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+/*******************************************************************************************
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+*
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+* raylib [shaders] example - OpenGL point particle system
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+*
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+* This example has been created using raylib 2ad3eb1 (www.raylib.com)
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+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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+*
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+* Example contributed by Stephan Soller (@arkanis - http://arkanis.de/)
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+* and reviewed by Ramon Santamaria (@raysan5)
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+*
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+* Copyright (c) 2021 Stephan Soller (@arkanis) and Ramon Santamaria (@raysan5)
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+*
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+********************************************************************************************
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+*
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+* Mixes raylib and plain OpenGL code to draw a GL_POINTS based particle system. The
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+* primary point is to demonstrate raylib and OpenGL interop.
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+*
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+* rlgl batched draw operations internally so we have to flush the current batch before
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+* doing our own OpenGL work (rlDrawRenderBatchActive()).
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+*
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+* The example also demonstrates how to get the current model view projection matrix of
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+* raylib. That way raylib cameras and so on work as expected.
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+*
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+********************************************************************************************/
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+
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+#include "raylib.h"
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+#include "rlgl.h"
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+#include "glad.h"
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+
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+#if defined(PLATFORM_DESKTOP)
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+ #define GLSL_VERSION 330
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+#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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+ #define GLSL_VERSION 100
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+#endif
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+
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+int main()
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+{
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+ // Initialization
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+ //--------------------------------------------------------------------------------------
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+ const int screenWidth = 800;
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+ const int screenHeight = 450;
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+
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+ InitWindow(screenWidth, screenHeight, "raylib - point particles");
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+
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+ Shader shader = LoadShader(
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+ TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
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+ TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
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+ int currentTimeLoc = GetShaderLocation(shader, "currentTime");
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+ int colorLoc = GetShaderLocation(shader, "color");
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+
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+ // Initialize the vertex buffer for the particles and assign each particle random values
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+ struct { float x, y, period; } particles[10000];
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+ const size_t particleCount = sizeof(particles) / sizeof(particles[0]);
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+ for (size_t i = 0; i < particleCount; i++)
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+ {
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+ particles[i].x = GetRandomValue(20, screenWidth - 20);
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+ particles[i].y = GetRandomValue(50, screenHeight - 20);
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+ // Give each particle a slightly different period. But don't spread it to much. This way the particles line up
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+ // every so often and you get a glimps of what is going on.
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+ particles[i].period = GetRandomValue(10, 30) / 10.0f;
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+ }
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+
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+ // Create a plain OpenGL vertex buffer with the data and an vertex array object that feeds the data from the buffer
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+ // into the vertexPosition shader attribute.
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+ GLuint vao = 0, vbo = 0;
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+ glGenVertexArrays(1, &vao);
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+ glBindVertexArray(vao);
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+ glGenBuffers(1, &vbo);
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+ glBindBuffer(GL_ARRAY_BUFFER, vbo);
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+ glBufferData(GL_ARRAY_BUFFER, sizeof(particles), particles, GL_STATIC_DRAW);
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+ // Note: LoadShader() automatically fetches the attribute index of "vertexPosition" and saves it in shader.locs[SHADER_LOC_VERTEX_POSITION]
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+ glVertexAttribPointer(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, GL_FALSE, 0, 0);
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+ glEnableVertexAttribArray(0);
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+ glBindBuffer(GL_ARRAY_BUFFER, 0);
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+ glBindVertexArray(0);
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+
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+ // Allows the vertex shader to set the point size of each particle individually
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+ glEnable(GL_PROGRAM_POINT_SIZE);
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+
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+ SetTargetFPS(60);
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+ //--------------------------------------------------------------------------------------
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+
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+ // Main game loop
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+ while (!WindowShouldClose()) // Detect window close button or ESC key
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+ {
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+ // Draw
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+ //----------------------------------------------------------------------------------
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+ BeginDrawing();
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+ ClearBackground(WHITE);
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+
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+ DrawRectangle(10, 10, 210, 30, MAROON);
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+ DrawText(TextFormat("%zu particles in one vertex buffer", particleCount), 20, 20, 10, RAYWHITE);
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+
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+ // Switch to plain OpenGL
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+ //------------------------------------------------------------------------------
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+ // rlglDraw() in raylib 3.5
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+ rlDrawRenderBatchActive();
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+ glUseProgram(shader.id);
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+ glUniform1f(currentTimeLoc, GetTime());
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+
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+ Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 });
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+ glUniform4fv(colorLoc, 1, (float*)&color);
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+
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+ // The the current model view projection matrix so the particle system is displayed and transformed
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+ // (e.g. by cameras) just like everything else.
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+ // GetMatrixModelview() and GetMatrixProjection() in raylib 3.5
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+ Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
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+ glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
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+
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+ glBindVertexArray(vao);
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+ glDrawArrays(GL_POINTS, 0, particleCount);
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+ glBindVertexArray(0);
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+ glUseProgram(0);
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+
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+ // And back to raylib again
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+ //------------------------------------------------------------------------------
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+ DrawFPS(screenWidth - 100, 10);
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+ EndDrawing();
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+ //----------------------------------------------------------------------------------
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+ }
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+
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+ // De-Initialization
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+ //--------------------------------------------------------------------------------------
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+ glDeleteBuffers(1, &vbo);
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+ glDeleteVertexArrays(1, &vao);
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+
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+ UnloadShader(shader);
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+ CloseWindow(); // Close window and OpenGL context
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+ //--------------------------------------------------------------------------------------
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+
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+ return 0;
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+}
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