[examples] Added an example for raylib OpenGL interop (#1726)

* Added an example for raylib OpenGL interop.

* Removed C99 variable-length array to fix MSVC errors

* Moved the opengl interop example from shaders to others.
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Stephan Soller 2021-04-19 20:28:14 +02:00 committed by GitHub
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/*******************************************************************************************
*
* raylib [shaders] example - OpenGL point particle system
*
* This example has been created using raylib 2ad3eb1 (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/)
* and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2021 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"
#include "rlgl.h"
#include "glad.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main()
{
// 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
struct { float x, y, period; } particles[10000];
const size_t particleCount = sizeof(particles) / sizeof(particles[0]);
for (size_t i = 0; i < particleCount; 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;
}
// 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;
glGenVertexArrays(1, &vao);
glBindVertexArray(vao);
glGenBuffers(1, &vbo);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(particles), 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
glEnable(GL_PROGRAM_POINT_SIZE);
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", particleCount), 20, 20, 10, RAYWHITE);
// 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);
// 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
Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection());
glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
glBindVertexArray(vao);
glDrawArrays(GL_POINTS, 0, particleCount);
glBindVertexArray(0);
glUseProgram(0);
// And back to raylib again
//------------------------------------------------------------------------------
DrawFPS(screenWidth - 100, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
glDeleteBuffers(1, &vbo);
glDeleteVertexArrays(1, &vao);
UnloadShader(shader);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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#version 100
precision mediump float;
// Input uniform values
uniform vec4 color;
// NOTE: Add here your custom variables
void main()
{
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
}

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#version 100
// Input vertex attributes
attribute vec3 vertexPosition;
// Input uniform values
uniform mat4 mvp;
uniform float currentTime;
// NOTE: Add here your custom variables
void main()
{
// Unpack data from vertexPosition
vec2 pos = vertexPosition.xy;
float period = vertexPosition.z;
// Calculate final vertex position (jiggle it around a bit horizontally)
pos += vec2(100.0, 0.0) * sin(period * currentTime);
gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
// Calculate the screen space size of this particle (also vary it over time)
gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
}

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#version 330
// Input uniform values
uniform vec4 color;
// Output fragment color
out vec4 finalColor;
// NOTE: Add here your custom variables
void main()
{
// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
// it. (0, 0) is the top left, (1, 1) the bottom right corner.
// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2));
}

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#version 330
// Input vertex attributes
in vec3 vertexPosition;
// Input uniform values
uniform mat4 mvp;
uniform float currentTime;
// NOTE: Add here your custom variables
void main()
{
// Unpack data from vertexPosition
vec2 pos = vertexPosition.xy;
float period = vertexPosition.z;
// Calculate final vertex position (jiggle it around a bit horizontally)
pos += vec2(100, 0) * sin(period * currentTime);
gl_Position = mvp * vec4(pos, 0.0, 1.0);
// Calculate the screen space size of this particle (also vary it over time)
gl_PointSize = 10 - 5 * abs(sin(period * currentTime));
}