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authorjussi2022-12-09 16:02:28 +0200
committerjussi2022-12-09 16:02:28 +0200
commite1a85f898e0781c9dd69ced6cd6ccb4e304a7bd1 (patch)
treee6fc38ef9c149de6cd58aa43a28e1c67d0cb7317 /examples
parent973d902a16b35258629d2a0b228ad9c3f49b6198 (diff)
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Draw Mesh Instanced Example.
Diffstat (limited to 'examples')
-rw-r--r--examples/bunnymark/main.lua11
-rw-r--r--examples/instancing/main.lua112
-rw-r--r--examples/resources/lib/gui.lua2
-rw-r--r--examples/resources/shaders/glsl330/lighting.fs82
-rw-r--r--examples/resources/shaders/glsl330/lighting_instancing.vs36
5 files changed, 235 insertions, 8 deletions
diff --git a/examples/bunnymark/main.lua b/examples/bunnymark/main.lua
index 8672887..8bdc9b9 100644
--- a/examples/bunnymark/main.lua
+++ b/examples/bunnymark/main.lua
@@ -1,3 +1,6 @@
+-- Forked from raylib-lua example by TSnake41
+-- https://github.com/TSnake41/raylib-lua/blob/master/examples/textures_bunnymark.lua
+
local MAX_BUNNIES = 100000
-- This is the maximum amount of elements (quads) per batch
@@ -39,8 +42,6 @@ function Bunny:update()
end
end
--- Init
-
function init()
RL_SetWindowState( FLAG_VSYNC_HINT )
RL_SetWindowSize( { screenWidth, screenHeight } )
@@ -50,8 +51,6 @@ function init()
texSize = RL_GetTextureSize( texBunny )
end
--- Update
-
function process( delta )
if RL_IsMouseButtonDown( 0 ) then
-- Create more bunnies
@@ -59,7 +58,7 @@ function process( delta )
if #bunnies < MAX_BUNNIES then
local speed = { math.random( -250, 250 ) / 60, math.random( -250, 250 ) / 60 }
local color = { math.random( 50, 240 ), math.random( 80, 240 ), math.random( 100, 240 ), 255 }
- table.insert( bunnies, Bunny:new( RL_GetMousePosition(), speed, color) )
+ table.insert( bunnies, Bunny:new( RL_GetMousePosition(), speed, color ) )
end
end
end
@@ -69,8 +68,6 @@ function process( delta )
end
end
- -- Draw
-
function draw()
RL_ClearBackground( RAYWHITE )
diff --git a/examples/instancing/main.lua b/examples/instancing/main.lua
new file mode 100644
index 0000000..bcd9575
--- /dev/null
+++ b/examples/instancing/main.lua
@@ -0,0 +1,112 @@
+--[[
+ 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
diff --git a/examples/resources/lib/gui.lua b/examples/resources/lib/gui.lua
index 4e4ee7e..da46744 100644
--- a/examples/resources/lib/gui.lua
+++ b/examples/resources/lib/gui.lua
@@ -45,7 +45,7 @@ Gui = {
padding = 2,
spacing = 4,
scrollbarWidth = 8,
- scrollAmount = 10,
+ scrollAmount = 20,
heldCallback = nil,
diff --git a/examples/resources/shaders/glsl330/lighting.fs b/examples/resources/shaders/glsl330/lighting.fs
new file mode 100644
index 0000000..58845c8
--- /dev/null
+++ b/examples/resources/shaders/glsl330/lighting.fs
@@ -0,0 +1,82 @@
+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec3 fragPosition;
+in vec2 fragTexCoord;
+//in vec4 fragColor;
+in vec3 fragNormal;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct MaterialProperty {
+ vec3 color;
+ int useSampler;
+ sampler2D sampler;
+};
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 target;
+ vec4 color;
+};
+
+// Input lighting values
+uniform Light lights[MAX_LIGHTS];
+uniform vec4 ambient;
+uniform vec3 viewPos;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+ vec3 lightDot = vec3(0.0);
+ vec3 normal = normalize(fragNormal);
+ vec3 viewD = normalize(viewPos - fragPosition);
+ vec3 specular = vec3(0.0);
+
+ // NOTE: Implement here your fragment shader code
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled == 1)
+ {
+ vec3 light = vec3(0.0);
+
+ if (lights[i].type == LIGHT_DIRECTIONAL)
+ {
+ light = -normalize(lights[i].target - lights[i].position);
+ }
+
+ if (lights[i].type == LIGHT_POINT)
+ {
+ light = normalize(lights[i].position - fragPosition);
+ }
+
+ float NdotL = max(dot(normal, light), 0.0);
+ lightDot += lights[i].color.rgb*NdotL;
+
+ float specCo = 0.0;
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
+ specular += specCo;
+ }
+ }
+
+ finalColor = (texelColor*((colDiffuse + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+ finalColor += texelColor*(ambient/10.0)*colDiffuse;
+
+ // Gamma correction
+ finalColor = pow(finalColor, vec4(1.0/2.2));
+}
diff --git a/examples/resources/shaders/glsl330/lighting_instancing.vs b/examples/resources/shaders/glsl330/lighting_instancing.vs
new file mode 100644
index 0000000..6775a2e
--- /dev/null
+++ b/examples/resources/shaders/glsl330/lighting_instancing.vs
@@ -0,0 +1,36 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+in vec3 vertexNormal;
+//in vec4 vertexColor; // Not required
+
+in mat4 instanceTransform;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matNormal;
+
+// Output vertex attributes (to fragment shader)
+out vec3 fragPosition;
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Compute MVP for current instance
+ mat4 mvpi = mvp*instanceTransform;
+
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ //fragColor = vertexColor;
+ fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
+
+ // Calculate final vertex position
+ gl_Position = mvpi*vec4(vertexPosition, 1.0);
+}