Watch
2
0
Fork
You've already forked raylib-cs
0

chore: clean recommit

This commit is contained in:
tiger tiger tiger 2026-07-07 23:29:25 +02:00
commit 8739e3b347
134 changed files with 15442 additions and 10648 deletions

View file

@ -1,112 +1,97 @@
/*******************************************************************************************
*
* raylib [shaders] example - rlgl module usage for instanced meshes
* raylib [shaders] example - mesh instancing
*
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
* Example complexity rating: [] 4/4
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 3.7, last time updated with raylib 4.2
*
* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
* Example contributed by seanpringle (@seanpringle) and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 @seanpringle
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2020-2025 seanpringle (@seanpringle), Max (@moliad) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
using Examples.Shared;
namespace Examples.Shaders;
public class MeshInstancing
public class MeshInstancing : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
private const int MaxInstances = 10000;
public string Name => "Shaders / Mesh Instancing";
public string Title => "raylib [shaders] example - mesh instancing";
private Camera3D camera;
private Mesh cube;
private Matrix4x4[] transforms;
private Shader shader;
private Material matInstances;
private Material matDefault;
public unsafe void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
const int fps = 60;
// Enable Multi Sampling Anti Aliasing 4x (if available)
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
// Speed of jump animation
int speed = 30;
// Count of separate groups jumping around
int groups = 2;
// Maximum amplitude of jump
float amp = 10;
// Global variance in jump height
float variance = 0.8f;
// Individual cube's computed loop timer
float loop = 0.0f;
// Used for various 3D coordinate & vector ops
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
// Define the camera to look into our 3d world
Camera3D camera = new();
camera.Position = new Vector3(-125.0f, 125.0f, -125.0f);
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
camera = new();
camera.Position = new Vector3(-125.0f, 125.0f, -125.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 45.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Number of instances to display
const int instances = 10000;
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
// Define mesh to be instanced
cube = GenMeshCube(1.0f, 1.0f, 1.0f);
// Rotation state of instances
Matrix4x4[] rotations = new Matrix4x4[instances];
// Per-frame rotation animation of instances
Matrix4x4[] rotationsInc = new Matrix4x4[instances];
// Locations of instances
Matrix4x4[] translations = new Matrix4x4[instances];
// Define transforms to be uploaded to GPU for instances
transforms = new Matrix4x4[MaxInstances]; // Pre-multiplied transformations passed to rlgl
// Scatter random cubes around
for (int i = 0; i < instances; i++)
// Translate and rotate cubes randomly
for (var i = 0; i < MaxInstances; i++)
{
x = GetRandomValue(-50, 50);
y = GetRandomValue(-50, 50);
z = GetRandomValue(-50, 50);
translations[i] = Matrix4x4.CreateTranslation(x, y, z);
x = GetRandomValue(0, 360);
y = GetRandomValue(0, 360);
z = GetRandomValue(0, 360);
Vector3 axis = Vector3.Normalize(new Vector3(x, y, z));
float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
rotationsInc[i] = Matrix4x4.CreateFromAxisAngle(axis, angle);
rotations[i] = Matrix4x4.Identity;
}
// Pre-multiplied transformations passed to rlgl
Matrix4x4[] transforms = new Matrix4x4[instances];
Shader shader = LoadShader(
"resources/shaders/glsl330/lighting_instancing.vs",
"resources/shaders/glsl330/lighting.fs"
);
// Get some shader loactions
unsafe
{
int* locs = (int*)shader.Locs;
locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocationAttrib(
shader,
"instanceTransform"
var translation = Matrix4x4.CreateTranslation(
GetRandomValue(-50, 50),
GetRandomValue(-50, 50),
GetRandomValue(-50, 50)
);
var axis = Vector3.Normalize(new Vector3(
GetRandomValue(0, 360),
GetRandomValue(0, 360),
GetRandomValue(0, 360)
));
var angle = GetRandomValue(0, 180) * DEG2RAD;
var rotation = Matrix4x4.CreateFromAxisAngle(axis, angle);
transforms[i] = Matrix4x4.Transpose(Matrix4x4.Multiply(rotation, translation));
}
// Ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
// Load lighting shader
shader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/lighting_instancing.vs",
$"resources/shaders/glsl{GlslVersion}/lighting.fs"
);
// Get shader locations
shader.Locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
// Set shader value: ambient light level
var ambientLoc = GetShaderLocation(shader, "ambient");
Raylib.SetShaderValue(
shader,
ambientLoc,
@ -114,211 +99,105 @@ public class MeshInstancing
ShaderUniformDataType.Vec4
);
// Create one light
Rlights.CreateLight(
0,
LightType.Directorional,
new Vector3(50, 50, 0),
new Vector3(50.0f, 50.0f, 0.0f),
Vector3.Zero,
Color.White,
shader
);
Material material = LoadMaterialDefault();
material.Shader = shader;
unsafe
{
material.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
}
// NOTE: We are assigning the intancing shader to material.shader
// to be used on mesh drawing with DrawMeshInstanced()
