REVIEWED: example: shaders_mesh_instancing
Simplified example
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4 changed files with 66 additions and 179 deletions
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@ -11,7 +11,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -36,7 +36,7 @@
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -45,22 +45,22 @@
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// Light data
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typedef struct {
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int type;
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bool enabled;
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Vector3 position;
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Vector3 target;
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Color color;
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bool enabled;
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// Shader locations
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int positionLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT
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} LightType;
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@ -128,27 +128,12 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
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light.target = target;
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light.color = color;
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// TODO: Below code doesn't look good to me,
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// it assumes a specific shader naming and structure
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// Probably this implementation could be improved
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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// Set location name [x] depending on lights count
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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// NOTE: Lighting shader naming must be the provided ones
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light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
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light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
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light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
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light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
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light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
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UpdateLightValues(shader, light);
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@ -168,7 +153,7 @@ void UpdateLightValues(Shader shader, Light light)
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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@ -11,7 +11,7 @@
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2017-2020 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2017-2022 Victor Fisac (@victorfisac) and Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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@ -36,7 +36,7 @@
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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#define MAX_LIGHTS 4 // Max dynamic lights supported by shader
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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// Light data
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typedef struct {
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int type;
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bool enabled;
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Vector3 position;
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Vector3 target;
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Color color;
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bool enabled;
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// Shader locations
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int enabledLoc;
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int typeLoc;
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int posLoc;
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int positionLoc;
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int targetLoc;
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int colorLoc;
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} Light;
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// Light type
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typedef enum {
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LIGHT_DIRECTIONAL,
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LIGHT_DIRECTIONAL = 0,
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LIGHT_POINT
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} LightType;
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@ -128,27 +128,12 @@ Light CreateLight(int type, Vector3 position, Vector3 target, Color color, Shade
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light.target = target;
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light.color = color;
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// TODO: Below code doesn't look good to me,
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// it assumes a specific shader naming and structure
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// Probably this implementation could be improved
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char enabledName[32] = "lights[x].enabled\0";
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char typeName[32] = "lights[x].type\0";
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char posName[32] = "lights[x].position\0";
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char targetName[32] = "lights[x].target\0";
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char colorName[32] = "lights[x].color\0";
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// Set location name [x] depending on lights count
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enabledName[7] = '0' + lightsCount;
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typeName[7] = '0' + lightsCount;
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posName[7] = '0' + lightsCount;
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targetName[7] = '0' + lightsCount;
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colorName[7] = '0' + lightsCount;
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light.enabledLoc = GetShaderLocation(shader, enabledName);
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light.typeLoc = GetShaderLocation(shader, typeName);
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light.posLoc = GetShaderLocation(shader, posName);
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light.targetLoc = GetShaderLocation(shader, targetName);
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light.colorLoc = GetShaderLocation(shader, colorName);
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// NOTE: Lighting shader naming must be the provided ones
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light.enabledLoc = GetShaderLocation(shader, TextFormat("lights[%i].enabled", lightsCount));
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light.typeLoc = GetShaderLocation(shader, TextFormat("lights[%i].type", lightsCount));
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light.positionLoc = GetShaderLocation(shader, TextFormat("lights[%i].position", lightsCount));
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light.targetLoc = GetShaderLocation(shader, TextFormat("lights[%i].target", lightsCount));
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light.colorLoc = GetShaderLocation(shader, TextFormat("lights[%i].color", lightsCount));
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UpdateLightValues(shader, light);
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@ -168,7 +153,7 @@ void UpdateLightValues(Shader shader, Light light)
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// Send to shader light position values
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float position[3] = { light.position.x, light.position.y, light.position.z };
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SetShaderValue(shader, light.posLoc, position, SHADER_UNIFORM_VEC3);
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SetShaderValue(shader, light.positionLoc, position, SHADER_UNIFORM_VEC3);
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// Send to shader light target position values
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float target[3] = { light.target.x, light.target.y, light.target.z };
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@ -7,7 +7,7 @@
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*
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* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
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* Copyright (c) 2020-2022 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#include <stdlib.h>
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#include <math.h>
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#include <stdlib.h> // Required for: calloc(), free()
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#include <math.h> // Required for:
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#define GLSL_VERSION 100
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#endif
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#define MAX_INSTANCES 10000
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#define MAX_INSTANCES 8000
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//------------------------------------------------------------------------------------
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// Program main entry point
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int fps = 60;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
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int speed = 30; // Speed of jump animation
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int groups = 2; // Count of separate groups jumping around
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float amp = 10; // Maximum amplitude of jump
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float variance = 0.8f; // Global variance in jump height
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float loop = 0.0f; // Individual cube's computed loop timer
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float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ -125.0f, 125.0f, -125.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Define mesh to be instanced
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Rotation state of instances
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Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances
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Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances
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// Define transforms to be uploaded to GPU for instances
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Matrix *transforms = (Matrix *)RL_CALLOC(MAX_INSTANCES, sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
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// Scatter random cubes around
