/******************************************************************************************* * * raylib [shaders] example - mesh instancing * * 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 Max (@moliad) and Ramon Santamaria (@raysan5) * * Copyright (c) 2020-2022 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #include // Required for: calloc(), free() #include // Required for: #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif #define MAX_INSTANCES 8000 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing"); // 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.projection = CAMERA_PERSPECTIVE; // Define mesh to be instanced Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); // Define transforms to be uploaded to GPU for instances Matrix *transforms = (Matrix *)RL_CALLOC(MAX_INSTANCES, sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl // Translate and rotate cubes randomly for (int i = 0; i < MAX_INSTANCES; i++) { Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50)); Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) }); float angle = (float)GetRandomValue(0, 10)*DEG2RAD; Matrix rotation = MatrixRotate(axis, angle); transforms[i] = MatrixMultiply(rotation, translation); } // Load lighting shader Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting_instancing.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get shader locations shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform"); // Set shader value: ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); // Create one light 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 matInstances = LoadMaterialDefault(); matInstances.shader = shader; matInstances.maps[MATERIAL_MAP_DIFFUSE].color = RED; // Create a defult material with default internal shader for non-instanced mesh drawing Material matDefault = LoadMaterialDefault(); matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE; // Set an orbital camera mode SetCameraMode(camera, CAMERA_ORBITAL); 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[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); // Draw cube mesh with default material (BLUE) DrawMesh(cube, matDefault, MatrixTranslate(-10.0f, 0.0f, 0.0f)); // Draw meshes instanced using material containing instancing shader (RED + lighting), // transforms[] for the instances should be provided, they are dynamically // updated in GPU every frame, so we can animate the different mesh instances DrawMeshInstanced(cube, matInstances, transforms, MAX_INSTANCES); // Draw cube mesh with default material (BLUE) DrawMesh(cube, matDefault, MatrixTranslate(10.0f, 0.0f, 0.0f)); EndMode3D(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- RL_FREE(transforms); // Free transforms CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }