Draw Mesh Instanced Example.
This commit is contained in:
12
API.md
12
API.md
@@ -4070,7 +4070,6 @@ Draw a 3d mesh with material and transform
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> success = RL_DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
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Draw multiple mesh instances with material and different transforms
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Note! Untested.
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- Failure return false
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- Success return true
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@@ -4171,6 +4170,15 @@ Set value for a material map type
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---
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> success = RL_SetMaterialShader( Material material, Shader shader )
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Set shader for material
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- Failure return false
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- Success return true
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---
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## Models - Model
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---
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@@ -5363,7 +5371,7 @@ Invert provided matrix
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---
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> result = MatrixIdentity()
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> result = RL_MatrixIdentity()
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Get identity matrix
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@@ -10,6 +10,7 @@ KEY CHANGES:
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- ADDED: Flag option (-s) for doc_parser.lua for exporting module APIs to separate files.
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- ADDED: ReiLuaGui.
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- ADDED: ReiLuaGui Examples.
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- ADDED: Draw Mesh Instanced Example.
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Detailed changes:
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ADDED: Help argument.
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@@ -21,3 +22,4 @@ FIXED: RL_DrawLineBezierQuad was called RL_DrawLineBezier in API.
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ADDED: Color lib.
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FIXED: RL_DrawEllipse and RL_DrawEllipseLines expecting wrong arguments.
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ADDED: RL_IsPathFile.
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ADDED: RL_SetMaterialShader.
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@@ -1,3 +1,6 @@
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-- Forked from raylib-lua example by TSnake41
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-- https://github.com/TSnake41/raylib-lua/blob/master/examples/textures_bunnymark.lua
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local MAX_BUNNIES = 100000
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-- This is the maximum amount of elements (quads) per batch
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@@ -39,8 +42,6 @@ function Bunny:update()
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end
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end
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-- Init
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function init()
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RL_SetWindowState( FLAG_VSYNC_HINT )
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RL_SetWindowSize( { screenWidth, screenHeight } )
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@@ -50,8 +51,6 @@ function init()
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texSize = RL_GetTextureSize( texBunny )
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end
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-- Update
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function process( delta )
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if RL_IsMouseButtonDown( 0 ) then
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-- Create more bunnies
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@@ -69,8 +68,6 @@ function process( delta )
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end
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end
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-- Draw
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function draw()
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RL_ClearBackground( RAYWHITE )
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112
examples/instancing/main.lua
Normal file
112
examples/instancing/main.lua
Normal file
@@ -0,0 +1,112 @@
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--[[
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This example is translated from "raylib [shaders] example - Mesh instancing"
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-- https://github.com/raysan5/raylib/blob/master/examples/shaders/shaders_mesh_instancing.c
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Contributed by @seanpringle
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Reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
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Modified by Jussi Viitala (@nullstare) for ReiLua style.
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]]
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local MAX_INSTANCES = 10000
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local cube
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local transforms = {}
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local camera
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local shader
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local matInstances
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local matDefault
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function init()
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local monitor = 0
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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local winSize = RL_GetWindowSize()
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-- local winSize = { 1920, 1080 }
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RL_SetWindowState( FLAG_WINDOW_RESIZABLE )
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RL_SetWindowSize( winSize )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL_SetWindowTitle( "Instancing" )
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RL_SetWindowState( FLAG_VSYNC_HINT )
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-- Define the camera to look into our 3d world
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camera = RL_CreateCamera3D()
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RL_SetCamera3DPosition( camera, { -125.0, 125.0, -125.0 } )
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RL_SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL_SetCamera3DUp( camera, { 0, 1, 0 } )
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RL_SetCamera3DFovy( camera, 45 )
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RL_SetCameraMode( camera, CAMERA_ORBITAL )
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-- Define mesh to be instanced
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cube = RL_GenMeshCube( { 1, 1, 1 } )
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-- Translate and rotate cubes randomly
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for i = 1, MAX_INSTANCES do
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local translation = RL_MatrixTranslate( { math.random( -50, 50 ), math.random( -50, 50 ), math.random( -50, 50 ) } )
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local axis = RL_Vector3Normalize( { math.random( 0, 360 ), math.random( 0, 360 ), math.random( 0, 360 ) } )
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local angle = math.rad( math.random( 0, 10 ) )
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local rotation = RL_MatrixRotate( axis, angle )
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table.insert( transforms, RL_MatrixMultiply( rotation, translation ) )
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end
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-- Load lighting shader
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shader = RL_LoadShader( RL_GetBasePath().."../resources/shaders/glsl330/lighting_instancing.vs",
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RL_GetBasePath().."../resources/shaders/glsl330/lighting.fs" )
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-- Get shader locations
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local mvpLoc = RL_GetShaderLocation( shader, "mvp" )
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local viewPosLoc = RL_GetShaderLocation( shader, "viewPos" )
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local instanceTransformLoc = RL_GetShaderLocationAttrib( shader, "instanceTransform" )
