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https://github.com/HarbourMasters/Shipwright.git
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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
225 lines
9.6 KiB
C
225 lines
9.6 KiB
C
/*******************************************************************************************
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*
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* raylib [shaders] example - mesh instancing
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*
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* This example has been created using raylib 3.7 (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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*
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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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* Copyright (c) 2020-2021 @seanpringle, Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include "raymath.h"
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#define RLIGHTS_IMPLEMENTATION
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#include "rlights.h"
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#include <stdlib.h>
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#include <math.h>
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#define MAX_INSTANCES 10000
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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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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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
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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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float amp = 10; // Maximum amplitude of jump
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float variance = 0.8f; // Global variance in jump height
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float loop = 0.0f; // Individual cube's computed loop timer
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float x = 0.0f, y = 0.0f, z = 0.0f; // Used for various 3D coordinate & vector ops
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ -125.0f, 125.0f, -125.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Matrix *rotations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Rotation state of instances
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Matrix *rotationsInc = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Per-frame rotation animation of instances
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Matrix *translations = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Locations of instances
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// Scatter random cubes around
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for (int i = 0; i < MAX_INSTANCES; i++)
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{
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x = (float)GetRandomValue(-50, 50);
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y = (float)GetRandomValue(-50, 50);
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z = (float)GetRandomValue(-50, 50);
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translations[i] = MatrixTranslate(x, y, z);
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x = (float)GetRandomValue(0, 360);
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y = (float)GetRandomValue(0, 360);
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z = (float)GetRandomValue(0, 360);
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Vector3 axis = Vector3Normalize((Vector3){ x, y, z });
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float angle = (float)GetRandomValue(0, 10)*DEG2RAD;
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rotationsInc[i] = MatrixRotate(axis, angle);
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rotations[i] = MatrixIdentity();
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}
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Matrix *transforms = RL_MALLOC(MAX_INSTANCES*sizeof(Matrix)); // Pre-multiplied transformations passed to rlgl
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Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION),
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TextFormat("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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// Get some shader loactions
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shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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shader.locs[SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instanceTransform");
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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SetShaderValue(shader, ambientLoc, (float[4]){ 0.2f, 0.2f, 0.2f, 1.0f }, SHADER_UNIFORM_VEC4);
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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.shader = shader;
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material.maps[MATERIAL_MAP_DIFFUSE].color = RED;
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SetCameraMode(camera, CAMERA_ORBITAL); // Set an orbital camera mode
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int textPositionY = 300;
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int framesCounter = 0; // Simple frames counter to manage animation
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SetTargetFPS(fps); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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textPositionY = 300;
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framesCounter++;
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if (IsKeyDown(KEY_UP)) amp += 0.5f;
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if (IsKeyDown(KEY_DOWN)) amp = (amp <= 1)? 1.0f : (amp - 1.0f);
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if (IsKeyDown(KEY_LEFT)) variance = (variance <= 0.0f)? 0.0f : (variance - 0.01f);
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if (IsKeyDown(KEY_RIGHT)) variance = (variance >= 1.0f)? 1.0f : (variance + 0.01f);
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if (IsKeyDown(KEY_ONE)) groups = 1;
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if (IsKeyDown(KEY_TWO)) groups = 2;
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if (IsKeyDown(KEY_THREE)) groups = 3;
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if (IsKeyDown(KEY_FOUR)) groups = 4;
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if (IsKeyDown(KEY_FIVE)) groups = 5;
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if (IsKeyDown(KEY_SIX)) groups = 6;
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if (IsKeyDown(KEY_SEVEN)) groups = 7;
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if (IsKeyDown(KEY_EIGHT)) groups = 8;
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if (IsKeyDown(KEY_NINE)) groups = 9;
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if (IsKeyDown(KEY_W)) { groups = 7; amp = 25; speed = 18; variance = 0.70f; }
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if (IsKeyDown(KEY_EQUAL)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
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if (IsKeyDown(KEY_KP_ADD)) speed = (speed <= (fps*0.25f))? (int)(fps*0.25f) : (int)(speed*0.95f);
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if (IsKeyDown(KEY_MINUS)) speed = (int)fmaxf(speed*1.02f, speed + 1);
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if (IsKeyDown(KEY_KP_SUBTRACT)) speed = (int)fmaxf(speed*1.02f, speed + 1);
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// Update the light shader with the camera view position
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float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
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SetShaderValue(shader, shader.locs[SHADER_LOC_VECTOR_VIEW], cameraPos, SHADER_UNIFORM_VEC3);
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// Apply per-instance transformations
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for (int i = 0; i < MAX_INSTANCES; i++)
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{
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rotations[i] = MatrixMultiply(rotations[i], rotationsInc[i]);
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transforms[i] = MatrixMultiply(rotations[i], translations[i]);
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// Get the animation cycle's framesCounter for this instance
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loop = (float)((framesCounter + (int)(((float)(i%groups)/groups)*speed))%speed)/speed;
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// Calculate the y according to loop cycle
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y = (sinf(loop*PI*2))*amp*((1 - variance) + (variance*(float)(i%(groups*10))/(groups*10)));
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// Clamp to floor
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y = (y < 0)? 0.0f : y;
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transforms[i] = MatrixMultiply(transforms[i], MatrixTranslate(0.0f, y, 0.0f));
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}
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UpdateCamera(&camera);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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//DrawMesh(cube, material, MatrixIdentity());
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DrawMeshInstanced(cube, material, transforms, MAX_INSTANCES);
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EndMode3D();
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DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, MAROON);
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DrawText("PRESS KEYS:", 10, textPositionY, 20, BLACK);
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DrawText("1 - 9", 10, textPositionY += 25, 10, BLACK);
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DrawText(": Number of groups", 50, textPositionY , 10, BLACK);
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DrawText(TextFormat(": %d", groups), 160, textPositionY , 10, BLACK);
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DrawText("UP", 10, textPositionY += 15, 10, BLACK);
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DrawText(": increase amplitude", 50, textPositionY, 10, BLACK);
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DrawText(TextFormat(": %.2f", amp), 160, textPositionY , 10, BLACK);
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DrawText("DOWN", 10, textPositionY += 15, 10, BLACK);
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DrawText(": decrease amplitude", 50, textPositionY, 10, BLACK);
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DrawText("LEFT", 10, textPositionY += 15, 10, BLACK);
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DrawText(": decrease variance", 50, textPositionY, 10, BLACK);
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DrawText(TextFormat(": %.2f", variance), 160, textPositionY , 10, BLACK);
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DrawText("RIGHT", 10, textPositionY += 15, 10, BLACK);
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DrawText(": increase variance", 50, textPositionY, 10, BLACK);
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DrawText("+/=", 10, textPositionY += 15, 10, BLACK);
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DrawText(": increase speed", 50, textPositionY, 10, BLACK);
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DrawText(TextFormat(": %d = %f loops/sec", speed, ((float)fps / speed)), 160, textPositionY , 10, BLACK);
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DrawText("-", 10, textPositionY += 15, 10, BLACK);
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DrawText(": decrease speed", 50, textPositionY, 10, BLACK);
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DrawText("W", 10, textPositionY += 15, 10, BLACK);
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DrawText(": Wild setup!", 50, textPositionY, 10, BLACK);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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