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/*******************************************************************************************
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*
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* raylib [shaders] example - rlgl module usage for instanced meshes
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*
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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*
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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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*
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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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#include "raylib.h"
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#include "raymath.h"
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#include "rlgl.h"
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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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#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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int main(void)
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{
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// Initialization
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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.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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camera.projection = CAMERA_PERSPECTIVE;
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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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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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for (int i = 0; i < count; i++)
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{
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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 = 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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rotationsInc[i] = MatrixRotate(axis, angle);
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rotations[i] = MatrixIdentity();
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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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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.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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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, "instance");
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// 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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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
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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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SetCameraMode(camera, CAMERA_ORBITAL); // Set a free camera mode
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SetTargetFPS(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 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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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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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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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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