raylib/examples/shaders/shaders_rlgl_mesh_instanced.c
2020-11-01 13:39:48 +01:00

143 lines
5.5 KiB
C

/*******************************************************************************************
*
* raylib [shaders] example - rlgl module usage for instanced meshes
*
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
*
* This example has been created using raylib 3.5 (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)
*
* Copyright (c) 2020 @seanpringle
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#include <stdlib.h>
#define GLSL_VERSION 330
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
// 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.type = CAMERA_PERSPECTIVE;
const int count = 10000; // Number of instances to display
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Matrix *rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances
Matrix *rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix *translations = RL_MALLOC(count*sizeof(Matrix)); // Locations of instances
// Scatter random cubes around
for (int i = 0; i < count; i++)
{
float x = GetRandomValue(-50, 50);
float y = GetRandomValue(-50, 50);
float z = GetRandomValue(-50, 50);
translations[i] = MatrixTranslate(x, y, z);
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();
}
Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions
shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
Material material = LoadMaterialDefault();
material.shader = shader;
material.maps[MAP_DIFFUSE].color = RED;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
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[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
// Apply per-instance rotations
for (int i = 0; i < count; i++)
{
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
rlDrawMeshInstanced(cube, material, transforms, count);
EndMode3D();
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}