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authornathan <nathansmith@disroot.org>2025-08-08 18:48:10 +0000
committernathan <nathansmith@disroot.org>2025-08-08 18:48:10 +0000
commite5acfb329827802fe2259f91701dc8762c2573b6 (patch)
tree8d461b2d0e1864633341d066f783172790c62dc9
parent94ca30b13bffe1f02313b7fd32b2320e5c490fa5 (diff)
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Mesh instancing test working
-rw-r--r--assets/shaders/glsl100/instancing.fs77
-rw-r--r--assets/shaders/glsl100/instancing.vs36
-rw-r--r--assets/shaders/glsl330/instancing.fs20
-rw-r--r--assets/shaders/glsl330/instancing.vs31
-rw-r--r--src/assets.c3
-rw-r--r--src/assets.h7
-rw-r--r--src/entity.c2
-rw-r--r--src/game.c2
-rw-r--r--src/world.c27
-rw-r--r--src/world.h4
10 files changed, 199 insertions, 10 deletions
diff --git a/assets/shaders/glsl100/instancing.fs b/assets/shaders/glsl100/instancing.fs
new file mode 100644
index 0000000..596da0f
--- /dev/null
+++ b/assets/shaders/glsl100/instancing.fs
@@ -0,0 +1,77 @@
+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add your custom variables here
+
+#define MAX_LIGHTS 4
+#define LIGHT_DIRECTIONAL 0
+#define LIGHT_POINT 1
+
+struct Light {
+ int enabled;
+ int type;
+ vec3 position;
+ vec3 target;
+ vec4 color;
+};
+
+// Input lighting values
+uniform Light lights[MAX_LIGHTS];
+uniform vec4 ambient;
+uniform vec3 viewPos;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture2D(texture0, fragTexCoord);
+ vec3 lightDot = vec3(0.0);
+ vec3 normal = normalize(fragNormal);
+ vec3 viewD = normalize(viewPos - fragPosition);
+ vec3 specular = vec3(0.0);
+
+ vec4 tint = colDiffuse * fragColor;
+
+ // NOTE: Implement here your fragment shader code
+
+ for (int i = 0; i < MAX_LIGHTS; i++)
+ {
+ if (lights[i].enabled == 1)
+ {
+ vec3 light = vec3(0.0);
+
+ if (lights[i].type == LIGHT_DIRECTIONAL)
+ {
+ light = -normalize(lights[i].target - lights[i].position);
+ }
+
+ if (lights[i].type == LIGHT_POINT)
+ {
+ light = normalize(lights[i].position - fragPosition);
+ }
+
+ float NdotL = max(dot(normal, light), 0.0);
+ lightDot += lights[i].color.rgb*NdotL;
+
+ float specCo = 0.0;
+ if (NdotL > 0.0) specCo = pow(max(0.0, dot(viewD, reflect(-(light), normal))), 16.0); // 16 refers to shine
+ specular += specCo;
+ }
+ }
+
+ vec4 finalColor = (texelColor*((tint + vec4(specular, 1.0))*vec4(lightDot, 1.0)));
+ finalColor += texelColor*(ambient/10.0);
+
+ // Gamma correction
+ gl_FragColor = pow(finalColor, vec4(1.0/2.2));
+}
diff --git a/assets/shaders/glsl100/instancing.vs b/assets/shaders/glsl100/instancing.vs
new file mode 100644
index 0000000..59d7304
--- /dev/null
+++ b/assets/shaders/glsl100/instancing.vs
@@ -0,0 +1,36 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+attribute vec2 vertexTexCoord;
+attribute vec3 vertexNormal;
+attribute vec4 vertexColor;
+
+attribute mat4 instanceTransform;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 matNormal;
+
+// Output vertex attributes (to fragment shader)
+varying vec3 fragPosition;
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+varying vec3 fragNormal;
+
+// NOTE: Add your custom variables here
+
+void main()
+{
+ // Compute MVP for current instance
+ mat4 mvpi = mvp*instanceTransform;
+
+ // Send vertex attributes to fragment shader
+ fragPosition = vec3(mvpi*vec4(vertexPosition, 1.0));
+ fragTexCoord = vertexTexCoord;
+ fragColor = vertexColor;
+ fragNormal = normalize(vec3(matNormal*vec4(vertexNormal, 1.0)));
+
+ // Calculate final vertex position
+ gl_Position = mvpi*vec4(vertexPosition, 1.0);
+}
diff --git a/assets/shaders/glsl330/instancing.fs b/assets/shaders/glsl330/instancing.fs
new file mode 100644
index 0000000..0044ac7
--- /dev/null
+++ b/assets/shaders/glsl330/instancing.fs
@@ -0,0 +1,20 @@
+#version 330 core
+
+// https://github.com/Rogeatic/raylib-instancing
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+void main()
+{
+ // Texel color fetching from texture sampler
+ vec4 texelColor = texture(texture0, fragTexCoord);
+ finalColor = texelColor*colDiffuse;
+} \ No newline at end of file
diff --git a/assets/shaders/glsl330/instancing.vs b/assets/shaders/glsl330/instancing.vs
new file mode 100644
index 0000000..800d6fd
--- /dev/null
+++ b/assets/shaders/glsl330/instancing.vs
@@ -0,0 +1,31 @@
+#version 330 core
+
+// https://github.com/Rogeatic/raylib-instancing
+
+// Input vertex attributes
+in vec3 vertexPosition;
+in vec2 vertexTexCoord;
+
+layout (location = 12) in mat4 instance;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform mat4 projection;
+uniform mat4 view;
+
+// Output vertex attributes (to fragment shader)
+out vec2 fragTexCoord;
+out vec4 fragColor;
+out vec3 fragNormal;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Send vertex attributes to fragment shader
+ fragTexCoord = vertexTexCoord;
+
+ // Calculate final vertex position
+ mat4 mvpi = mvp * instance;
+ gl_Position = mvpi * vec4(vertexPosition, 1.0);
+} \ No newline at end of file
diff --git a/src/assets.c b/src/assets.c
index 09388b8..1da7197 100644
--- a/src/assets.c
+++ b/src/assets.c
@@ -13,7 +13,8 @@ const char imageAssetPaths[IMAGE_ASSET_COUNT][FT_NAMEMAX] = {
};
const char shaderAssetNames[SHADER_ASSET_COUNT][FT_NAMEMAX] = {
- "skybox"
+ "skybox",
+ "instancing"
};
const char modelAssetPaths[MODEL_ASSET_COUNT][FT_NAMEMAX] = {
diff --git a/src/assets.h b/src/assets.h
index 2457115..de849b0 100644
--- a/src/assets.h
+++ b/src/assets.h
@@ -5,7 +5,7 @@
#define TEXTURE_ASSET_COUNT 5
#define IMAGE_ASSET_COUNT 1
-#define SHADER_ASSET_COUNT 1
+#define SHADER_ASSET_COUNT 2
#define MODEL_ASSET_COUNT 1
extern const char textureAssetPaths[TEXTURE_ASSET_COUNT][FT_NAMEMAX];
@@ -26,12 +26,13 @@ enum {
// Image asset ids.
