apply suggested naming changes; add instanced mesh example
This commit is contained in:
parent
77103553c5
commit
0d1b36d1db
|
|
@ -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 \
|
||||
|
|
|
|||
146
examples/shaders/shaders_rlgl_mesh_instanced.c
Normal file
146
examples/shaders/shaders_rlgl_mesh_instanced.c
Normal file
|
|
@ -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;
|
||||
}
|
||||
|
|
@ -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)
|
||||
|
|
|
|||
|
|
@ -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 {
|
||||
|
|
|
|||
|
|
@ -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)
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user