|  | /******************************************************************************************* | 
						
						
							|  | * | 
						
						
							|  | *   raylib [shaders] example - Mesh instancing | 
						
						
							|  | * | 
						
						
							|  | *   Example originally created with raylib 3.7, last time updated with raylib 4.2 | 
						
						
							|  | * | 
						
						
							|  | *   Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | *   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, | 
						
						
							|  | *   BSD-like license that allows static linking with closed source software | 
						
						
							|  | * | 
						
						
							|  | *   Copyright (c) 2020-2023 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) | 
						
						
							|  | * | 
						
						
							|  | ********************************************************************************************/ | 
						
						
							|  | 
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							|  | 
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							|  | #include "raylib.h" | 
						
						
							|  | #include "raymath.h" | 
						
						
							|  |  | 
						
						
							|  | #define RLIGHTS_IMPLEMENTATION | 
						
						
							|  | #include "rlights.h" | 
						
						
							|  |  | 
						
						
							|  | #include <stdlib.h>         // Required for: calloc(), free() | 
						
						
							|  |  | 
						
						
							|  | #if defined(PLATFORM_DESKTOP) | 
						
						
							|  |     #define GLSL_VERSION            330 | 
						
						
							|  | #else   // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB | 
						
						
							|  |     #define GLSL_VERSION            100 | 
						
						
							|  | #endif | 
						
						
							|  |  | 
						
						
							|  | #define MAX_INSTANCES  10000 | 
						
						
							|  |  | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | // Program main entry point | 
						
						
							|  | //------------------------------------------------------------------------------------ | 
						
						
							|  | int main(void) | 
						
						
							|  | { | 
						
						
							|  |     // Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     const int screenWidth = 800; | 
						
						
							|  |     const int screenHeight = 450; | 
						
						
							|  | 
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							|  |     InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing"); | 
						
						
							|  | 
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							|  |     // Define the camera to look into our 3d world | 
						
						
							|  |     Camera camera = { 0 }; | 
						
						
							|  |     camera.position = (Vector3){ -125.0f, 125.0f, -125.0f };    // Camera position | 
						
						
							|  |     camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };              // Camera looking at point | 
						
						
							|  |     camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };                  // Camera up vector (rotation towards target) | 
						
						
							|  |     camera.fovy = 45.0f;                                        // Camera field-of-view Y | 
						
						
							|  |     camera.projection = CAMERA_PERSPECTIVE;                     // Camera projection type | 
						
						
							|  |  | 
						
						
							|  |     // Define mesh to be instanced | 
						
						
							|  |     Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); | 
						
						
							|  | 
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							|  |     // Define transforms to be uploaded to GPU for instances | 
						
						
							|  |     Matrix *transforms = (Matrix *)RL_CALLOC(MAX_INSTANCES, sizeof(Matrix));   // Pre-multiplied transformations passed to rlgl | 
						
						
							|  |  | 
						
						
							|  |     // Translate and rotate cubes randomly | 
						
						
							|  |     for (int i = 0; i < MAX_INSTANCES; i++) | 
						
						
							|  |     { | 
						
						
							|  |         Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50)); | 
						
						
							|  |         Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) }); | 
						
						
							|  |         float angle = (float)GetRandomValue(0, 10)*DEG2RAD; | 
						
						
							|  |         Matrix rotation = MatrixRotate(axis, angle); | 
						
						
							|  |          | 
						
						
							|  |         transforms[i] = MatrixMultiply(rotation, translation); | 
						
						
							|  |     } | 
						
						
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							|  |     // Load lighting shader | 
						
						
							|  |     Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting_instancing.vs", GLSL_VERSION), | 
						
						
							|  |                                TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); | 
						
						
							|  |     // Get shader locations | 
						
						
							|  |     shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); | 
						
						
							|  |     shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); | 
						
						
							|  |     shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform"); | 
						
						
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							|  |     // Set shader value: ambient light level | 
						
						
							|  |     int ambientLoc = GetShaderLocation(shader, "ambient"); | 
						
						
							|  |     SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); | 
						
						
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							|  |     // Create one light | 
						
						
							|  |     CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader); | 
						
						
							|  | 
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							|  |     // NOTE: We are assigning the intancing shader to material.shader | 
						
						
							|  |     // to be used on mesh drawing with DrawMeshInstanced() | 
						
						
							|  |     Material matInstances = LoadMaterialDefault(); | 
						
						
							|  |     matInstances.shader = shader; | 
						
						
							|  |     matInstances.maps[MATERIAL_MAP_DIFFUSE].color = RED; | 
						
						
							|  | 
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							|  |     // Load default material (using raylib intenral default shader) for non-instanced mesh drawing | 
						
						
							|  |     // WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so, | 
						
						
							|  |     // when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute | 
						
						
							|  |     Material matDefault = LoadMaterialDefault(); | 
						
						
							|  |     matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE; | 
						
						
							|  | 
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							|  |     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, CAMERA_ORBITAL); | 
						
						
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							|  |         // 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[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |         // Draw | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |         BeginDrawing(); | 
						
						
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							|  |             ClearBackground(RAYWHITE); | 
						
						
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							|  |             BeginMode3D(camera); | 
						
						
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							|  |                 // Draw cube mesh with default material (BLUE) | 
						
						
							|  |                 DrawMesh(cube, matDefault, MatrixTranslate(-10.0f, 0.0f, 0.0f)); | 
						
						
							|  | 
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							|  |                 // Draw meshes instanced using material containing instancing shader (RED + lighting), | 
						
						
							|  |                 // transforms[] for the instances should be provided, they are dynamically | 
						
						
							|  |                 // updated in GPU every frame, so we can animate the different mesh instances | 
						
						
							|  |                 DrawMeshInstanced(cube, matInstances, transforms, MAX_INSTANCES); | 
						
						
							|  | 
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							|  |                 // Draw cube mesh with default material (BLUE) | 
						
						
							|  |                 DrawMesh(cube, matDefault, MatrixTranslate(10.0f, 0.0f, 0.0f)); | 
						
						
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							|  |             EndMode3D(); | 
						
						
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							|  |             DrawFPS(10, 10); | 
						
						
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							|  |         EndDrawing(); | 
						
						
							|  |         //---------------------------------------------------------------------------------- | 
						
						
							|  |     } | 
						
						
							|  | 
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							|  |     // De-Initialization | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |     RL_FREE(transforms);    // Free transforms | 
						
						
							|  |  | 
						
						
							|  |     CloseWindow();          // Close window and OpenGL context | 
						
						
							|  |     //-------------------------------------------------------------------------------------- | 
						
						
							|  |  | 
						
						
							|  |     return 0; | 
						
						
							|  | }
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