117 lines
4.4 KiB
Lua
117 lines
4.4 KiB
Lua
--[[
|
|
This example is translated from "raylib [shaders] example - Mesh instancing"
|
|
-- https://github.com/raysan5/raylib/blob/master/examples/shaders/shaders_mesh_instancing.c
|
|
|
|
Contributed by @seanpringle
|
|
Reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
|
|
|
|
Modified by Jussi Viitala (@nullstare) for ReiLua style.
|
|
]]
|
|
|
|
local MAX_INSTANCES = 10000
|
|
|
|
local cube
|
|
local transforms = {}
|
|
local camera
|
|
|
|
local shader
|
|
local matInstances
|
|
local matDefault
|
|
|
|
function RL.init()
|
|
local monitor = 0
|
|
local mPos = RL.GetMonitorPosition( monitor )
|
|
local mSize = RL.GetMonitorSize( monitor )
|
|
local winSize = RL.GetScreenSize()
|
|
|
|
RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE )
|
|
RL.SetWindowSize( winSize )
|
|
RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
|
|
RL.SetWindowTitle( "Instancing" )
|
|
RL.SetWindowState( RL.FLAG_VSYNC_HINT )
|
|
RL.SetGCUnload( false )
|
|
|
|
-- Define the camera to look into our 3d world
|
|
camera = RL.CreateCamera3D()
|
|
RL.SetCamera3DPosition( camera, { -125.0, 125.0, -125.0 } )
|
|
RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
|
|
RL.SetCamera3DUp( camera, { 0, 1, 0 } )
|
|
RL.SetCamera3DFovy( camera, 45 )
|
|
|
|
-- Define mesh to be instanced
|
|
cube = RL.GenMeshCube( { 1, 1, 1 } )
|
|
|
|
-- Translate and rotate cubes randomly
|
|
for i = 1, MAX_INSTANCES do
|
|
local translation = RL.MatrixTranslate( { math.random( -50, 50 ), math.random( -50, 50 ), math.random( -50, 50 ) } )
|
|
local axis = RL.Vector3Normalize( { math.random( 0, 360 ), math.random( 0, 360 ), math.random( 0, 360 ) } )
|
|
local angle = math.rad( math.random( 0, 10 ) )
|
|
local rotation = RL.MatrixRotate( axis, angle )
|
|
|
|
table.insert( transforms, RL.MatrixMultiply( rotation, translation ) )
|
|
end
|
|
|
|
-- Load lighting shader
|
|
shader = RL.LoadShader( RL.GetBasePath().."../resources/shaders/glsl330/lighting_instancing.vs",
|
|
RL.GetBasePath().."../resources/shaders/glsl330/lighting.fs" )
|
|
|
|
-- Get shader locations
|
|
local mvpLoc = RL.GetShaderLocation( shader, "mvp" )
|
|
local viewPosLoc = RL.GetShaderLocation( shader, "viewPos" )
|
|
local instanceTransformLoc = RL.GetShaderLocationAttrib( shader, "instanceTransform" )
|
|
RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_MATRIX_MVP, mvpLoc )
|
|
RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW, viewPosLoc )
|
|
RL.SetShaderLocationIndex( shader, RL.SHADER_LOC_MATRIX_MODEL, instanceTransformLoc )
|
|
|
|
-- Set shader value: ambient light level
|
|
local ambientLoc = RL.GetShaderLocation( shader, "ambient" )
|
|
RL.SetShaderValue( shader, ambientLoc, { 0.2, 0.2, 0.2, 0.1 }, RL.SHADER_UNIFORM_VEC4 )
|
|
|
|
-- Create one light
|
|
RL.CreateLight( RL.LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL.Vector3Zero(), RL.WHITE, shader )
|
|
|
|
-- NOTE: We are assigning the intancing shader to material.shader
|
|
-- to be used on mesh drawing with DrawMeshInstanced()
|
|
matInstances = RL.LoadMaterialDefault()
|
|
RL.SetMaterialShader( matInstances, shader )
|
|
RL.SetMaterialColor( matInstances, RL.MATERIAL_MAP_DIFFUSE, RL.RED )
|
|
|
|
-- Load default material (using raylib intenral default shader) for non-instanced mesh drawing
|
|
-- WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
|
|
-- when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
|
|
matDefault = RL.LoadMaterialDefault()
|
|
RL.SetMaterialColor( matDefault, RL.MATERIAL_MAP_DIFFUSE, RL.BLUE )
|
|
end
|
|
|
|
function RL.update( delta )
|
|
RL.UpdateCamera3D( camera, RL.CAMERA_ORBITAL )
|
|
|
|
-- Update the light shader with the camera view position
|
|
local loc = RL.GetShaderLocationIndex( shader, RL.SHADER_LOC_VECTOR_VIEW )
|
|
RL.SetShaderValue( shader, loc, RL.GetCamera3DPosition( camera ), RL.SHADER_UNIFORM_VEC3 )
|
|
end
|
|
|
|
function RL.draw()
|
|
RL.ClearBackground( RL.DARKBLUE )
|
|
|
|
RL.BeginMode3D( camera )
|
|
-- Draw cube mesh with default material (BLUE)
|
|
RL.DrawMesh( cube, matDefault, RL.MatrixTranslate( { -10.0, 0.0, 0.0 } ) )
|
|
|
|
-- Draw meshes instanced using material containing instancing shader (RED + lighting),
|
|
-- transforms[] for the instances should be provided, they are dynamically
|
|
-- updated in GPU every frame, so we can animate the different mesh instances
|
|
RL.DrawMeshInstanced( cube, matInstances, transforms, MAX_INSTANCES )
|
|
|
|
-- Draw cube mesh with default material (BLUE)
|
|
RL.DrawMesh( cube, matDefault, RL.MatrixTranslate( { 10.0, 0.0, 0.0 } ) )
|
|
RL.EndMode3D()
|
|
|
|
RL.DrawFPS( { 10, 10 } )
|
|
end
|
|
|
|
function RL.exit()
|
|
RL.UnloadMaterial( matInstances, true )
|
|
RL.UnloadMesh( cube )
|
|
end
|