/******************************************************************************************* * * raylib [shaders] example - OpenGL point particle system * * Example originally created with raylib 3.8, last time updated with raylib 2.5 * * Example contributed by Stephan Soller (@arkanis) and reviewed by Ramon Santamaria (@raysan5) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2021-2023 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" #if defined(PLATFORM_DESKTOP) #if defined(GRAPHICS_API_OPENGL_ES2) #include "glad_gles2.h" // Required for: OpenGL functionality #define glGenVertexArrays glGenVertexArraysOES #define glBindVertexArray glBindVertexArrayOES #define glDeleteVertexArrays glDeleteVertexArraysOES #define GLSL_VERSION 100 #else #if defined(__APPLE__) #include // OpenGL 3 library for OSX #include // OpenGL 3 extensions library for OSX #else #include "glad.h" // Required for: OpenGL functionality #endif #define GLSL_VERSION 330 #endif #else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB #define GLSL_VERSION 100 #endif #include "rlgl.h" // Required for: rlDrawRenderBatchActive(), rlGetMatrixModelview(), rlGetMatrixProjection() #include "raymath.h" // Required for: MatrixMultiply(), MatrixToFloat() #define MAX_PARTICLES 1000 // Particle type typedef struct Particle { float x; float y; float period; } Particle; //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main(void) { // 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 Particle particles[MAX_PARTICLES] = { 0 }; for (int i = 0; i < MAX_PARTICLES; i++) { particles[i].x = (float)GetRandomValue(20, screenWidth - 20); particles[i].y = (float)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 = (float)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; GLuint vbo = 0; glGenVertexArrays(1, &vao); glBindVertexArray(vao); glGenBuffers(1, &vbo); glBindBuffer(GL_ARRAY_BUFFER, vbo); glBufferData(GL_ARRAY_BUFFER, MAX_PARTICLES*sizeof(Particle), 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 #ifndef GRAPHICS_API_OPENGL_ES2 glEnable(GL_PROGRAM_POINT_SIZE); #endif 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", MAX_PARTICLES), 20, 20, 10, RAYWHITE); rlDrawRenderBatchActive(); // Draw iternal buffers data (previous draw calls) // Switch to plain OpenGL //------------------------------------------------------------------------------ glUseProgram(shader.id); glUniform1f(currentTimeLoc, GetTime()); Vector4 color = ColorNormalize((Color){ 255, 0, 0, 128 }); glUniform4fv(colorLoc, 1, (float *)&color); // Get the current modelview and projection matrix so the particle system is displayed and transformed Matrix modelViewProjection = MatrixMultiply(rlGetMatrixModelview(), rlGetMatrixProjection()); glUniformMatrix4fv(shader.locs[SHADER_LOC_MATRIX_MVP], 1, false, MatrixToFloat(modelViewProjection)); glBindVertexArray(vao); glDrawArrays(GL_POINTS, 0, MAX_PARTICLES); glBindVertexArray(0); glUseProgram(0); //------------------------------------------------------------------------------ DrawFPS(screenWidth - 100, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- glDeleteBuffers(1, &vbo); glDeleteVertexArrays(1, &vao); UnloadShader(shader); // Unload shader CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }