- /*******************************************************************************************
- *
- * raylib [shaders] example - OpenGL point particle system
- *
- * Example originally created with raylib 3.8, last time updated with raylib 2.5
- *
- * Example contributed by Stephan Soller (@arkanis) and reviewed by Ramon Santamaria (@raysan5)
- *
- * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
- * BSD-like license that allows static linking with closed source software
- *
- * Copyright (c) 2021-2024 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"
-
- #if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
- #if defined(GRAPHICS_API_OPENGL_ES2)
- #include "glad_gles2.h" // Required for: OpenGL functionality
- #define glGenVertexArrays glGenVertexArraysOES
- #define glBindVertexArray glBindVertexArrayOES
- #define glDeleteVertexArrays glDeleteVertexArraysOES
- #define GLSL_VERSION 100
- #else
- #if defined(__APPLE__)
- #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
- #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
- #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
- #else
- #include "glad.h" // Required for: OpenGL functionality
- #endif
- #define GLSL_VERSION 330
- #endif
- #else // PLATFORM_ANDROID, PLATFORM_WEB
- #define GLSL_VERSION 100
- #endif
-
- #include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
- #include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat()
-
- #define MAX_PARTICLES 1000
-
- // Particle type
- typedef struct Particle {
- float x;
- float y;
- float period;
- } Particle;
-
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // 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
- #ifndef GRAPHICS_API_OPENGL_ES2
- glEnable(GL_PROGRAM_POINT_SIZE);
- #endif
-
- 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;
- }
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