205 lines
7.6 KiB
C#
205 lines
7.6 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - mesh instancing
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 3.7, last time updated with raylib 4.2
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*
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* Example contributed by seanpringle (@seanpringle) and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2020-2025 seanpringle (@seanpringle), Max (@moliad) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System;
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using System.Numerics;
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using static Raylib_cs.Raylib;
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using Examples.Shared;
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namespace Examples.Shaders;
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public class MeshInstancing : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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private const int MaxInstances = 10000;
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public string Name => "Shaders / Mesh Instancing";
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public string Title => "raylib [shaders] example - mesh instancing";
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private Camera3D camera;
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private Mesh cube;
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private Matrix4x4[] transforms;
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private Shader shader;
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private Material matInstances;
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private Material matDefault;
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(-125.0f, 125.0f, -125.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Define mesh to be instanced
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cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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// Define transforms to be uploaded to GPU for instances
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transforms = new Matrix4x4[MaxInstances]; // Pre-multiplied transformations passed to rlgl
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// Translate and rotate cubes randomly
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for (var i = 0; i < MaxInstances; i++)
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{
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var translation = Matrix4x4.CreateTranslation(
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GetRandomValue(-50, 50),
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GetRandomValue(-50, 50),
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GetRandomValue(-50, 50)
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);
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var axis = Vector3.Normalize(new Vector3(
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GetRandomValue(0, 360),
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GetRandomValue(0, 360),
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GetRandomValue(0, 360)
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));
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var angle = GetRandomValue(0, 180) * DEG2RAD;
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var rotation = Matrix4x4.CreateFromAxisAngle(axis, angle);
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transforms[i] = Matrix4x4.Transpose(Matrix4x4.Multiply(rotation, translation));
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}
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// Load lighting shader
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shader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/lighting_instancing.vs",
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$"resources/shaders/glsl{GlslVersion}/lighting.fs"
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);
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// Get shader locations
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shader.Locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
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shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
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// Set shader value: ambient light level
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var ambientLoc = GetShaderLocation(shader, "ambient");
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Raylib.SetShaderValue(
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shader,
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ambientLoc,
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new float[] { 0.2f, 0.2f, 0.2f, 1.0f },
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ShaderUniformDataType.Vec4
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);
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// Create one light
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Rlights.CreateLight(
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0,
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LightType.Directorional,
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new Vector3(50.0f, 50.0f, 0.0f),
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Vector3.Zero,
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Color.White,
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shader
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);
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// NOTE: We are assigning the intancing shader to material.shader
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// to be used on mesh drawing with DrawMeshInstanced()
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matInstances = LoadMaterialDefault();
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matInstances.Shader = shader;
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matInstances.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
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// Load default material (using raylib intenral default shader) for non-instanced mesh drawing
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// WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
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// when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
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matDefault = LoadMaterialDefault();
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matDefault.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Blue;
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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// Update the light shader with the camera view position
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float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
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Raylib.SetShaderValue(
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shader,
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shader.Locs[(int)ShaderLocationIndex.VectorView],
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cameraPos,
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ShaderUniformDataType.Vec3
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);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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// Draw cube mesh with default material (BLUE)
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DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(-10.0f, 0.0f, 0.0f)));
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// Draw meshes instanced using material containing instancing shader (RED + lighting),
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// transforms[] for the instances should be provided, they are dynamically
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// updated in GPU every frame, so we can animate the different mesh instances
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DrawMeshInstanced(cube, matInstances, transforms, MaxInstances);
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// Draw cube mesh with default material (BLUE)
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DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(10.0f, 0.0f, 0.0f)));
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EndMode3D();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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// Detach shader so UnloadMaterial does not also unload it, then free everything.
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matInstances.Shader = new();
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UnloadMaterial(matInstances);
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UnloadMaterial(matDefault);
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UnloadMesh(cube);
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UnloadShader(shader);
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new MeshInstancing();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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