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authorjussi2022-12-09 16:02:28 +0200
committerjussi2022-12-09 16:02:28 +0200
commite1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1 (patch)
treee6fc38ef9c149de6cd58aa43a28e1c67d0cb7317 /examples/instancing
parent973d902a16b35258629d2a0b228ad9c3f49b6198 (diff)
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Draw Mesh Instanced Example.
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-rw-r--r--examples/instancing/main.lua112
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diff --git a/examples/instancing/main.lua b/examples/instancing/main.lua
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+--[[
+ 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 init()
+ local monitor = 0
+ local mPos = RL_GetMonitorPosition( monitor )
+ local mSize = RL_GetMonitorSize( monitor )
+ local winSize = RL_GetWindowSize()
+ -- local winSize = { 1920, 1080 }
+
+ RL_SetWindowState( 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( FLAG_VSYNC_HINT )
+
+ -- 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 )
+ RL_SetCameraMode( camera, CAMERA_ORBITAL )
+
+ -- 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, SHADER_LOC_MATRIX_MVP, mvpLoc )
+ RL_SetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW, viewPosLoc )
+ RL_SetShaderLocationIndex( shader, 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 }, SHADER_UNIFORM_VEC4 )
+
+ -- Create one light
+ RL_CreateLight( LIGHT_DIRECTIONAL, { 50.0, 50.0, 0.0 }, RL_Vector3Zero(), 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, MATERIAL_MAP_DIFFUSE, 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, MATERIAL_MAP_DIFFUSE, BLUE )
+end
+
+function process( delta )
+ RL_UpdateCamera3D( camera )
+
+ -- Update the light shader with the camera view position
+ local loc = RL_GetShaderLocationIndex( shader, SHADER_LOC_VECTOR_VIEW )
+ RL_SetShaderValue( shader, loc, RL_GetCamera3DPosition( camera ), SHADER_UNIFORM_VEC3 )
+end
+
+function draw()
+ RL_ClearBackground( 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