apply suggested naming changes; add instanced mesh example

This commit is contained in:
Sean Pringle 2020-09-02 13:07:44 +10:00
parent 77103553c5
commit 0d1b36d1db
5 changed files with 154 additions and 12 deletions

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@ -458,7 +458,8 @@ SHADERS = \
shaders/shaders_basic_lighting \
shaders/shaders_fog \
shaders/shaders_simple_mask \
shaders/shaders_spotlight
shaders/shaders_spotlight \
shaders/shaders_rlgl_mesh_instanced
AUDIO = \
audio/audio_module_playing \

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@ -0,0 +1,146 @@
/*******************************************************************************************
*
* 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 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#define GRAPHICS_API_OPENGL_33
#define GLSL_VERSION 330
#include <stdlib.h>
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 1024;
const int screenHeight = 768;
const float sunRadius = 4.0f;
const float earthRadius = 0.6f;
const float earthOrbitRadius = 8.0f;
const float moonRadius = 0.16f;
const float moonOrbitRadius = 1.5f;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl module usage for instanced meshes");
// 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;
SetCameraMode(camera, CAMERA_FREE);
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;
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!", 400, 10, 20, MAROON);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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@ -1364,7 +1364,7 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Def
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderAttribLocation(Shader shader, const char *attribName); // Get shader attribute location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)

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@ -123,12 +123,7 @@
} Vector4;
// Quaternion type
typedef struct Quaternion {
float x;
float y;
float z;
float w;
} Quaternion;
typedef Vector4 Quaternion;
// Matrix type (OpenGL style 4x4 - right handed, column major)
typedef struct Matrix {

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@ -548,7 +548,7 @@ RLAPI void rlLoadMesh(Mesh *mesh, bool dynamic); // Upl
RLAPI void rlUpdateMesh(Mesh mesh, int buffer, int count); // Update vertex or index data on GPU (upload new data to one buffer)
RLAPI void rlUpdateMeshAt(Mesh mesh, int buffer, int count, int index); // Update vertex or index data on GPU, at index
RLAPI void rlDrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, int count, Matrix *transforms); // Draw a 3d mesh with material and transform
RLAPI void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count); // Draw a 3d mesh with material and transform
RLAPI void rlUnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
// NOTE: There is a set of shader related functions that are available to end user,
@ -571,7 +571,7 @@ RLAPI Rectangle GetShapesTextureRec(void); // Get
// Shader configuration functions
RLAPI int GetShaderLocation(Shader shader, const char *uniformName); // Get shader uniform location
RLAPI int GetShaderAttribLocation(Shader shader, const char *attribName); // Get shader attribute location
RLAPI int GetShaderLocationAttrib(Shader shader, const char *attribName); // Get shader attribute location
RLAPI void SetShaderValue(Shader shader, int uniformLoc, const void *value, int uniformType); // Set shader uniform value
RLAPI void SetShaderValueV(Shader shader, int uniformLoc, const void *value, int uniformType, int count); // Set shader uniform value vector
RLAPI void SetShaderValueMatrix(Shader shader, int uniformLoc, Matrix mat); // Set shader uniform value (matrix 4x4)
@ -2835,7 +2835,7 @@ void rlDrawMesh(Mesh mesh, Material material, Matrix transform)
}
// Draw a 3d mesh with material and transform
void rlDrawMeshInstanced(Mesh mesh, Material material, int count, Matrix *transforms)
void rlDrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int count)
{
#if defined(GRAPHICS_API_OPENGL_33)
@ -3254,7 +3254,7 @@ int GetShaderLocation(Shader shader, const char *uniformName)
}
// Get shader attribute location
int GetShaderAttribLocation(Shader shader, const char *attribName)
int GetShaderLocationAttrib(Shader shader, const char *attribName)
{
int location = -1;
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)