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RL_SetShaderLocationIndex( shader, SHADER_LOC_MATRIX_MVP, mvpLoc )
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RL_SetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW, viewPosLoc )
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RL_SetShaderLocationIndex( shader, SHADER_LOC_MATRIX_MODEL, instanceTransformLoc )
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-- Set shader value: ambient light level
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local ambientLoc = RL_GetShaderLocation( shader, "ambient" )
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RL_SetShaderValue( shader, ambientLoc, { 0.2, 0.2, 0.2, 0.1 }, SHADER_UNIFORM_VEC4 )
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-- Create one light
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RL_CreateLight( LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL_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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matInstances = RL_LoadMaterialDefault()
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RL_SetMaterialShader( matInstances, shader )
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RL_SetMaterialColor( matInstances, MATERIAL_MAP_DIFFUSE, RED )
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-- Load default material (using raylib intenral default shader) for non-instanced mesh drawing
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-- WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
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-- when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
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matDefault = RL_LoadMaterialDefault()
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RL_SetMaterialColor( matDefault, MATERIAL_MAP_DIFFUSE, BLUE )
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end
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function process( delta )
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RL_UpdateCamera3D( camera )
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-- Update the light shader with the camera view position
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local loc = RL_GetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW )
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RL_SetShaderValue( shader, loc, RL_GetCamera3DPosition( camera ), SHADER_UNIFORM_VEC3 )
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end
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function draw()
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RL_ClearBackground( DARKBLUE )
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RL_BeginMode3D( camera )
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-- Draw cube mesh with default material (BLUE)
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RL_DrawMesh( cube, matDefault, RL_MatrixTranslate( { -10.0, 0.0, 0.0 } ) )
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-- Draw meshes instanced using material containing instancing shader (RED + lighting),
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-- transforms[] for the instances should be provided, they are dynamically
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-- updated in GPU every frame, so we can animate the different mesh instances
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RL_DrawMeshInstanced( cube, matInstances, transforms, MAX_INSTANCES )
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-- Draw cube mesh with default material (BLUE)
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RL_DrawMesh( cube, matDefault, RL_MatrixTranslate( { 10.0, 0.0, 0.0 } ) )
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RL_EndMode3D()
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RL_DrawFPS( { 10, 10 } )
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end
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@@ -45,7 +45,7 @@ Gui = {
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padding = 2,
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spacing = 4,
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scrollbarWidth = 8,
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scrollAmount = 10,
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scrollAmount = 20,
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heldCallback = nil,
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82
examples/resources/shaders/glsl330/lighting.fs
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82
examples/resources/shaders/glsl330/lighting.fs
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@@ -0,0 +1,82 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec3 fragPosition;
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in vec2 fragTexCoord;
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//in vec4 fragColor;
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in vec3 fragNormal;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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#define MAX_LIGHTS 4
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#define LIGHT_DIRECTIONAL 0
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#define LIGHT_POINT 1
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struct MaterialProperty {
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vec3 color;
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int useSampler;
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sampler2D sampler;
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};
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struct Light {
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int enabled;
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int type;
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vec3 position;
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vec3 target;
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vec4 color;
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};
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// Input lighting values
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uniform Light lights[MAX_LIGHTS];
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uniform vec4 ambient;
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uniform vec3 viewPos;
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void main()
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{
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// Texel color fetching from texture sampler
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vec4 texelColor = texture(texture0, fragTexCoord);
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vec3 lightDot = vec3(0.0);
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vec3 normal = normalize(fragNormal);
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vec3 viewD = normalize(viewPos - fragPosition);
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vec3 specular = vec3(0.0);
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// NOTE: Implement here your fragment shader code
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for (int i = 0; i < MAX_LIGHTS; i++)
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{
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if (lights[i].enabled == 1)
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{
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vec3 light = vec3(0.0);
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if (lights[i].type == LIGHT_DIRECTIONAL)
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{
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light = -normalize(lights[i].target - lights[i].position);
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}
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if (lights[i].type == LIGHT_POINT)
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{
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light = normalize(lights[i].position - fragPosition);
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}
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float NdotL = max(dot(normal, light), 0.0);
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lightDot += lights[i].color.rgb*NdotL;
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float specCo = 0.0;
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if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
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specular += specCo;
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}
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}
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finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
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finalColor += texelColor*(ambient/10.0)*colDiffuse;
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// Gamma correction
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finalColor = pow(finalColor, vec4(1.0/2.2));
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}
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36
examples/resources/shaders/glsl330/lighting_instancing.vs
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36
examples/resources/shaders/glsl330/lighting_instancing.vs
