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Diffstat (limited to 'examples/others/opengl_interop.c')
| -rw-r--r-- | examples/others/opengl_interop.c | 132 |
1 files changed, 0 insertions, 132 deletions
diff --git a/examples/others/opengl_interop.c b/examples/others/opengl_interop.c deleted file mode 100644 index 5d435f2a..00000000 --- a/examples/others/opengl_interop.c +++ /dev/null @@ -1,132 +0,0 @@ -/******************************************************************************************* -* -* 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; -}
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