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// Translate and rotate cubes randomly
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for (int i = 0; i < MAX_INSTANCES; i++)
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{
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x = (float)GetRandomValue(-50, 50);
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y = (float)GetRandomValue(-50, 50);
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z = (float)GetRandomValue(-50, 50);
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translations[i] = MatrixTranslate(x, y, z);
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x = (float)GetRandomValue(0, 360);
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y = (float)GetRandomValue(0, 360);
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z = (float)GetRandomValue(0, 360);
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Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
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Matrix translation = MatrixTranslate((float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50), (float)GetRandomValue(-50, 50));
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Vector3 axis = Vector3Normalize((Vector3){ (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360), (float)GetRandomValue(0, 360) });
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float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
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Matrix rotation = MatrixRotate(axis, angle);
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rotationsInc[i] = MatrixRotate(axis, angle);
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rotations[i] = MatrixIdentity();
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transforms[i] = MatrixMultiply(rotation, translation);
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}
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Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
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// Load lighting shader
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/lighting_instancing.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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// Get some shader loactions
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// Get shader locations
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shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
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// Ambient light level
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// Set shader value: ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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// Create one light
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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader);
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// NOTE: We are assigning the intancing shader to material.shader
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// to be used on mesh drawing with DrawMeshInstanced()
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Material material = LoadMaterialDefault();
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material.shader = shader;
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material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
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Material matInstances = LoadMaterialDefault();
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matInstances.shader = shader;
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matInstances.maps[MATERIAL_MAP_DIFFUSE].color = RED;
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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// Create a defult material with default internal shader for non-instanced mesh drawing
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Material matDefault = LoadMaterialDefault();
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matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
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int textPositionY = 300;
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int framesCounter = 0; // Simple frames counter to manage animation
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// Set an orbital camera mode
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SetCameraMode(camera, CAMERA_ORBITAL);
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SetTargetFPS(fps); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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textPositionY = 300;
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framesCounter++;
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if (IsKeyDown(KEY_UP)) amp += 0.5f;
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if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f);
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if (IsKeyDown(KEY_LEFT)) variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f);
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if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f);
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if (IsKeyDown(KEY_ONE)) groups = 1;
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if (IsKeyDown(KEY_TWO)) groups = 2;
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if (IsKeyDown(KEY_THREE)) groups = 3;
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if (IsKeyDown(KEY_FOUR)) groups = 4;
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if (IsKeyDown(KEY_FIVE)) groups = 5;
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if (IsKeyDown(KEY_SIX)) groups = 6;
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if (IsKeyDown(KEY_SEVEN)) groups = 7;
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if (IsKeyDown(KEY_EIGHT)) groups = 8;
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if (IsKeyDown(KEY_NINE)) groups = 9;
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if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }
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if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
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if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
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if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1);
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if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1);
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UpdateCamera(&camera);
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Apply per-instance transformations
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for (int i = 0; i < MAX_INSTANCES; i++)
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{
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rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
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transforms[i] = MatrixMultiply(rotations[i], translations[i]);
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// Get the animation cycle's framesCounter for this instance
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loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed;
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// Calculate the y according to loop cycle
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y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10)));
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// Clamp to floor
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y = (y < 0)? 0.0f : y;
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transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
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}
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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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//DrawMesh(cube, material, MatrixIdentity());
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DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES);
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// Draw cube mesh with default material (BLUE)
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DrawMesh(cube, matDefault, MatrixTranslate(-10.0f, 0.0f, 0.0f));
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// Draw meshes instanced using material containing instancing shader (RED + lighting),
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// transforms[] for the instances should be provided, they are dynamically
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// updated in GPU every frame, so we can animate the different mesh instances
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DrawMeshInstanced(cube, matInstances, transforms, MAX_INSTANCES);
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// Draw cube mesh with default material (BLUE)
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DrawMesh(cube, matDefault, MatrixTranslate(10.0f, 0.0f, 0.0f));
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EndMode3D();
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DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
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DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK);
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DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK);
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DrawText(": Number of groups", 50, textPositionY , 10, BLACK);
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DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK);
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DrawText("UP", 10, textPositionY += 15, 10, BLACK);
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DrawText(": increase amplitude", 50, textPositionY, 10, BLACK);
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DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK);
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DrawText("DOWN", 10, textPositionY += 15, 10, BLACK);
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DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK);
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DrawText("LEFT", 10, textPositionY += 15, 10, BLACK);
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DrawText(": decrease variance", 50, textPositionY, 10, BLACK);
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DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK);
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DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK);
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DrawText(": increase variance", 50, textPositionY, 10, BLACK);
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DrawText("+/=", 10, textPositionY += 15, 10, BLACK);
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DrawText(": increase speed", 50, textPositionY, 10, BLACK);
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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();
|
||||
|
@ -217,13 +138,9 @@ int main(void)
|
|||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Free allocated matrices
|
||||
RL_FREE(rotations);
|
||||
RL_FREE(rotationsInc);
|
||||
RL_FREE(translations);
|
||||
RL_FREE(transforms);
|
||||
RL_FREE(transforms); // Free transforms
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue