--[[ 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