--[[ 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 ) -- 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.process( 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