diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c index 4ad647c01..3477b0cfb 100644 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/shaders/shaders_rlgl_mesh_instanced.c @@ -22,8 +22,13 @@ #include "rlights.h" #include +#include -#define GLSL_VERSION 330 +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif //------------------------------------------------------------------------------------ // Program main entry point @@ -34,13 +39,21 @@ int main(void) //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; + const int fps = 60; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced"); + int speed = 30; // Speed of jump animation + int groups = 2; // Count of separate groups jumping around + float amp = 10; // Maximum amplitude of jump + float variance = 0.8f; // Global variance in jump height + float loop = 0.0f; // Individual cube's computed loop timer + float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops + // Define the camera to look into our 3d world Camera camera = { 0 }; - camera.position = (Vector3){ 125.0f, 125.0f, 125.0f }; + 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; @@ -56,16 +69,16 @@ int main(void) // Scatter random cubes around for (int i = 0; i < count; i++) { - float x = (float)GetRandomValue(-50, 50); - float y = (float)GetRandomValue(-50, 50); - float z = (float)GetRandomValue(-50, 50); + x = GetRandomValue(-50, 50); + y = GetRandomValue(-50, 50); + z = GetRandomValue(-50, 50); translations[i] = MatrixTranslate(x, y, z); - x = (float)GetRandomValue(0, 360); - y = (float)GetRandomValue(0, 360); - z = (float)GetRandomValue(0, 360); - Vector3 axis = Vector3Normalize((Vector3){x, y, z}); - float angle = (float)GetRandomValue(0, 10) * DEG2RAD; + 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(); @@ -85,33 +98,71 @@ int main(void) int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); - CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader); + CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader); Material material = LoadMaterialDefault(); material.shader = shader; material.maps[MATERIAL_MAP_DIFFUSE].color = RED; - SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode - SetTargetFPS(60); // Set our game to run at 60 frames-per-second + int textPositionY = 300; + + int framesCounter = 0; // Simple frames counter to manage animation + + SetTargetFPS(fps); // 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); + framesCounter++; + + if (IsKeyDown(KEY_UP)) amp += 0.5f; + if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f); + if (IsKeyDown(KEY_LEFT)) variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f); + if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f); + if (IsKeyDown(KEY_ONE)) groups = 1; + if (IsKeyDown(KEY_TWO)) groups = 2; + if (IsKeyDown(KEY_THREE)) groups = 3; + if (IsKeyDown(KEY_FOUR)) groups = 4; + if (IsKeyDown(KEY_FIVE)) groups = 5; + if (IsKeyDown(KEY_SIX)) groups = 6; + if (IsKeyDown(KEY_SEVEN)) groups = 7; + if (IsKeyDown(KEY_EIGHT)) groups = 8; + if (IsKeyDown(KEY_NINE)) groups = 9; + if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; } + + if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); + if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (fps*0.25f) : (speed*0.95f); + + if (IsKeyDown(KEY_MINUS)) speed = fmaxf(speed*1.02f, speed + 1); + if (IsKeyDown(KEY_KP_SUBTRACT)) speed = fmaxf(speed*1.02f, speed + 1); // 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); - // Apply per-instance rotations + // Apply per-instance transformations for (int i = 0; i < count; i++) { rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); transforms[i] = MatrixMultiply(rotations[i], translations[i]); + + // Get the animation cycle's framesCounter for this instance + loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed; + + // Calculate the y according to loop cycle + y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10))); + + // Clamp to floor + y = (y < 0)? 0.0f : y; + + transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); } //---------------------------------------------------------------------------------- @@ -122,10 +173,39 @@ int main(void) ClearBackground(RAYWHITE); BeginMode3D(camera); - rlDrawMeshInstanced(cube, material, transforms, count); + DrawMeshInstanced(cube, material, transforms, count); EndMode3D(); DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); + DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK); + + DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK); + DrawText(": Number of groups", 50, textPositionY , 10, BLACK); + DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK); + + DrawText("UP", 10, textPositionY += 15, 10, BLACK); + DrawText(": increase amplitude", 50, textPositionY, 10, BLACK); + DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK); + + DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); + DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); + + DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); + DrawText(": decrease variance", 50, textPositionY, 10, BLACK); + DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK); + + DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); + DrawText(": increase variance", 50, textPositionY, 10, BLACK); + + DrawText("+/=", 10, textPositionY += 15, 10, BLACK); + DrawText(": increase speed", 50, textPositionY, 10, BLACK); + DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK); + + DrawText("-", 10, textPositionY += 15, 10, BLACK); + DrawText(": decrease speed", 50, textPositionY, 10, BLACK); + + DrawText("W", 10, textPositionY += 15, 10, BLACK); + DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); DrawFPS(10, 10);