Update shaders_mesh_instancing.c
This commit is contained in:
parent
03815ec4fe
commit
8a55c60e47
1 changed files with 9 additions and 8 deletions
|
@ -27,6 +27,8 @@
|
|||
#define GLSL_VERSION 100
|
||||
#endif
|
||||
|
||||
#define MAX_INSTANCES 10000
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
|
@ -56,15 +58,14 @@ int main(void)
|
|||
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
|
||||
Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Rotation state of instances
|
||||
Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances
|
||||
Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances
|
||||
|
||||
// Scatter random cubes around
|
||||
for (int i = 0; i < instances; i++)
|
||||
for (int i = 0; i < MAX_INSTANCES; i++)
|
||||
{
|
||||
x = GetRandomValue(-50, 50);
|
||||
y = GetRandomValue(-50, 50);
|
||||
|
@ -81,7 +82,7 @@ int main(void)
|
|||
rotations[i] = MatrixIdentity();
|
||||
}
|
||||
|
||||
Matrix *transforms = RL_MALLOC(instances*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
|
||||
Matrix *transforms = RL_MALLOC(MAX_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));
|
||||
|
@ -146,7 +147,7 @@ int main(void)
|
|||
SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
|
||||
|
||||
// Apply per-instance transformations
|
||||
for (int i = 0; i < instances; i++)
|
||||
for (int i = 0; i < MAX_INSTANCES; i++)
|
||||
{
|
||||
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
|
||||
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
|
||||
|
@ -174,7 +175,7 @@ int main(void)
|
|||
|
||||
BeginMode3D(camera);
|
||||
//DrawMesh(cube, material, MatrixIdentity());
|
||||
DrawMeshInstanced(cube, material, transforms, instances);
|
||||
DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES);
|
||||
EndMode3D();
|
||||
|
||||
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue