diff --git a/examples/others/opengl_interop.c b/examples/others/raylib_opengl_interop.c similarity index 68% rename from examples/others/opengl_interop.c rename to examples/others/raylib_opengl_interop.c index 5d435f2a8..2ecc637d5 100644 --- a/examples/others/opengl_interop.c +++ b/examples/others/raylib_opengl_interop.c @@ -2,7 +2,7 @@ * * raylib [shaders] example - OpenGL point particle system * -* This example has been created using raylib 2ad3eb1 (www.raylib.com) +* 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/) @@ -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 - struct { float x, y, period; } particles[10000]; - const size_t particleCount = sizeof(particles) / sizeof(particles[0]); - for (size_t i = 0; i < particleCount; i++) + Particle particles[MAX_PARTICLES] = { 0 }; + + for (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, 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; diff --git a/examples/others/opengl_interop.png b/examples/others/raylib_opengl_interop.png similarity index 100% rename from examples/others/opengl_interop.png rename to examples/others/raylib_opengl_interop.png