diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_rlgl_mesh_instanced.c index b76a1c56..3477b0cf 100644 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/shaders/shaders_rlgl_mesh_instanced.c @@ -22,12 +22,13 @@ #include "rlights.h" #include +#include -#define GLSL_VERSION 330 - -float maxf(float a, float b){ - return (a > b ? a : b); -} +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif //------------------------------------------------------------------------------------ // Program main entry point @@ -38,17 +39,18 @@ int main(void) //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; - 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 = 0.8; // global variance in jump height - float loop=0; // individual cube's computed loop timer . - float x=0,y=0,z=0; // used for various 3D coordinate & vector ops. 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 }; @@ -75,8 +77,8 @@ int main(void) 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; + Vector3 axis = Vector3Normalize((Vector3){ x, y, z }); + float angle = (float)GetRandomValue(0, 10)*DEG2RAD; rotationsInc[i] = MatrixRotate(axis, angle); rotations[i] = MatrixIdentity(); @@ -96,33 +98,34 @@ 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_ORBITAL); // Set a free camera mode + SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode + + 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 - int frame = 0; // simple frame counter to manage animation while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); - frame ++; + framesCounter++; - //if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f; - //if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f; - if (IsKeyDown(KEY_UP)) amp += 0.5; - if (IsKeyDown(KEY_DOWN)) amp = amp <= 1 ? 1 : amp - 1.0; - if (IsKeyDown(KEY_LEFT)) variance = variance <=0 ? 0 : variance - 0.01; - if (IsKeyDown(KEY_RIGHT)) variance = variance >=1 ? 1 : variance + 0.01; + 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; @@ -132,34 +135,34 @@ int main(void) 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=0.70;} + if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; } - if (IsKeyDown(KEY_EQUAL)) speed = speed <= (fps *.25) ? (fps *.25) : speed * 0.95; - if (IsKeyDown(KEY_KP_ADD)) speed = speed <= (fps *.25) ? (fps *.25) : speed * 0.95; + 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 = maxf(speed * 1.02, speed + 1) ; - if (IsKeyDown(KEY_KP_SUBTRACT)) maxf(speed * 1.02, speed + 1) ; - + 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 transformations - for (int i = 0; i < count; i++){ + 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 frame for this instance. - loop = (float)( (frame + (int)(((float)(i % groups)/groups) * speed)) % speed) / speed; + // 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))); + // 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 : y); + // Clamp to floor + y = (y < 0)? 0.0f : y; - transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0, y, 0)); + transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); } //---------------------------------------------------------------------------------- @@ -170,42 +173,39 @@ int main(void) ClearBackground(RAYWHITE); BeginMode3D(camera); - rlDrawMeshInstanced(cube, material, transforms, count); + DrawMeshInstanced(cube, material, transforms, count); EndMode3D(); - int u = 10; - int u2 = u + 40; - int u3 = u2 + 110; - int v = 300; + DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); - DrawText("PRESS KEYS:", u, v, 20, BLACK); + DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK); - DrawText("1 - 9", u, v+=25, 10, BLACK); - DrawText(": Number of groups", u2, v , 10, BLACK); - DrawText(TextFormat(": %d", groups), u3, v , 10, 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", u, v+=15, 10, BLACK); - DrawText(": increase amplitude", u2, v, 10, BLACK); - DrawText(TextFormat(": %.2f", amp), u3, v , 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", u, v+=15, 10, BLACK); - DrawText(": decrease amplitude", u2, v, 10, BLACK); + DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); + DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); - DrawText("LEFT", u, v+=15, 10, BLACK); - DrawText(": decrease variance", u2, v, 10, BLACK); - DrawText(TextFormat(": %.2f", variance), u3, v , 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", u, v+=15, 10, BLACK); - DrawText(": increase variance", u2, v, 10, BLACK); + DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); + DrawText(": increase variance", 50, textPositionY, 10, BLACK); - DrawText("+/=", u, v+=15, 10, BLACK); - DrawText(": increase speed", u2, v, 10, BLACK); - DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), u3, v , 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("-", u, v+=15, 10, BLACK); - DrawText(": decrease speed", u2, v, 10, BLACK); + DrawText("-", 10, textPositionY += 15, 10, BLACK); + DrawText(": decrease speed", 50, textPositionY, 10, BLACK); - DrawText("W", u, v+=15, 10, BLACK); - DrawText(": Wild setup!", u2, v, 10, BLACK); + DrawText("W", 10, textPositionY += 15, 10, BLACK); + DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); DrawFPS(10, 10);