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authorStephan Soller <[email protected]>2021-04-19 20:28:14 +0200
committerGitHub <[email protected]>2021-04-19 20:28:14 +0200
commit93d3212914393f89c545848c7489441d5274b4da (patch)
treeb2a81953129b9038a6f0defe67d153451778f6e5 /examples
parent63a1bf373c588d2c7c43e2aff37c4e5e54fdb7eb (diff)
downloadraylib-93d3212914393f89c545848c7489441d5274b4da.tar.gz
raylib-93d3212914393f89c545848c7489441d5274b4da.zip
[examples] Added an example for raylib OpenGL interop (#1726)
* Added an example for raylib OpenGL interop. * Removed C99 variable-length array to fix MSVC errors * Moved the opengl interop example from shaders to others.
Diffstat (limited to 'examples')
-rw-r--r--examples/others/opengl_interop.c132
-rw-r--r--examples/others/opengl_interop.pngbin0 -> 268859 bytes
-rw-r--r--examples/others/resources/shaders/glsl100/point_particle.fs16
-rw-r--r--examples/others/resources/shaders/glsl100/point_particle.vs24
-rw-r--r--examples/others/resources/shaders/glsl330/point_particle.fs17
-rw-r--r--examples/others/resources/shaders/glsl330/point_particle.vs24
6 files changed, 213 insertions, 0 deletions
diff --git a/examples/others/opengl_interop.c b/examples/others/opengl_interop.c
new file mode 100644
index 00000000..50003de0
--- /dev/null
+++ b/examples/others/opengl_interop.c
@@ -0,0 +1,132 @@
+/*******************************************************************************************
+*
+* 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
diff --git a/examples/others/opengl_interop.png b/examples/others/opengl_interop.png
new file mode 100644
index 00000000..74d7acae
--- /dev/null
+++ b/examples/others/opengl_interop.png
Binary files differ
diff --git a/examples/others/resources/shaders/glsl100/point_particle.fs b/examples/others/resources/shaders/glsl100/point_particle.fs
new file mode 100644
index 00000000..cf0fd72c
--- /dev/null
+++ b/examples/others/resources/shaders/glsl100/point_particle.fs
@@ -0,0 +1,16 @@
+#version 100
+
+precision mediump float;
+
+// Input uniform values
+uniform vec4 color;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
+ // it. (0, 0) is the top left, (1, 1) the bottom right corner.
+ // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
+ gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
+} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl100/point_particle.vs b/examples/others/resources/shaders/glsl100/point_particle.vs
new file mode 100644
index 00000000..890834c4
--- /dev/null
+++ b/examples/others/resources/shaders/glsl100/point_particle.vs
@@ -0,0 +1,24 @@
+#version 100
+
+// Input vertex attributes
+attribute vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform float currentTime;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Unpack data from vertexPosition
+ vec2 pos = vertexPosition.xy;
+ float period = vertexPosition.z;
+
+ // Calculate final vertex position (jiggle it around a bit horizontally)
+ pos += vec2(100.0, 0.0) * sin(period * currentTime);
+ gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
+
+ // Calculate the screen space size of this particle (also vary it over time)
+ gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
+} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl330/point_particle.fs b/examples/others/resources/shaders/glsl330/point_particle.fs
new file mode 100644
index 00000000..f0846210
--- /dev/null
+++ b/examples/others/resources/shaders/glsl330/point_particle.fs
@@ -0,0 +1,17 @@
+#version 330
+
+// Input uniform values
+uniform vec4 color;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
+ // it. (0, 0) is the top left, (1, 1) the bottom right corner.
+ // Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
+ finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2));
+} \ No newline at end of file
diff --git a/examples/others/resources/shaders/glsl330/point_particle.vs b/examples/others/resources/shaders/glsl330/point_particle.vs
new file mode 100644
index 00000000..e43b91de
--- /dev/null
+++ b/examples/others/resources/shaders/glsl330/point_particle.vs
@@ -0,0 +1,24 @@
+#version 330
+
+// Input vertex attributes
+in vec3 vertexPosition;
+
+// Input uniform values
+uniform mat4 mvp;
+uniform float currentTime;
+
+// NOTE: Add here your custom variables
+
+void main()
+{
+ // Unpack data from vertexPosition
+ vec2 pos = vertexPosition.xy;
+ float period = vertexPosition.z;
+
+ // Calculate final vertex position (jiggle it around a bit horizontally)
+ pos += vec2(100, 0) * sin(period * currentTime);
+ gl_Position = mvp * vec4(pos, 0.0, 1.0);
+
+ // Calculate the screen space size of this particle (also vary it over time)
+ gl_PointSize = 10 - 5 * abs(sin(period * currentTime));
+} \ No newline at end of file