REVIEWED: raylib_opengl_interop

This commit is contained in:
raysan5 2021-07-31 18:36:06 +02:00
parent b805754aa1
commit 73c8ddc8bf
2 changed files with 44 additions and 30 deletions

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@ -2,7 +2,7 @@
* *
* raylib [shaders] example - OpenGL point particle system * 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) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* *
* Example contributed by Stephan Soller (@arkanis - http://arkanis.de/) * Example contributed by Stephan Soller (@arkanis - http://arkanis.de/)
@ -24,8 +24,9 @@
********************************************************************************************/ ********************************************************************************************/
#include "raylib.h" #include "raylib.h"
#include "rlgl.h" #include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
#include "glad.h" #include "glad.h" // Required for: OpenGL functionality
#include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat()
#if defined(PLATFORM_DESKTOP) #if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330 #define GLSL_VERSION 330
@ -33,6 +34,15 @@
#define GLSL_VERSION 100 #define GLSL_VERSION 100
#endif #endif
#define MAX_PARTICLES 1000
// Particle type
typedef struct Particle {
float x;
float y;
float period;
} Particle;
int main() int main()
{ {
// Initialization // Initialization
@ -42,32 +52,34 @@ int main()
InitWindow(screenWidth, screenHeight, "raylib - point particles"); InitWindow(screenWidth, screenHeight, "raylib - point particles");
Shader shader = LoadShader( Shader shader = LoadShader(TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION),
TextFormat("resources/shaders/glsl%i/point_particle.vs", GLSL_VERSION), TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
TextFormat("resources/shaders/glsl%i/point_particle.fs", GLSL_VERSION));
int currentTimeLoc = GetShaderLocation(shader, "currentTime"); int currentTimeLoc = GetShaderLocation(shader, "currentTime");
int colorLoc = GetShaderLocation(shader, "color"); int colorLoc = GetShaderLocation(shader, "color");
// Initialize the vertex buffer for the particles and assign each particle random values // Initialize the vertex buffer for the particles and assign each particle random values
struct { float x, y, period; } particles[10000]; Particle particles[MAX_PARTICLES] = { 0 };
const size_t particleCount = sizeof(particles) / sizeof(particles[0]);
for (size_t i = 0; i < particleCount; i++) for (int i = 0; i < MAX_PARTICLES; i++)
{ {
particles[i].x = GetRandomValue(20, screenWidth - 20); particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
particles[i].y = GetRandomValue(50, screenHeight - 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. // Give each particle a slightly different period. But don't spread it to much.
particles[i].period = GetRandomValue(10, 30) / 10.0f; // 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 // Create a plain OpenGL vertex buffer with the data and an vertex array object
// into the vertexPosition shader attribute. // that feeds the data from the buffer into the vertexPosition shader attribute.
GLuint vao = 0, vbo = 0; GLuint vao = 0;
GLuint vbo = 0;
glGenVertexArrays(1, &vao); glGenVertexArrays(1, &vao);
glBindVertexArray(vao); glBindVertexArray(vao);
glGenBuffers(1, &vbo); glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, 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] // 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); glVertexAttribPointer(shader.locs[SHADER_LOC_VERTEX_POSITION], 3, GL_FLOAT, GL_FALSE, 0, 0);
glEnableVertexAttribArray(0); glEnableVertexAttribArray(0);
@ -89,32 +101,33 @@ int main()
ClearBackground(WHITE); ClearBackground(WHITE);
DrawRectangle(10, 10, 210, 30, MAROON); 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 // Switch to plain OpenGL
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
// rlglDraw() in raylib 3.5
rlDrawRenderBatchActive();
glUseProgram(shader.id); glUseProgram(shader.id);
glUniform1f(currentTimeLoc, GetTime()); glUniform1f(currentTimeLoc, GetTime());
Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 }); 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 // Get the current modelview and 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
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection)); glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
glBindVertexArray(vao); glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, particleCount); glDrawArrays(GL_POINTS, 0, MAX_PARTICLES);
glBindVertexArray(0); glBindVertexArray(0);
glUseProgram(0); glUseProgram(0);
// And back to raylib again
//------------------------------------------------------------------------------ //------------------------------------------------------------------------------
DrawFPS(screenWidth - 100, 10); DrawFPS(screenWidth - 100, 10);
EndDrawing(); EndDrawing();
//---------------------------------------------------------------------------------- //----------------------------------------------------------------------------------
} }
@ -124,8 +137,9 @@ int main()
glDeleteBuffers(1, &vbo); glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao); glDeleteVertexArrays(1, &vao);
UnloadShader(shader); UnloadShader(shader); // Unload shader
CloseWindow(); // Close window and OpenGL context
CloseWindow(); // Close window and OpenGL context
//-------------------------------------------------------------------------------------- //--------------------------------------------------------------------------------------
return 0; return 0;

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