From 73c8ddc8bf60dda51bffd5803a5a22f40737d2f4 Mon Sep 17 00:00:00 2001 From: raysan5 Date: Sat, 31 Jul 2021 18:36:06 +0200 Subject: REVIEWED: raylib_opengl_interop --- examples/others/opengl_interop.c | 132 --------------------------- examples/others/opengl_interop.png | Bin 268859 -> 0 bytes examples/others/raylib_opengl_interop.c | 146 ++++++++++++++++++++++++++++++ examples/others/raylib_opengl_interop.png | Bin 0 -> 268859 bytes 4 files changed, 146 insertions(+), 132 deletions(-) delete mode 100644 examples/others/opengl_interop.c delete mode 100644 examples/others/opengl_interop.png create mode 100644 examples/others/raylib_opengl_interop.c create mode 100644 examples/others/raylib_opengl_interop.png 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; -} \ No newline at end of file diff --git a/examples/others/opengl_interop.png b/examples/others/opengl_interop.png deleted file mode 100644 index 74d7acae..00000000 Binary files a/examples/others/opengl_interop.png and /dev/null differ diff --git a/examples/others/raylib_opengl_interop.c b/examples/others/raylib_opengl_interop.c new file mode 100644 index 00000000..2ecc637d --- /dev/null +++ b/examples/others/raylib_opengl_interop.c @@ -0,0 +1,146 @@ +/******************************************************************************************* +* +* raylib [shaders] example - OpenGL point particle system +* +* This example has been created using raylib 3.8 (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" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection() +#include "glad.h" // Required for: OpenGL functionality +#include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat() + +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + +#define MAX_PARTICLES 1000 + +// Particle type +typedef struct Particle { + float x; + float y; + float period; +} Particle; + +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 + Particle particles[MAX_PARTICLES] = { 0 }; + + for (int i = 0; i < MAX_PARTICLES; i++) + { + particles[i].x = (float)GetRandomValue(20, screenWidth - 20); + particles[i].y = (float)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 = (float)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; + GLuint vbo = 0; + glGenVertexArrays(1, &vao); + glBindVertexArray(vao); + glGenBuffers(1, &vbo); + glBindBuffer(GL_ARRAY_BUFFER, vbo); + glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES*sizeof(Particle), 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", MAX_PARTICLES), 20, 20, 10, RAYWHITE); + + rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls) + + // Switch to plain OpenGL + //------------------------------------------------------------------------------ + glUseProgram(shader.id); + + glUniform1f(currentTimeLoc, GetTime()); + + Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 }); + glUniform4fv(colorLoc, 1, (float *)&color); + + // Get the current modelview and projection matrix so the particle system is displayed and transformed + Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); + + glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection)); + + glBindVertexArray(vao); + glDrawArrays(GL_POINTS, 0, MAX_PARTICLES); + glBindVertexArray(0); + + glUseProgram(0); + //------------------------------------------------------------------------------ + + DrawFPS(screenWidth - 100, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- + } + + // De-Initialization + //-------------------------------------------------------------------------------------- + glDeleteBuffers(1, &vbo); + glDeleteVertexArrays(1, &vao); + + UnloadShader(shader); // Unload shader + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} \ No newline at end of file diff --git a/examples/others/raylib_opengl_interop.png b/examples/others/raylib_opengl_interop.png new file mode 100644 index 00000000..74d7acae Binary files /dev/null and b/examples/others/raylib_opengl_interop.png differ -- cgit v1.2.3