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	* rlDrawMeshInstanced first attempt * rlDrawMeshInstanced OpenGL 3.3 and VAO checks * rlDrawMeshInstanced GetShaderAttribLocation; comments * example instanced shader * RLGL_STANDALONE RAYMATH_STANDALONE Vector4 * apply suggested naming changes; add instanced mesh example * remove orphan variables
		
			
				
	
	
		
			141 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			141 lines
		
	
	
		
			5.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - rlgl module usage for instanced meshes
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*
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*   This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
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*
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*   This example has been created using raylib 3.0 (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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*   Copyright (c) 2018 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#define GRAPHICS_API_OPENGL_33
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#define GLSL_VERSION 330
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#include <stdlib.h>
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#include "raylib.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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#include "rlights.h"
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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 = 1024;
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    const int screenHeight = 768;
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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 module usage for instanced meshes");
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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.type = CAMERA_PERSPECTIVE;
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    SetCameraMode(camera, CAMERA_FREE);
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    const int count = 10000;                                 // Number of instances to display 
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    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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    Matrix* rotations = RL_MALLOC(count * sizeof(Matrix));    // Rotation state of instances
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    Matrix* rotationsInc = RL_MALLOC(count * sizeof(Matrix)); // Per-frame rotation animation of instances
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    Matrix* translations = RL_MALLOC(count * sizeof(Matrix)); // Locations of instances
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    // Scatter random cubes around
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    for (int i = 0; i < count; i++)
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    {
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        float x = GetRandomValue(-50, 50);
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        float y = GetRandomValue(-50, 50);
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        float z = GetRandomValue(-50, 50);
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        translations[i] = MatrixTranslate(x, y, z); 
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        x = GetRandomValue(0, 360);
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        y = GetRandomValue(0, 360);
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        z = 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(count * sizeof(Matrix));   // Pre-multiplied transformations passed to rlgl
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    Shader shader = LoadShader(FormatText("resources/shaders/glsl%i/base_lighting_instanced.vs", GLSL_VERSION), 
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                               FormatText("resources/shaders/glsl%i/lighting.fs", GLSL_VERSION));
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    // Get some shader loactions
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    shader.locs[LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
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    shader.locs[LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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    shader.locs[LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader, "instance");
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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 }, UNIFORM_VEC4);
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    CreateLight(LIGHT_DIRECTIONAL, (Vector3){ 50, 50, 0 }, Vector3Zero(), WHITE, shader);
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    Material material = LoadMaterialDefault();
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    material.shader = shader;
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    material.maps[MAP_DIFFUSE].color = RED;
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    SetTargetFPS(60);                   // 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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        UpdateCamera(&camera);
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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[LOC_VECTOR_VIEW], cameraPos, UNIFORM_VEC3);
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        // Apply per-instance rotations
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        for (int i = 0; i < count; 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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        }
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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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                rlDrawMeshInstanced(cube, material, transforms, count);
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            EndMode3D();
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            DrawText("A CUBE OF DANCING CUBES!", 400, 10, 20, MAROON);
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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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