enum {
- SKYBOX_IMAGE
+ SKYBOX_IMAGE,
};
// Shader asset ids.
enum {
- SKYBOX_SHADER
+ SKYBOX_SHADER,
+ INSTANCING_SHADER
};
// Model asset ids.
diff --git a/src/entity.c b/src/entity.c
index c63acf4..0fb784e 100644
--- a/src/entity.c
+++ b/src/entity.c
@@ -95,6 +95,8 @@ void updateEntity(Entity* entity, Game* game)
/* (Vector3){0.0, UTILITY_POLE_HEIGHT}), */
/* UTILITY_POLE_RADIUS, UTILITY_POLE_RADIUS, */
/* UTILITY_POLE_HEIGHT * 2.0, 6, BROWN); */
+ /* DrawModel(game->assets.models[UTILITY_POLE_MODEL], entity->position, 1.0, */
+ /* BROWN); */
break;
default:
break;
diff --git a/src/game.c b/src/game.c
index e4d74ff..0d1fa79 100644
--- a/src/game.c
+++ b/src/game.c
@@ -30,7 +30,7 @@ void initGame(Game* game)
CUBEMAP_LAYOUT_AUTO_DETECT);
// World.
- game->world = createWorld(345893);
+ game->world = createWorld(345893, &game->assets);
// Player.
game->player = createPlayer();
diff --git a/src/world.c b/src/world.c
index 828aaa3..a5af6e7 100644
--- a/src/world.c
+++ b/src/world.c
@@ -473,8 +473,28 @@ Seed generateWorldPlants(World* world, Seed seed, int start, int end)
return seed;
}
-Seed generateWorldUtilityPoles(World* world, Seed seed, int start, int end)
+Seed generateWorldUtilityPoles(World* world, const Assets* assets, Seed seed,
+ int start, int end)
{
+ world->utilityPoleTransforms = (Matrix*)FT_CALLOC(WORLD_UTILITY_POLE_COUNT,
+ sizeof(Matrix));
+
+ if (world->utilityPoleTransforms == NULL)
+ {
+ ALLOCATION_ERROR;
+ return seed;
+ }
+
+ // Instancing shader.
+ Shader shader = assets->shaders[INSTANCING_SHADER];
+ shader.locs[SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
+ shader.locs[SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(shader,
+ "instance");
+ shader.locs[SHADER_LOC_MATRIX_VIEW] = GetShaderLocation(shader, "view");
+ shader.locs[SHADER_LOC_MATRIX_PROJECTION] = GetShaderLocation(shader,
+ "projection");
+ assets->models[UTILITY_POLE_MODEL].materials[0].shader = shader;
+
for (int index = start; index < end; ++index)
{
FT_RANDOM16(seed);
@@ -523,7 +543,7 @@ Texture generateGroundTexture()
return texture;
}
-World createWorld(Seed seed)
+World createWorld(Seed seed, const Assets* assets)
{
World world;
world.size = WORLD_SIZE;
@@ -573,7 +593,7 @@ World createWorld(Seed seed)
// Utility poles.
start = end;
end = WORLD_UTILITY_POLE_COUNT + start;
- seed = generateWorldUtilityPoles(&world, seed, start, end);
+ seed = generateWorldUtilityPoles(&world, assets, seed, start, end);
// Items.
start = end;
@@ -655,6 +675,7 @@ void freeWorld(World world)
UnloadTexture(
world.heightmap.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture);
UnloadModel(world.heightmap);
+ FT_FREE(world.utilityPoleTransforms);
freeWorldBVH(world.bvh);
}
diff --git a/src/world.h b/src/world.h
index fc84ca3..21e4c4c 100644
--- a/src/world.h
+++ b/src/world.h
@@ -58,12 +58,12 @@ struct World {
BVHNode bvh;
// Transforms for mesh instancing.
- Matrix utilityPoleTransforms[WORLD_UTILITY_POLE_COUNT];
+ Matrix* utilityPoleTransforms;
int bvhDebugSelect;
};
-World createWorld(Seed seed);
+World createWorld(Seed seed, const Assets* assets);
void updateWorld(World* world, Game* game);
void freeWorld(World world);
// Dam, I wanta live in a free world ):