From e5acfb329827802fe2259f91701dc8762c2573b6 Mon Sep 17 00:00:00 2001 From: nathan Date: Fri, 8 Aug 2025 12:48:10 -0600 Subject: Mesh instancing test working --- assets/shaders/glsl100/instancing.fs | 77 ++++++++++++++++++++++++++++++++++++ assets/shaders/glsl100/instancing.vs | 36 +++++++++++++++++ assets/shaders/glsl330/instancing.fs | 20 ++++++++++ assets/shaders/glsl330/instancing.vs | 31 +++++++++++++++ src/assets.c | 3 +- src/assets.h | 7 ++-- src/entity.c | 2 + src/game.c | 2 +- src/world.c | 27 +++++++++++-- src/world.h | 4 +- 10 files changed, 199 insertions(+), 10 deletions(-) create mode 100644 assets/shaders/glsl100/instancing.fs create mode 100644 assets/shaders/glsl100/instancing.vs create mode 100644 assets/shaders/glsl330/instancing.fs create mode 100644 assets/shaders/glsl330/instancing.vs 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 ): -- cgit v1.2.3