aboutsummaryrefslogtreecommitdiff
path: root/deps/raylib/examples/others/raylib_opengl_interop.c
diff options
context:
space:
mode:
authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
commitcdda4c4182c9ee068567529715e4a5c68a8efb58 (patch)
tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/examples/others/raylib_opengl_interop.c
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
c_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.zip
Init commit v1.0
Diffstat (limited to 'deps/raylib/examples/others/raylib_opengl_interop.c')
-rw-r--r--deps/raylib/examples/others/raylib_opengl_interop.c167
1 files changed, 167 insertions, 0 deletions
diff --git a/deps/raylib/examples/others/raylib_opengl_interop.c b/deps/raylib/examples/others/raylib_opengl_interop.c
new file mode 100644
index 0000000..b0b7d6f
--- /dev/null
+++ b/deps/raylib/examples/others/raylib_opengl_interop.c
@@ -0,0 +1,167 @@
+/*******************************************************************************************
+*
+* 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) 2021-2024 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) || defined(PLATFORM_DESKTOP_SDL)
+ #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__)
+ #define GL_SILENCE_DEPRECATION // Silence Opengl API deprecation warnings
+ #include <OpenGL/gl3.h> // OpenGL 3 library for OSX
+ #include <OpenGL/gl3ext.h> // OpenGL 3 extensions library for OSX
+ #else
+ #include "glad.h" // Required for: OpenGL functionality
+ #endif
+ #define GLSL_VERSION 330
+ #endif
+#else // 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;
+}