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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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#include "raylib.h" |
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#include "rlgl.h" |
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#include "glad.h" |
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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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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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InitWindow(screenWidth, screenHeight, "raylib - point particles"); |
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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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// 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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// 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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// 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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SetTargetFPS(60); |
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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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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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// 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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Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 }); |
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glUniform4fv(colorLoc, 1, (float*)&color); |
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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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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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// 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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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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glDeleteBuffers(1, &vbo); |
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glDeleteVertexArrays(1, &vao); |
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UnloadShader(shader); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |