RENAMED: example: shaders_mesh_instancing
shaders_rlgl_mesh_instanced -> shaders_mesh_instancing
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5 changed files with 71 additions and 10 deletions
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@ -487,7 +487,7 @@ SHADERS = \
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shaders/shaders_simple_mask \
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shaders/shaders_simple_mask \
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shaders/shaders_spotlight \
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shaders/shaders_spotlight \
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shaders/shaders_hot_reloading \
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shaders/shaders_hot_reloading \
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shaders/shaders_rlgl_mesh_instanced \
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shaders/shaders_mesh_instancing \
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shaders/shaders_multi_sample2d
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shaders/shaders_multi_sample2d
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AUDIO = \
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AUDIO = \
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@ -0,0 +1,62 @@
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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attribute vec2 vertexTexCoord;
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attribute vec3 vertexNormal;
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attribute vec4 vertexColor;
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attribute mat4 instance;
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// Input uniform values
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uniform mat4 mvp;
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// Output vertex attributes (to fragment shader)
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varying vec3 fragPosition;
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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varying vec3 fragNormal;
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// NOTE: Add here your custom variables
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// https://github.com/glslify/glsl-inverse
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mat3 inverse(mat3 m)
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{
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float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
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float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
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float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
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float b01 = a22*a11 - a12*a21;
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float b11 = -a22*a10 + a12*a20;
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float b21 = a21*a10 - a11*a20;
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float det = a00*b01 + a01*b11 + a02*b21;
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return mat3(b01, (-a22*a01 + a02*a21), (a12*a01 - a02*a11),
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b11, (a22*a00 - a02*a20), (-a12*a00 + a02*a10),
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b21, (-a21*a00 + a01*a20), (a11*a00 - a01*a10))/det;
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}
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// https://github.com/glslify/glsl-transpose
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mat3 transpose(mat3 m)
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{
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return mat3(m[0][0], m[1][0], m[2][0],
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m[0][1], m[1][1], m[2][1],
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m[0][2], m[1][2], m[2][2]);
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}
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void main()
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{
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// Send vertex attributes to fragment shader
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fragPosition = vec3(instance*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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fragColor = vertexColor;
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mat3 normalMatrix = transpose(inverse(mat3(instance)));
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fragNormal = normalize(normalMatrix*vertexNormal);
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mat4 mvpi = mvp*instance;
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// Calculate final vertex position
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gl_Position = mvpi*vec4(vertexPosition, 1.0);
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}
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@ -1,22 +1,19 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [shaders] example - rlgl module usage for instanced meshes
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* raylib [shaders] example - mesh instancing
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*
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*
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* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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* This example has been created using raylib 3.7 (www.raylib.com)
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*
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* This example has been created using raylib 3.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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*
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* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
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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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*
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* Copyright (c) 2020 @seanpringle
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* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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#include "raylib.h"
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#include "raylib.h"
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#include "raymath.h"
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#include "raymath.h"
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#include "rlgl.h"
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#define RLIGHTS_IMPLEMENTATION
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#include "rlights.h"
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@ -42,7 +39,7 @@ int main(void)
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const int fps = 60;
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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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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
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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 speed = 30; // Speed of jump animation
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int groups = 2; // Count of separate groups jumping around
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int groups = 2; // Count of separate groups jumping around
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@ -100,6 +97,8 @@ int main(void)
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CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50.0f, 50.0f, 0.0f }, Vector3Zero(), WHITE, shader);
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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 material = LoadMaterialDefault();
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material.shader = shader;
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material.shader = shader;
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material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
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material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
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Before Width: | Height: | Size: 401 KiB After Width: | Height: | Size: 401 KiB |
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