Review contributed examples

This commit is contained in:
Ray 2020-11-01 13:39:48 +01:00
parent 5f79ad9765
commit 8e15dae5ed
9 changed files with 129 additions and 145 deletions

View file

@ -4,17 +4,16 @@
*
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
*
* This example has been created using raylib 3.0 (www.raylib.com)
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 @seanpringle
*
********************************************************************************************/
#define GRAPHICS_API_OPENGL_33
#define GLSL_VERSION 330
#include <stdlib.h>
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
@ -22,6 +21,10 @@
#define RLIGHTS_IMPLEMENTATION
#include "rlights.h"
#include <stdlib.h>
#define GLSL_VERSION 330
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -29,11 +32,11 @@ int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 1024;
const int screenHeight = 768;
const int screenWidth = 800;
const int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl module usage for instanced meshes");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
// Define the camera to look into our 3d world
Camera camera = { 0 };
@ -43,14 +46,12 @@ int main(void)
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
SetCameraMode(camera, CAMERA_FREE);
const int count = 10000; // Number of instances to display
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Matrix* rotations = RL_MALLOC(count * sizeof(Matrix)); // Rotation state of instances
Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix* translations = RL_MALLOC(count * sizeof(Matrix)); // Locations of instances
Matrix *rotations = RL_MALLOC(count*sizeof(Matrix)); // Rotation state of instances
Matrix *rotationsInc = RL_MALLOC(count*sizeof(Matrix)); // Per-frame rotation animation of instances
Matrix *translations = RL_MALLOC(count*sizeof(Matrix)); // Locations of instances
// Scatter random cubes around
for (int i = 0; i < count; i++)
@ -67,11 +68,10 @@ int main(void)
float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
rotationsInc[i] = MatrixRotate(axis, angle);
rotations[i] = MatrixIdentity();
}
Matrix* transforms = RL_MALLOC(count * sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Matrix *transforms = RL_MALLOC(count*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
@ -81,7 +81,7 @@ int main(void)
shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
// ambient light level
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, UNIFORM_VEC4);
@ -90,6 +90,8 @@ int main(void)
Material material = LoadMaterialDefault();
material.shader = shader;
material.maps[MAP_DIFFUSE].color = RED;
SetCameraMode(camera, CAMERA_FREE); // Set a free camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -111,7 +113,6 @@ int main(void)
rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
transforms[i] = MatrixMultiply(rotations[i], translations[i]);
}
//----------------------------------------------------------------------------------
// Draw
@ -124,7 +125,8 @@ int main(void)
rlDrawMeshInstanced(cube, material, transforms, count);
EndMode3D();
DrawText("A CUBE OF DANCING CUBES!", 400, 10, 20, MAROON);
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
DrawFPS(10, 10);
EndDrawing();