/******************************************************************************************* * * raylib [shaders] example - rlgl module usage for instanced meshes * * This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding) * * 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) * * Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5) * * Copyright (c) 2020 @seanpringle * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #include "rlgl.h" #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #include #define GLSL_VERSION 330 float maxf(float a, float b){ return (a > b ? a : b); } //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; int speed = 30; // speed of jump animation int groups = 2; // count of separate groups jumping around float amp = 10; // maximum amplitude of jump float variance = 0.8; // global variance in jump height float loop=0; // individual cube's computed loop timer . float x=0,y=0,z=0; // used for various 3D coordinate & vector ops. 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"); // Define the camera to look into our 3d world Camera camera = { 0 }; camera.position = (Vector3){ -125.0f, 125.0f, -125.0f }; camera.target = (Vector3){ 0.0f, 0.0f, 0.0f }; camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; camera.fovy = 45.0f; camera.projection = CAMERA_PERSPECTIVE; 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 // Scatter random cubes around for (int i = 0; i < count; i++) { x = GetRandomValue(-50, 50); y = GetRandomValue(-50, 50); z = GetRandomValue(-50, 50); translations[i] = MatrixTranslate(x, y, z); x = GetRandomValue(0, 360); y = GetRandomValue(0, 360); z = GetRandomValue(0, 360); Vector3 axis = Vector3Normalize((Vector3){x, y, z}); 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 Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION)); // Get some shader loactions shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp"); shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos"); shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance"); // Ambient light level int ambientLoc = GetShaderLocation(shader, "ambient"); SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4); CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader); Material material = LoadMaterialDefault(); material.shader = shader; material.maps[MATERIAL_MAP_DIFFUSE].color = RED; SetCameraMode(camera, CAMERA_ORBITAL); // Set a free camera mode SetTargetFPS(fps); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop int frame = 0; // simple frame counter to manage animation while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateCamera(&camera); frame ++; //if (IsKeyDown(KEY_RIGHT)) ballPosition.x += 2.0f; //if (IsKeyDown(KEY_LEFT)) ballPosition.x -= 2.0f; if (IsKeyDown(KEY_UP)) amp += 0.5; if (IsKeyDown(KEY_DOWN)) amp = amp <= 1 ? 1 : amp - 1.0; if (IsKeyDown(KEY_LEFT)) variance = variance <=0 ? 0 : variance - 0.01; if (IsKeyDown(KEY_RIGHT)) variance = variance >=1 ? 1 : variance + 0.01; if (IsKeyDown(KEY_ONE)) groups = 1; if (IsKeyDown(KEY_TWO)) groups = 2; if (IsKeyDown(KEY_THREE)) groups = 3; if (IsKeyDown(KEY_FOUR)) groups = 4; if (IsKeyDown(KEY_FIVE)) groups = 5; if (IsKeyDown(KEY_SIX)) groups = 6; if (IsKeyDown(KEY_SEVEN)) groups = 7; if (IsKeyDown(KEY_EIGHT)) groups = 8; if (IsKeyDown(KEY_NINE)) groups = 9; if (IsKeyDown(KEY_W)) {groups=7; amp = 25; speed=18; variance=0.70;} if (IsKeyDown(KEY_EQUAL)) speed = speed <= (fps *.25) ? (fps *.25) : speed * 0.95; if (IsKeyDown(KEY_KP_ADD)) speed = speed <= (fps *.25) ? (fps *.25) : speed * 0.95; if (IsKeyDown(KEY_MINUS)) speed = maxf(speed * 1.02, speed + 1) ; if (IsKeyDown(KEY_KP_SUBTRACT)) maxf(speed * 1.02, speed + 1) ; // Update the light shader with the camera view position float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z }; SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3); // Apply per-instance transformations for (int i = 0; i < count; i++){ rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); transforms[i] = MatrixMultiply(rotations[i], translations[i]); // get the animation cycle's frame for this instance. loop = (float)( (frame + (int)(((float)(i % groups)/groups) * speed)) % speed) / speed; // calculate the y according to loop cycle y = ( sinf( loop * PI * 2 ) ) * (amp )* ((1 - variance) + ((variance) * (float)(i % (groups * 10)) / (groups * 10))); // clamp to floor y = (y<0 ? 0 : y); transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0, y, 0)); } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); rlDrawMeshInstanced(cube, material, transforms, count); EndMode3D(); int u = 10; int u2 = u + 40; int u3 = u2 + 110; int v = 300; DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); DrawText("PRESS KEYS:", u, v, 20, BLACK); DrawText("1 - 9", u, v+=25, 10, BLACK); DrawText(": Number of groups", u2, v , 10, BLACK); DrawText(TextFormat(": %d", groups), u3, v , 10, BLACK); DrawText("UP", u, v+=15, 10, BLACK); DrawText(": increase amplitude", u2, v, 10, BLACK); DrawText(TextFormat(": %.2f", amp), u3, v , 10, BLACK); DrawText("DOWN", u, v+=15, 10, BLACK); DrawText(": decrease amplitude", u2, v, 10, BLACK); DrawText("LEFT", u, v+=15, 10, BLACK); DrawText(": decrease variance", u2, v, 10, BLACK); DrawText(TextFormat(": %.2f", variance), u3, v , 10, BLACK); DrawText("RIGHT", u, v+=15, 10, BLACK); DrawText(": increase variance", u2, v, 10, BLACK); DrawText("+/=", u, v+=15, 10, BLACK); DrawText(": increase speed", u2, v, 10, BLACK); DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), u3, v , 10, BLACK); DrawText("-", u, v+=15, 10, BLACK); DrawText(": decrease speed", u2, v, 10, BLACK); DrawText("W", u, v+=15, 10, BLACK); DrawText(": Wild setup!", u2, v, 10, BLACK); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }