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+/*******************************************************************************************
+*
+* raylib [shaders] example - Mesh instancing
+*
+* Example originally created with raylib 3.7, last time updated with raylib 4.2
+*
+* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
+*
+* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
+* BSD-like license that allows static linking with closed source software
+*
+* Copyright (c) 2020-2024 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
+*
+********************************************************************************************/
+
+
+#include "raylib.h"
+#include "raymath.h"
+
+#define RLIGHTS_IMPLEMENTATION
+#include "rlights.h"
+
+#include <stdlib.h> // Required for: calloc(), free()
+
+#if defined(PLATFORM_DESKTOP)
+ #define GLSL_VERSION 330
+#else // PLATFORM_ANDROID, PLATFORM_WEB
+ #define GLSL_VERSION 100
+#endif
+
+#define MAX_INSTANCES 10000
+
+//------------------------------------------------------------------------------------
+// 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 position
+ camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; // Camera looking at point
+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
+ camera.fovy = 45.0f; // Camera field-of-view Y
+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
+
+ // 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;
+
+ // Load default material (using raylib intenral default shader) for non-instanced mesh drawing
+ // WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
+ // when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
+ Material matDefault = LoadMaterialDefault();
+ matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
+
+ 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, CAMERA_ORBITAL);
+
+ // 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;
+}