From 0d1b36d1db14fffdb80aba0b78525d3cb9409d63 Mon Sep 17 00:00:00 2001 From: Sean Pringle Date: Wed, 2 Sep 2020 13:07:44 +1000 Subject: [PATCH] apply suggested naming changes; add instanced mesh example --- examples/Makefile | 3 +- .../shaders/shaders_rlgl_mesh_instanced.c | 146 ++++++++++++++++++ src/raylib.h | 2 +- src/raymath.h | 7 +- src/rlgl.h | 8 +- 5 files changed, 154 insertions(+), 12 deletions(-) create mode 100644 examples/shaders/shaders_rlgl_mesh_instanced.c diff --git a/examples/Makefile b/examples/Makefile index e3cf1c5f2..ad21fb270 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -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 \ diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c new file mode 100644 index 000000000..23053f9c4 --- /dev/null +++ b/examples/shaders/shaders_rlgl_mesh_instanced.c @@ -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 +#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; +} diff --git a/src/raylib.h b/src/raylib.h index 85e96b286..67a18de63 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -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) diff --git a/src/raymath.h b/src/raymath.h index d77dbf5b4..59f1c769a 100644 --- a/src/raymath.h +++ b/src/raymath.h @@ -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 { diff --git a/src/rlgl.h b/src/rlgl.h index 3035bf85a..5da3a40be 100644 --- a/src/rlgl.h +++ b/src/rlgl.h @@ -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)