/******************************************************************************************* * * raylib [shaders] example - rlgl module usage for instanced meshes * * This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding) * * This example has been created using raylib 3.5 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2020 @seanpringle * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #include "rlgl.h" #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #include #define GLSL_VERSION 330 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ 125.0f, 125.0f, 125.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; camera.type = CAMERA_PERSPECTIVE; const int count = 10000; // Number of instances to display Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Matrix *rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances Matrix *rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances Matrix *translations = RL_MALLOC(count*sizeof(Matrix)); // Locations of instances // Scatter random cubes around for (int i = 0; i < count; i++) { float x = GetRandomValue(-50, 50); float y = GetRandomValue(-50, 50); float z = GetRandomValue(-50, 50); translations[i] = MatrixTranslate(x, y, z); x = GetRandomValue(0, 360); y = GetRandomValue(0, 360); z = GetRandomValue(0, 360); Vector3 axis = Vector3Normalize((Vector3){x, y, z}); float angle = (float)GetRandomValue(0, 10) * DEG2RAD; rotationsInc[i] = MatrixRotate(axis, angle); rotations[i] = MatrixIdentity(); } Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); // Ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4); CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader); Material material = LoadMaterialDefault(); material.shader = shader; material.maps[MAP_DIFFUSE].color = RED; SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- 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[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3); // Apply per-instance rotations for (int i = 0; i < count; i++) { rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); transforms[i] = MatrixMultiply(rotations[i], translations[i]); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); rlDrawMeshInstanced(cube, material, transforms, count); EndMode3D(); DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }