mirror of https://github.com/raysan5/raylib
[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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/*******************************************************************************************
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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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}
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#version 100
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precision mediump float;
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// Input uniform values
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uniform vec4 color;
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// NOTE: Add here your custom variables
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void main()
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{
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// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
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// it. (0, 0) is the top left, (1, 1) the bottom right corner.
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// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
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gl_FragColor = vec4(color.rgb, color.a * (1.0 - length(gl_PointCoord.xy - vec2(0.5))*2.0));
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}
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#version 100
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// Input vertex attributes
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attribute vec3 vertexPosition;
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// Input uniform values
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uniform mat4 mvp;
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uniform float currentTime;
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// NOTE: Add here your custom variables
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void main()
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{
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// Unpack data from vertexPosition
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vec2 pos = vertexPosition.xy;
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float period = vertexPosition.z;
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// Calculate final vertex position (jiggle it around a bit horizontally)
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pos += vec2(100.0, 0.0) * sin(period * currentTime);
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gl_Position = mvp * vec4(pos.x, pos.y, 0.0, 1.0);
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// Calculate the screen space size of this particle (also vary it over time)
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gl_PointSize = 10.0 - 5.0 * abs(sin(period * currentTime));
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}
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#version 330
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// Input uniform values
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uniform vec4 color;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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void main()
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{
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// Each point is drawn as a screen space square of gl_PointSize size. gl_PointCoord contains where we are inside of
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// it. (0, 0) is the top left, (1, 1) the bottom right corner.
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// Draw each point as a colored circle with alpha 1.0 in the center and 0.0 at the outer edges.
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finalColor = vec4(color.rgb, color.a * (1 - length(gl_PointCoord.xy - vec2(0.5))*2));
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}
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#version 330
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// Input vertex attributes
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in vec3 vertexPosition;
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// Input uniform values
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uniform mat4 mvp;
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uniform float currentTime;
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// NOTE: Add here your custom variables
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void main()
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{
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// Unpack data from vertexPosition
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vec2 pos = vertexPosition.xy;
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float period = vertexPosition.z;
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// Calculate final vertex position (jiggle it around a bit horizontally)
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pos += vec2(100, 0) * sin(period * currentTime);
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gl_Position = mvp * vec4(pos, 0.0, 1.0);
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// Calculate the screen space size of this particle (also vary it over time)
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gl_PointSize = 10 - 5 * abs(sin(period * currentTime));
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}
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