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@@ -0,0 +1,36 @@
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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in vec2 vertexTexCoord;
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in vec3 vertexNormal;
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//in vec4 vertexColor; // Not required
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in mat4 instanceTransform;
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// Input uniform values
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uniform mat4 mvp;
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uniform mat4 matNormal;
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// Output vertex attributes (to fragment shader)
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out vec3 fragPosition;
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out vec2 fragTexCoord;
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out vec4 fragColor;
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out vec3 fragNormal;
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// NOTE: Add here your custom variables
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void main()
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{
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// Compute MVP for current instance
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mat4 mvpi = mvp*instanceTransform;
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// Send vertex attributes to fragment shader
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fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
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fragTexCoord = vertexTexCoord;
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//fragColor = vertexColor;
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fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
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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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@@ -45,6 +45,7 @@ int lmodelsUnloadMaterial( lua_State *L );
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int lmodelsSetMaterialTexture( lua_State *L );
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int lmodelsSetMaterialColor( lua_State *L );
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int lmodelsSetMaterialValue( lua_State *L );
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int lmodelsSetMaterialShader( lua_State *L );
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/* Model. */
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int lmodelsLoadModel( lua_State *L );
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int lmodelsLoadModelFromMesh( lua_State *L );
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@@ -1028,6 +1028,7 @@ void luaRegister() {
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lua_register( L, "RL_SetMaterialTexture", lmodelsSetMaterialTexture );
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lua_register( L, "RL_SetMaterialColor", lmodelsSetMaterialColor );
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lua_register( L, "RL_SetMaterialValue", lmodelsSetMaterialValue );
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lua_register( L, "RL_SetMaterialShader", lmodelsSetMaterialShader );
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/* Model. */
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lua_register( L, "RL_LoadModel", lmodelsLoadModel );
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lua_register( L, "RL_LoadModelFromMesh", lmodelsLoadModelFromMesh );
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37
src/models.c
37
src/models.c
@@ -1287,12 +1287,10 @@ int lmodelsDrawMesh( lua_State *L ) {
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return 1;
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}
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/* TODO Untested. */
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/*
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> success = RL_DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
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Draw multiple mesh instances with material and different transforms
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Note! Untested.
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- Failure return false
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- Success return true
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@@ -1305,14 +1303,14 @@ int lmodelsDrawMeshInstanced( lua_State *L ) {
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}
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int instances = lua_tointeger( L, -1 );
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lua_pop( L, 1 );
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Matrix matrises[ instances ];
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Matrix transforms[ instances ];
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int t = lua_gettop( L ), i = 0;
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lua_pushnil( L );
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while ( lua_next( L, t ) != 0 ) {
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if ( lua_istable( L, -1 ) ) {
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matrises[i] = uluaGetMatrix( L );
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transforms[i] = uluaGetMatrix( L );
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}
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i++;
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lua_pop( L, 1 );
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@@ -1326,7 +1324,7 @@ int lmodelsDrawMeshInstanced( lua_State *L ) {
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lua_pushboolean( L, false );
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return 1;
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}
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DrawMeshInstanced( *state->meshes[ meshId ], *state->materials[ materialId ], matrises, instances );
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DrawMeshInstanced( *state->meshes[ meshId ], *state->materials[ materialId ], transforms, instances );
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lua_pushboolean( L, true );
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return 1;
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@@ -1699,6 +1697,35 @@ int lmodelsSetMaterialValue( lua_State *L ) {
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return 1;
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}
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/*
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> success = RL_SetMaterialShader( Material material, Shader shader )
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Set shader for material
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- Failure return false
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- Success return true
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*/
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int lmodelsSetMaterialShader( lua_State *L ) {
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if ( !lua_isnumber( L, -2 ) || !lua_isnumber( L, -1 ) ) {
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TraceLog( LOG_WARNING, "%s", "Bad call of function. RL_SetMaterialShader( Material material, Shader shader )" );
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lua_pushboolean( L, false );
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return 1;
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}
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size_t shaderId = lua_tointeger( L, -1 );
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lua_pop( L, 1 );
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size_t materialId = lua_tointeger( L, -1 );
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if ( !validMaterial( materialId || !validShader( shaderId ) ) ) {
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lua_pushboolean( L, false );
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return 1;
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}
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state->materials[ materialId ]->shader = *state->shaders[ shaderId ];
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lua_pushboolean( L, true );
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return 1;
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}
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/*
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## Models - Model
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*/
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@@ -1607,7 +1607,7 @@ int lmathMatrixInvert( lua_State *L ) {
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}
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/*
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> result = MatrixIdentity()
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> result = RL_MatrixIdentity()
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Get identity matrix
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