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			173 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			173 lines
		
	
	
		
			7.2 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [others] example - OpenGL interoperatibility
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| *
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| *   Example complexity rating: [★★★★] 4/4
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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) 2021-2025 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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| 
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| #include "raylib.h"
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| 
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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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| 
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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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| 
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| #define MAX_PARTICLES       1000
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| 
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| //------------------------------------------------------------------------------------
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| // Module Functions Declaration
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| //------------------------------------------------------------------------------------
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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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| //------------------------------------------------------------------------------------
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [others] example - OpenGL interoperatibility");
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| 
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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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| 
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|     int currentTimeLoc = GetShaderLocation(shader, "currentTime");
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|     int colorLoc = GetShaderLocation(shader, "color");
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     SetTargetFPS(60);
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|     //--------------------------------------------------------------------------------------
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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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| 
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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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| 
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|             rlDrawRenderBatchActive();      // Draw iternal buffers data (previous draw calls)
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| 
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|             // Switch to plain OpenGL
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|             //------------------------------------------------------------------------------
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|             glUseProgram(shader.id);
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| 
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|                 glUniform1f(currentTimeLoc, GetTime());
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| 
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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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| 
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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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| 
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|                 glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection));
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| 
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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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| 
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|             glUseProgram(0);
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|             //------------------------------------------------------------------------------
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| 
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|             DrawFPS(screenWidth - 100, 10);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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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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| 
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|     UnloadShader(shader);   // Unload shader
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| 
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|     CloseWindow();          // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| }
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