|
|
@ -2,7 +2,7 @@ |
|
|
|
* |
|
|
|
* raylib [shaders] example - OpenGL point particle system |
|
|
|
* |
|
|
|
* This example has been created using raylib i">2ad3eb1 (www.raylib.com) |
|
|
|
* This example has been created using raylib f">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/) |
|
|
@ -24,8 +24,9 @@ |
|
|
|
********************************************************************************************/ |
|
|
|
|
|
|
|
#include "raylib.h" |
|
|
|
#include "rlgl.h" |
|
|
|
#include "glad.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 |
|
|
@ -33,6 +34,15 @@ |
|
|
|
#define GLSL_VERSION 100 |
|
|
|
#endif |
|
|
|
|
|
|
|
#define MAX_PARTICLES 1000 |
|
|
|
|
|
|
|
// Particle type |
|
|
|
typedef struct Particle { |
|
|
|
float x; |
|
|
|
float y; |
|
|
|
float period; |
|
|
|
} Particle; |
|
|
|
|
|
|
|
int main() |
|
|
|
{ |
|
|
|
// Initialization |
|
|
@ -42,32 +52,34 @@ int main() |
|
|
|
|
|
|
|
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)); |
|
|
|
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 |
|
|
|
k">struct { float x, y, period; } particles[10000]; |
|
|
|
const size_t particleCount = sizeof(particles) / sizeof(particles[0]); |
|
|
|
for (n">size_t i = 0; i < particleCount; i++) |
|
|
|
n">Particle particles[MAX_PARTICLES] = { 0 }; |
|
|
|
|
|
|
|
for (kt">int i = 0; i < MAX_PARTICLES; 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; |
|
|
|
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, vbo = 0; |
|
|
|
// 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, sizeof(particles), particles, GL_STATIC_DRAW); |
|
|
|
glBufferData(GL_ARRAY_BUFFER, n">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); |
|
|
@ -89,32 +101,33 @@ int main() |
|
|
|
ClearBackground(WHITE); |
|
|
|
|
|
|
|
DrawRectangle(10, 10, 210, 30, MAROON); |
|
|
|
DrawText(TextFormat("%zu particles in one vertex buffer", particleCount), 20, 20, 10, RAYWHITE); |
|
|
|
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 |
|
|
|
//------------------------------------------------------------------------------ |
|
|
|
// 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); |
|
|
|
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 |
|
|
|
// 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, particleCount); |
|
|
|
glDrawArrays(GL_POINTS, 0, MAX_PARTICLES); |
|
|
|
glBindVertexArray(0); |
|
|
|
|
|
|
|
glUseProgram(0); |
|
|
|
|
|
|
|
// And back to raylib again |
|
|
|
//------------------------------------------------------------------------------ |
|
|
|
|
|
|
|
DrawFPS(screenWidth - 100, 10); |
|
|
|
|
|
|
|
EndDrawing(); |
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
} |
|
|
@ -124,8 +137,9 @@ int main() |
|
|
|
glDeleteBuffers(1, &vbo); |
|
|
|
glDeleteVertexArrays(1, &vao); |
|
|
|
|
|
|
|
UnloadShader(shader); |
|
|
|
CloseWindow(); // Close window and OpenGL context |
|
|
|
UnloadShader(shader); // Unload shader |
|
|
|
|
|
|
|
CloseWindow(); // Close window and OpenGL context |
|
|
|
//-------------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
return 0; |