From cdda4c4182c9ee068567529715e4a5c68a8efb58 Mon Sep 17 00:00:00 2001 From: bonmas14 Date: Sat, 20 Sep 2025 22:28:15 +0300 Subject: Init commit v1.0 --- .../examples/shaders/shaders_mesh_instancing.c | 147 +++++++++++++++++++++ 1 file changed, 147 insertions(+) create mode 100644 deps/raylib/examples/shaders/shaders_mesh_instancing.c (limited to 'deps/raylib/examples/shaders/shaders_mesh_instancing.c') diff --git a/deps/raylib/examples/shaders/shaders_mesh_instancing.c b/deps/raylib/examples/shaders/shaders_mesh_instancing.c new file mode 100644 index 0000000..eb42cb4 --- /dev/null +++ b/deps/raylib/examples/shaders/shaders_mesh_instancing.c @@ -0,0 +1,147 @@ +/******************************************************************************************* +* +* 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 // 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; +} -- cgit v1.2.3-70-g09d2