matInstances = LoadMaterialDefault();
matInstances.Shader = shader;
matInstances.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
int textPositionY = 300;
// 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 = LoadMaterialDefault();
matDefault.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Blue;
}
// Simple frames counter to manage animation
int framesCounter = 0;
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
SetTargetFPS(fps);
// Update the light shader with the camera view position
float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
Raylib.SetShaderValue(
shader,
shader.Locs[(int)ShaderLocationIndex.VectorView],
cameraPos,
ShaderUniformDataType.Vec3
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
// Draw cube mesh with default material (BLUE)
DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(-10.0f, 0.0f, 0.0f)));
// 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
DrawMeshInstanced(cube, matInstances, transforms, MaxInstances);
// Draw cube mesh with default material (BLUE)
DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(10.0f, 0.0f, 0.0f)));
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
// Detach shader so UnloadMaterial does not also unload it, then free everything.
matInstances.Shader = new();
UnloadMaterial(matInstances);
UnloadMaterial(matDefault);
UnloadMesh(cube);
UnloadShader(shader);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new MeshInstancing();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
textPositionY = 300;
framesCounter += 1;
if (IsKeyDown(KeyboardKey.Up))
{
amp += 0.5f;
}
if (IsKeyDown(KeyboardKey.Down))
{
amp = (amp <= 1) ? 1.0f : (amp - 1.0f);
}
if (IsKeyDown(KeyboardKey.Left))
{
variance = (variance <= 0.0f) ? 0.0f : (variance - 0.01f);
}
if (IsKeyDown(KeyboardKey.Right))
{
variance = (variance >= 1.0f) ? 1.0f : (variance + 0.01f);
}
if (IsKeyDown(KeyboardKey.One))
{
groups = 1;
}
if (IsKeyDown(KeyboardKey.Two))
{
groups = 2;
}
if (IsKeyDown(KeyboardKey.Three))
{
groups = 3;
}
if (IsKeyDown(KeyboardKey.Four))
{
groups = 4;
}
if (IsKeyDown(KeyboardKey.Five))
{
groups = 5;
}
if (IsKeyDown(KeyboardKey.Six))
{
groups = 6;
}
if (IsKeyDown(KeyboardKey.Seven))
{
groups = 7;
}
if (IsKeyDown(KeyboardKey.Eight))
{
groups = 8;
}
if (IsKeyDown(KeyboardKey.Nine))
{
groups = 9;
}
if (IsKeyDown(KeyboardKey.W))
{
groups = 7;
amp = 25;
speed = 18;
variance = 0.70f;
}
if (IsKeyDown(KeyboardKey.Equal))
{
speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
}
if (IsKeyDown(KeyboardKey.KpAdd))
{
speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
}
if (IsKeyDown(KeyboardKey.Minus))
{
speed = (int)MathF.Max(speed * 1.02f, speed + 1);
}
if (IsKeyDown(KeyboardKey.KpSubtract))
{
speed = (int)MathF.Max(speed * 1.02f, speed + 1);
}
// Update the light shader with the camera view position
float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
Raylib.SetShaderValue(
shader,
(int)ShaderLocationIndex.VectorView,
cameraPos,
ShaderUniformDataType.Vec3
);
// Apply per-instance transformations
for (int i = 0; i < instances; i++)
{
rotations[i] = Matrix4x4.Multiply(rotations[i], rotationsInc[i]);
transforms[i] = Matrix4x4.Multiply(rotations[i], translations[i]);
// Get the animation cycle's framesCounter for this instance
loop = (float)((framesCounter + (int)(((float)(i % groups) / groups) * speed)) % speed) / speed;
// Calculate the y according to loop cycle
y = (MathF.Sin(loop * MathF.PI * 2)) * amp * ((1 - variance) + (variance * (float)(i % (groups * 10)) / (groups * 10)));
// Clamp to floor
y = (y < 0) ? 0.0f : y;
transforms[i] = Matrix4x4.Multiply(transforms[i], Matrix4x4.CreateTranslation(0.0f, y, 0.0f));
transforms[i] = Matrix4x4.Transpose(transforms[i]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawMeshInstanced(cube, material, transforms, instances);
EndMode3D();
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, Color.Maroon);
DrawText("PRESS KEYS:", 10, textPositionY, 20, Color.Black);
DrawText("1 - 9", 10, textPositionY += 25, 10, Color.Black);
DrawText(": Number of groups", 50, textPositionY, 10, Color.Black);
DrawText($": {groups}", 160, textPositionY, 10, Color.Black);
DrawText("UP", 10, textPositionY += 15, 10, Color.Black);
DrawText(": increase amplitude", 50, textPositionY, 10, Color.Black);
DrawText($": {amp}%.2f", 160, textPositionY, 10, Color.Black);
DrawText("DOWN", 10, textPositionY += 15, 10, Color.Black);
DrawText(": decrease amplitude", 50, textPositionY, 10, Color.Black);
DrawText("LEFT", 10, textPositionY += 15, 10, Color.Black);
DrawText(": decrease variance", 50, textPositionY, 10, Color.Black);
DrawText($": {variance}.2f", 160, textPositionY, 10, Color.Black);
DrawText("RIGHT", 10, textPositionY += 15, 10, Color.Black);
DrawText(": increase variance", 50, textPositionY, 10, Color.Black);
DrawText("+/=", 10, textPositionY += 15, 10, Color.Black);
DrawText(": increase speed", 50, textPositionY, 10, Color.Black);
DrawText($": {speed} = {((float)fps / speed)} loops/sec", 160, textPositionY, 10, Color.Black);
DrawText("-", 10, textPositionY += 15, 10, Color.Black);
DrawText(": decrease speed", 50, textPositionY, 10, Color.Black);
DrawText("W", 10, textPositionY += 15, 10, Color.Black);
DrawText(": Wild setup!", 50, textPositionY, 10, Color.Black);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;