raylib/examples/shaders/shaders_mesh_instancing.c
2021-04-22 18:55:24 +02:00

224 lines
9.6 KiB
C

/*******************************************************************************************
*
* 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) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#include <stdlib.h>
#include <math.h>
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int fps = 60;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
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 };
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;
const int instances = 10000; // Number of instances to display
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Matrix *rotations = RL_MALLOC(instances*sizeof(Matrix)); // Rotation state of instances
Matrix *rotationsInc = RL_MALLOC(instances*sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix *translations = RL_MALLOC(instances*sizeof(Matrix)); // Locations of instances
// Scatter random cubes around
for (int i = 0; i < instances; i++)
{
x = GetRandomValue(-50, 50);
y = GetRandomValue(-50, 50);
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(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
// Get some shader loactions
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");
// Ambient light level
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){ 50.0f, 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;
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
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
textPositionY = 300;
framesCounter++;
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;
if (IsKeyDown(KEY_FOUR)) groups = 4;
if (IsKeyDown(KEY_FIVE)) groups = 5;
if (IsKeyDown(KEY_SIX)) groups = 6;
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 = 0.70f; }
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 = 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 < instances; i++)
{
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
// 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)));
// Clamp to floor
y = (y < 0)? 0.0f : y;
transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
}
UpdateCamera(&camera);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
//DrawMesh(cube, material, MatrixIdentity());
DrawMeshInstanced(cube, material, transforms, instances);
EndMode3D();
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
DrawText("PRESS KEYS:", 10, textPositionY, 20, 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", 10, textPositionY += 15, 10, BLACK);
DrawText(": increase amplitude", 50, textPositionY, 10, BLACK);
DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK);
DrawText("DOWN", 10, textPositionY += 15, 10, BLACK);
DrawText(": decrease amplitude", 50, textPositionY, 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", 10, textPositionY += 15, 10, BLACK);
DrawText(": increase variance", 50, textPositionY, 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("-", 10, textPositionY += 15, 10, BLACK);
DrawText(": decrease speed", 50, textPositionY, 10, BLACK);
DrawText("W", 10, textPositionY += 15, 10, BLACK);
DrawText(": Wild setup!", 50, textPositionY, 10, BLACK);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}