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			168 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			168 lines
		
	
	
		
			7.0 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*******************************************************************************************
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*
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*   raylib [shaders] example - OpenGL point particle system
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*
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*   Example originally created with raylib 3.8, last time updated with raylib 2.5
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*
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*   Example contributed by Stephan Soller (@arkanis) and reviewed by Ramon Santamaria (@raysan5)
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*
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*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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*   BSD-like license that allows static linking with closed source software
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*
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*   Copyright (c) 2021-2024 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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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_DESKTOP_SDL)
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    #if defined(GRAPHICS_API_OPENGL_ES2)
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        #include "glad_gles2.h"       // Required for: OpenGL functionality 
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        #define glGenVertexArrays glGenVertexArraysOES
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        #define glBindVertexArray glBindVertexArrayOES
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        #define glDeleteVertexArrays glDeleteVertexArraysOES
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        #define GLSL_VERSION            100
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    #else
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        #if defined(__APPLE__)
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            #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings 
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            #include <OpenGL/gl3.h>     // OpenGL 3 library for OSX
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            #include <OpenGL/gl3ext.h>  // OpenGL 3 extensions library for OSX
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        #else
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            #include "glad.h"       // Required for: OpenGL functionality 
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        #endif
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        #define GLSL_VERSION            330
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    #endif
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#else   // PLATFORM_ANDROID, PLATFORM_WEB
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    #define GLSL_VERSION            100
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#endif
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#include "rlgl.h"           // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
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#include "raymath.h"        // Required for: MatrixMultiply(), MatrixToFloat()
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#define MAX_PARTICLES       1000
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// Particle type
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typedef struct Particle {
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    float x;
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    float y;
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    float period;
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} Particle;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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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(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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    Particle particles[MAX_PARTICLES] = { 0 };
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    for (int i = 0; i < MAX_PARTICLES; i++)
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    {
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        particles[i].x = (float)GetRandomValue(20, screenWidth - 20);
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        particles[i].y = (float)GetRandomValue(50, screenHeight - 20);
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        // Give each particle a slightly different period. But don't spread it to much. 
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        // This way the particles line up every so often and you get a glimps of what is going on.
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        particles[i].period = (float)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 
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    // that feeds the data from the buffer into the vertexPosition shader attribute.
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    GLuint vao = 0;
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    GLuint 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, MAX_PARTICLES*sizeof(Particle), 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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    #ifndef GRAPHICS_API_OPENGL_ES2
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    glEnable(GL_PROGRAM_POINT_SIZE);
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    #endif
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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", MAX_PARTICLES), 20, 20, 10, RAYWHITE);
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            rlDrawRenderBatchActive();      // Draw iternal buffers data (previous draw calls)
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            // Switch to plain OpenGL
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            //------------------------------------------------------------------------------
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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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                // Get the current modelview and projection matrix so the particle system is displayed and transformed
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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, MAX_PARTICLES);
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                glBindVertexArray(0);
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            glUseProgram(0);
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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);   // Unload 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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