mirror of https://github.com/raysan5/raylib
RENAMED: example: shaders_mesh_instancing
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
This commit is contained in:
parent
8f1d81df0f
commit
fd3e2fda00
|
@ -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 = \
|
||||
|
|
|
@ -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);
|
||||
}
|
|
@ -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;
|
Before Width: | Height: | Size: 401 KiB After Width: | Height: | Size: 401 KiB |
|
@ -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);
|
||||
|
|
Loading…
Reference in New Issue