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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_GetScreenSize()
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
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