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subrepo: subdir: "OTRGui" merged: "a6066a251" upstream: origin: "https://github.com/HarbourMasters/otrgui.git" branch: "master" commit: "a6066a251" git-subrepo: version: "0.4.1" origin: "???" commit: "???"
152 lines
6.2 KiB
C
152 lines
6.2 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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* This example has been created using raylib 3.8 (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" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection()
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#if defined(__APPLE__)
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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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#include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat()
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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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#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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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(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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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", 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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} |