/******************************************************************************************* * * raylib [shaders] example - mesh instancing * * 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 Max (@moliad) and Ramon Santamaria (@raysan5) * * Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include "raymath.h" #define RLIGHTS_IMPLEMENTATION #include "rlights.h" #include #include #if defined(PLATFORM_DESKTOP) #define GLSL_VERSION 330 #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif #define MAX_INSTANCES 10000 //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; const int fps = 60; SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available) InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing"); 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 = 0.8f; // Global variance in jump height float loop = 0.0f; // Individual cube's computed loop timer float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops // 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; Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); 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 < MAX_INSTANCES; i++) { x = (float)GetRandomValue(-50, 50); y = (float)GetRandomValue(-50, 50); z = (float)GetRandomValue(-50, 50); translations[i] = MatrixTranslate(x, y, z); x = (float)GetRandomValue(0, 360); y = (float)GetRandomValue(0, 360); z = (float)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(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)); // 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, "instanceTransform"); // 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){ 50.0f, 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; SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode int textPositionY = 300; int framesCounter = 0; // Simple frames counter to manage animation SetTargetFPS(fps); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- textPositionY = 300; framesCounter++; if (IsKeyDown(KEY_UP)) amp += 0.5f; if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f); if (IsKeyDown(KEY_LEFT)) variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f); if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f); 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 = 0.70f; } if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f); if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1); if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, 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 < MAX_INSTANCES; i++) { rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]); transforms[i] = MatrixMultiply(rotations[i], translations[i]); // Get the animation cycle's framesCounter for this instance loop = (float)((framesCounter + (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)? 0.0f : y; transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f)); } UpdateCamera(&camera); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); BeginMode3D(camera); //DrawMesh(cube, material, MatrixIdentity()); DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES); EndMode3D(); DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON); DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK); DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK); DrawText(": Number of groups", 50, textPositionY , 10, BLACK); DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK); DrawText("UP", 10, textPositionY += 15, 10, BLACK); DrawText(": increase amplitude", 50, textPositionY, 10, BLACK); DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK); DrawText("DOWN", 10, textPositionY += 15, 10, BLACK); DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK); DrawText("LEFT", 10, textPositionY += 15, 10, BLACK); DrawText(": decrease variance", 50, textPositionY, 10, BLACK); DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK); DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK); DrawText(": increase variance", 50, textPositionY, 10, BLACK); DrawText("+/=", 10, textPositionY += 15, 10, BLACK); DrawText(": increase speed", 50, textPositionY, 10, BLACK); DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK); DrawText("-", 10, textPositionY += 15, 10, BLACK); DrawText(": decrease speed", 50, textPositionY, 10, BLACK); DrawText("W", 10, textPositionY += 15, 10, BLACK); DrawText(": Wild setup!", 50, textPositionY, 10, BLACK); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }