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-rw-r--r--examples/others/opengl_interop.c38
1 files changed, 19 insertions, 19 deletions
diff --git a/examples/others/opengl_interop.c b/examples/others/opengl_interop.c
index 50003de0..5d435f2a 100644
--- a/examples/others/opengl_interop.c
+++ b/examples/others/opengl_interop.c
@@ -5,7 +5,7 @@
* 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/)
+* 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)
@@ -14,10 +14,10 @@
*
* 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.
*
@@ -39,15 +39,15 @@ int main()
//--------------------------------------------------------------------------------------
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]);
@@ -59,7 +59,7 @@ int main()
// 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;
@@ -73,13 +73,13 @@ int main()
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
{
@@ -87,46 +87,46 @@ int main()
//----------------------------------------------------------------------------------
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