/******************************************************************************************* * * raylib [shaders] example - mesh instancing * * Example complexity rating: [★★★★] 4/4 * * Example originally created with raylib 3.7, last time updated with raylib 4.2 * * Example contributed by seanpringle (@seanpringle) and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5) * * 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 Examples.Shared; namespace Examples.Shaders; public class MeshInstancing : IExample { 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() { // Define the camera to look into our 3d world 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 // Define mesh to be instanced cube = GenMeshCube(1.0f, 1.0f, 1.0f); // Define transforms to be uploaded to GPU for instances transforms = new Matrix4x4[MaxInstances]; // Pre-multiplied transformations passed to rlgl // Translate and rotate cubes randomly for (var i = 0; i < MaxInstances; i++) { 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)); } // 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, new float[] { 0.2f, 0.2f, 0.2f, 1.0f }, ShaderUniformDataType.Vec4 ); // Create one light Rlights.CreateLight( 0, LightType.Directorional, new Vector3(50.0f, 50.0f, 0.0f), Vector3.Zero, Color.White, shader ); // 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; // 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; } public unsafe void Update() { // Update //---------------------------------------------------------------------------------- UpdateCamera(ref camera, CameraMode.Orbital); // 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()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }