diff options
Diffstat (limited to 'examples/others/opengl_interop.c')
| -rw-r--r-- | examples/others/opengl_interop.c | 38 |
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; }
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