From fd3e2fda000512aeb70d7f5fa703e5c78007ee35 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Wed, 31 Mar 2021 18:40:04 +0200 Subject: [PATCH] RENAMED: example: shaders_mesh_instancing shaders_rlgl_mesh_instanced -> shaders_mesh_instancing --- examples/Makefile | 2 +- .../glsl100/base_lighting_instanced.vs | 62 ++++++++++++++++++ ..._instanced.c => shaders_mesh_instancing.c} | 15 ++--- ...tanced.png => shaders_mesh_instancing.png} | Bin src/models.c | 2 +- 5 files changed, 71 insertions(+), 10 deletions(-) create mode 100644 examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs rename examples/shaders/{shaders_rlgl_mesh_instanced.c => shaders_mesh_instancing.c} (95%) rename examples/shaders/{shaders_rlgl_mesh_instanced.png => shaders_mesh_instancing.png} (100%) diff --git a/examples/Makefile b/examples/Makefile index 270f736ca..5e8b2c217 100644 --- a/examples/Makefile +++ b/examples/Makefile @@ -487,7 +487,7 @@ SHADERS = \ shaders/shaders_simple_mask \ shaders/shaders_spotlight \ shaders/shaders_hot_reloading \ - shaders/shaders_rlgl_mesh_instanced \ + shaders/shaders_mesh_instancing \ shaders/shaders_multi_sample2d AUDIO = \ diff --git a/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs new file mode 100644 index 000000000..c8e25607c --- /dev/null +++ b/examples/shaders/resources/shaders/glsl100/base_lighting_instanced.vs @@ -0,0 +1,62 @@ +#version 100 + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +attribute mat4 instance; + +// Input uniform values +uniform mat4 mvp; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; +varying vec2 fragTexCoord; +varying vec4 fragColor; +varying vec3 fragNormal; + +// NOTE: Add here your custom variables + +// https://github.com/glslify/glsl-inverse +mat3 inverse(mat3 m) +{ + float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; + float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; + float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; + + float b01 = a22*a11 - a12*a21; + float b11 = -a22*a10 + a12*a20; + float b21 = a21*a10 - a11*a20; + + float det = a00*b01 + a01*b11 + a02*b21; + + return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11), + b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10), + b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det; +} + +// https://github.com/glslify/glsl-transpose +mat3 transpose(mat3 m) +{ + return mat3(m[0][0], m[1][0], m[2][0], + m[0][1], m[1][1], m[2][1], + m[0][2], m[1][2], m[2][2]); +} + +void main() +{ + // Send vertex attributes to fragment shader + fragPosition = vec3(instance*vec4(vertexPosition, 1.0)); + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + mat3 normalMatrix = transpose(inverse(mat3(instance))); + fragNormal = normalize(normalMatrix*vertexNormal); + + mat4 mvpi = mvp*instance; + + // Calculate final vertex position + gl_Position = mvpi*vec4(vertexPosition, 1.0); +} diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.c b/examples/shaders/shaders_mesh_instancing.c similarity index 95% rename from examples/shaders/shaders_rlgl_mesh_instanced.c rename to examples/shaders/shaders_mesh_instancing.c index e786b8a07..95548234a 100644 --- a/examples/shaders/shaders_rlgl_mesh_instanced.c +++ b/examples/shaders/shaders_mesh_instancing.c @@ -1,22 +1,19 @@ /******************************************************************************************* * -* raylib [shaders] example - rlgl module usage for instanced meshes +* raylib [shaders] example - mesh instancing * -* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding) -* -* This example has been created using raylib 3.5 (www.raylib.com) +* This example has been created using raylib 3.7 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * -* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5) +* Example contributed by @seanpringle and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5) * -* Copyright (c) 2020 @seanpringle +* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" -#include "rlgl.h" #define RLIGHTS_IMPLEMENTATION #include "rlights.h" @@ -42,7 +39,7 @@ int main(void) const int fps = 60; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) - InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced"); + InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing"); int speed = 30; // Speed of jump animation int groups = 2; // Count of separate groups jumping around @@ -100,6 +97,8 @@ int main(void) 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 material = LoadMaterialDefault(); material.shader = shader; material.maps[MATERIAL_MAP_DIFFUSE].color = RED; diff --git a/examples/shaders/shaders_rlgl_mesh_instanced.png b/examples/shaders/shaders_mesh_instancing.png similarity index 100% rename from examples/shaders/shaders_rlgl_mesh_instanced.png rename to examples/shaders/shaders_mesh_instancing.png diff --git a/src/models.c b/src/models.c index 32f876bd8..ca5e75f0c 100644 --- a/src/models.c +++ b/src/models.c @@ -4507,7 +4507,7 @@ static void BindGLTFPrimitiveToBones(Model* model, const cgltf_data* data, int p model->meshes[primitiveIndex].vertices[vCounter + 2] = boundVertex.z; // Normals processing - if(model->meshes[primitiveIndex].normals != NULL) + if (model->meshes[primitiveIndex].normals != NULL) { boundNormal = (Vector3){ model->meshes[primitiveIndex].normals[vCounter], model->meshes[primitiveIndex].normals[vCounter + 1], model->meshes[primitiveIndex].normals[vCounter + 2] }; boundNormal = Vector3RotateByQuaternion(boundNormal, outRotation);