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authorraysan5 <[email protected]>2021-07-31 18:36:06 +0200
committerraysan5 <[email protected]>2021-07-31 18:36:06 +0200
commit73c8ddc8bf60dda51bffd5803a5a22f40737d2f4 (patch)
treec79d5c749ccb509e2ff7c3c9989333ace6e26851 /examples/others/opengl_interop.c
parentb805754aa17c87d413dd13bdac864a1aba5ee4f4 (diff)
downloadraylib-73c8ddc8bf60dda51bffd5803a5a22f40737d2f4.tar.gz
raylib-73c8ddc8bf60dda51bffd5803a5a22f40737d2f4.zip
REVIEWED: raylib_opengl_interop
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-/*******************************************************************************************
-*
-* raylib [shaders] example - OpenGL point particle system
-*
-* This example has been created using raylib 2ad3eb1 (www.raylib.com)
-* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
-*
-* Example contributed by Stephan Soller (@arkanis - http://arkanis.de/)
-* and reviewed by Ramon Santamaria (@raysan5)
-*
-* Copyright (c) 2021 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5)
-*
-********************************************************************************************
-*
-* Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
-* primary point is to demonstrate raylib and OpenGL interop.
-*
-* rlgl batched draw operations internally so we have to flush the current batch before
-* doing our own OpenGL work (rlDrawRenderBatchActive()).
-*
-* The example also demonstrates how to get the current model view projection matrix of
-* raylib. That way raylib cameras and so on work as expected.
-*
-********************************************************************************************/
-
-#include "raylib.h"
-#include "rlgl.h"
-#include "glad.h"
-
-#if defined(PLATFORM_DESKTOP)
- #define GLSL_VERSION 330
-#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
-#endif
-
-int main()
-{
- // Initialization
- //--------------------------------------------------------------------------------------
- const int screenWidth = 800;
- const int screenHeight = 450;
-
- InitWindow(screenWidth, screenHeight, "raylib - point particles");
-
- Shader shader = LoadShader(
- TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
- TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
- int currentTimeLoc = GetShaderLocation(shader, "currentTime");
- int colorLoc = GetShaderLocation(shader, "color");
-
- // Initialize the vertex buffer for the particles and assign each particle random values
- struct { float x, y, period; } particles[10000];
- const size_t particleCount = sizeof(particles) / sizeof(particles[0]);
- for (size_t i = 0; i < particleCount; i++)
- {
- particles[i].x = GetRandomValue(20, screenWidth - 20);
- particles[i].y = GetRandomValue(50, screenHeight - 20);
- // Give each particle a slightly different period. But don't spread it to much. This way the particles line up
- // every so often and you get a glimps of what is going on.
- particles[i].period = GetRandomValue(10, 30) / 10.0f;
- }
-
- // Create a plain OpenGL vertex buffer with the data and an vertex array object that feeds the data from the buffer
- // into the vertexPosition shader attribute.
- GLuint vao = 0, vbo = 0;
- glGenVertexArrays(1, &vao);
- glBindVertexArray(vao);
- glGenBuffers(1, &vbo);
- glBindBuffer(GL_ARRAY_BUFFER, vbo);
- glBufferData(GL_ARRAY_BUFFER, sizeof(particles), particles, GL_STATIC_DRAW);
- // Note: LoadShader() automatically fetches the attribute index of "vertexPosition" and saves it in shader.locs[SHADER_LOC_VERTEX_POSITION]
- glVertexAttribPointer(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, GL_FALSE, 0, 0);
- glEnableVertexAttribArray(0);
- glBindBuffer(GL_ARRAY_BUFFER, 0);
- glBindVertexArray(0);
-
- // Allows the vertex shader to set the point size of each particle individually
- glEnable(GL_PROGRAM_POINT_SIZE);
-
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Draw
- //----------------------------------------------------------------------------------
- BeginDrawing();
- ClearBackground(WHITE);
-
- DrawRectangle(10, 10, 210, 30, MAROON);
- DrawText(TextFormat("%zu particles in one vertex buffer", particleCount), 20, 20, 10, RAYWHITE);
-
- // Switch to plain OpenGL
- //------------------------------------------------------------------------------
- // rlglDraw() in raylib 3.5
- rlDrawRenderBatchActive();
- glUseProgram(shader.id);
- glUniform1f(currentTimeLoc, GetTime());
-
- Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
- glUniform4fv(colorLoc, 1, (float*)&color);
-
- // The the current model view projection matrix so the particle system is displayed and transformed
- // (e.g. by cameras) just like everything else.
- // GetMatrixModelview() and GetMatrixProjection() in raylib 3.5
- Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
- glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
-
- glBindVertexArray(vao);
- glDrawArrays(GL_POINTS, 0, particleCount);
- glBindVertexArray(0);
- glUseProgram(0);
-
- // And back to raylib again
- //------------------------------------------------------------------------------
- DrawFPS(screenWidth - 100, 10);
- EndDrawing();
- //----------------------------------------------------------------------------------
- }
-
- // De-Initialization
- //--------------------------------------------------------------------------------------
- glDeleteBuffers(1, &vbo);
- glDeleteVertexArrays(1, &vao);
-
- UnloadShader(shader);
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
-
- return 0;
-} \ No newline at end of file