********************************************************************************************/ |
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********************************************************************************************/ |
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#define GRAPHICS_API_OPENGL_33 |
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#define GLSL_VERSION 330 |
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#include <stdlib.h> |
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#include "raylib.h" |
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#include "raylib.h" |
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#include "raymath.h" |
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#include "raymath.h" |
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#include "rlgl.h" |
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#include "rlgl.h" |
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@ -22,6 +21,10 @@ |
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#define RLIGHTS_IMPLEMENTATION |
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#define RLIGHTS_IMPLEMENTATION |
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#include "rlights.h" |
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#include "rlights.h" |
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#include <stdlib.h> |
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#define GLSL_VERSION 330 |
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//------------------------------------------------------------------------------------ |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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//------------------------------------------------------------------------------------ |
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@ -29,11 +32,11 @@ int main(void) |
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{ |
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{ |
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// Initialization |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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//-------------------------------------------------------------------------------------- |
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const int screenWidth = 1024; |
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const int screenHeight = 768; |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) |
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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 module usage for instanced meshes"); |
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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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// Define the camera to look into our 3d world |
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Camera camera = { 0 }; |
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Camera camera = { 0 }; |
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@ -43,14 +46,12 @@ int main(void) |
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camera.fovy = 45.0f; |
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camera.fovy = 45.0f; |
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camera.type = CAMERA_PERSPECTIVE; |
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camera.type = CAMERA_PERSPECTIVE; |
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SetCameraMode(camera, CAMERA_FREE); |
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const int count = 10000; // Number of instances to display |
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const int count = 10000; // Number of instances to display |
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); |
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); |
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Matrix* rotations = RL_MALLOC(count * sizeof(Matrix)); // Rotation state of instances |
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Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances |
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Matrix* translations = RL_MALLOC(count * sizeof(Matrix)); // Locations of instances |
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Matrix *rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances |
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Matrix *rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances |
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Matrix *translations = RL_MALLOC(count*sizeof(Matrix)); // Locations of instances |
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// Scatter random cubes around |
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// Scatter random cubes around |
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for (int i = 0; i < count; i++) |
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for (int i = 0; i < count; i++) |
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@ -67,11 +68,10 @@ int main(void) |
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float angle = (float)GetRandomValue(0, 10) * DEG2RAD; |
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float angle = (float)GetRandomValue(0, 10) * DEG2RAD; |
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rotationsInc[i] = MatrixRotate(axis, angle); |
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rotationsInc[i] = MatrixRotate(axis, angle); |
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rotations[i] = MatrixIdentity(); |
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rotations[i] = MatrixIdentity(); |
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} |
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} |
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Matrix* transforms = RL_MALLOC(count * sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl |
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Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl |
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Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), |
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Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), |
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FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); |
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FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); |
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@ -81,7 +81,7 @@ int main(void) |
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); |
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shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); |
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); |
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shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); |
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// ambient light level |
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// Ambient light level |
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int ambientLoc = GetShaderLocation(shader, "ambient"); |
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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 }, UNIFORM_VEC4); |
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4); |
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@ -90,6 +90,8 @@ int main(void) |
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Material material = LoadMaterialDefault(); |
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Material material = LoadMaterialDefault(); |
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material.shader = shader; |
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material.shader = shader; |
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material.maps[MAP_DIFFUSE].color = RED; |
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material.maps[MAP_DIFFUSE].color = RED; |
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SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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//-------------------------------------------------------------------------------------- |
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@ -111,7 +113,6 @@ int main(void) |
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rotations[i] = MatrixMultiply(rotations[i], rotationsInc[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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transforms[i] = MatrixMultiply(rotations[i], translations[i]); |
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} |
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} |
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//---------------------------------------------------------------------------------- |
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//---------------------------------------------------------------------------------- |
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// Draw |
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// Draw |
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@ -124,7 +125,8 @@ int main(void) |
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rlDrawMeshInstanced(cube, material, transforms, count); |
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rlDrawMeshInstanced(cube, material, transforms, count); |
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EndMode3D(); |
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EndMode3D(); |
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DrawText("A CUBE OF DANCING CUBES!", 400, 10, 20, MAROON); |
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DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); |
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DrawFPS(10, 10); |
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DrawFPS(10, 10); |
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EndDrawing(); |
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EndDrawing(); |
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