RENAMED: example: shaders_mesh_instancing

shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
This commit is contained in:
raysan5 2021-03-31 18:40:04 +02:00
parent 8f1d81df0f
commit fd3e2fda00
5 changed files with 71 additions and 10 deletions

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@ -487,7 +487,7 @@ SHADERS = \
shaders/shaders_simple_mask \
shaders/shaders_spotlight \
shaders/shaders_hot_reloading \
shaders/shaders_rlgl_mesh_instanced \
shaders/shaders_mesh_instancing \
shaders/shaders_multi_sample2d
AUDIO = \

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@ -0,0 +1,62 @@
#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
attribute vec2 vertexTexCoord;
attribute vec3 vertexNormal;
attribute vec4 vertexColor;
attribute mat4 instance;
// Input uniform values
uniform mat4 mvp;
// Output vertex attributes (to fragment shader)
varying vec3 fragPosition;
varying vec2 fragTexCoord;
varying vec4 fragColor;
varying vec3 fragNormal;
// NOTE: Add here your custom variables
// https://github.com/glslify/glsl-inverse
mat3 inverse(mat3 m)
{
float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
float b01 = a22*a11 - a12*a21;
float b11 = -a22*a10 + a12*a20;
float b21 = a21*a10 - a11*a20;
float det = a00*b01 + a01*b11 + a02*b21;
return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
}
// https://github.com/glslify/glsl-transpose
mat3 transpose(mat3 m)
{
return mat3(m[0][0], m[1][0], m[2][0],
m[0][1], m[1][1], m[2][1],
m[0][2], m[1][2], m[2][2]);
}
void main()
{
// Send vertex attributes to fragment shader
fragPosition = vec3(instance*vec4(vertexPosition, 1.0));
fragTexCoord = vertexTexCoord;
fragColor = vertexColor;
mat3 normalMatrix = transpose(inverse(mat3(instance)));
fragNormal = normalize(normalMatrix*vertexNormal);
mat4 mvpi = mvp*instance;
// Calculate final vertex position
gl_Position = mvpi*vec4(vertexPosition, 1.0);
}

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@ -1,22 +1,19 @@
/*******************************************************************************************
*
* raylib [shaders] example - rlgl module usage for instanced meshes
* raylib [shaders] example - mesh instancing
*
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
*
* This example has been created using raylib 3.5 (www.raylib.com)
* This example has been created using raylib 3.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 @seanpringle
* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
@ -42,7 +39,7 @@ int main(void)
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");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
int speed = 30; // Speed of jump animation
int groups = 2; // Count of separate groups jumping around
@ -100,6 +97,8 @@ int main(void)
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader);
// NOTE: We are assigning the intancing shader to material.shader
// to be used on mesh drawing with DrawMeshInstanced()
Material material = LoadMaterialDefault();
material.shader = shader;
material.maps[MATERIAL_MAP_DIFFUSE].color = RED;

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@ -4507,7 +4507,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p
model->meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z;
// Normals processing
if(model->meshes[primitiveIndex].normals != NULL)
if (model->meshes[primitiveIndex].normals != NULL)
{
boundNormal = (Vector3){ model->meshes[primitiveIndex].normals[vCounter], model->meshes[primitiveIndex].normals[vCounter + 1], model->meshes[primitiveIndex].normals[vCounter + 2] };
boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);