Update C sources, add new functions and rename package to

This commit is contained in:
Milan Nikolic 2018-10-08 18:56:34 +02:00
parent 391c25482d
commit 08aa518a46
156 changed files with 34542 additions and 19573 deletions

View file

@ -8,90 +8,90 @@ func main() {
screenWidth := int32(800)
screenHeight := int32(450)
raylib.SetConfigFlags(raylib.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
raylib.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
camera := raylib.Camera{}
camera.Position = raylib.NewVector3(3.0, 3.0, 3.0)
camera.Target = raylib.NewVector3(0.0, 1.5, 0.0)
camera.Up = raylib.NewVector3(0.0, 1.0, 0.0)
camera := rl.Camera{}
camera.Position = rl.NewVector3(3.0, 3.0, 3.0)
camera.Target = rl.NewVector3(0.0, 1.5, 0.0)
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
camera.Fovy = 45.0
dwarf := raylib.LoadModel("dwarf.obj") // Load OBJ model
texture := raylib.LoadTexture("dwarf_diffuse.png") // Load model texture
dwarf := rl.LoadModel("dwarf.obj") // Load OBJ model
texture := rl.LoadTexture("dwarf_diffuse.png") // Load model texture
dwarf.Material.Maps[raylib.MapDiffuse].Texture = texture // Set dwarf model diffuse texture
dwarf.Material.Maps[rl.MapDiffuse].Texture = texture // Set dwarf model diffuse texture
position := raylib.NewVector3(0.0, 0.0, 0.0) // Set model position
position := rl.NewVector3(0.0, 0.0, 0.0) // Set model position
shader := raylib.LoadShader("glsl330/base.vs", "glsl330/swirl.fs") // Load postpro shader
shader := rl.LoadShader("glsl330/base.vs", "glsl330/swirl.fs") // Load postpro shader
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
swirlCenterLoc := raylib.GetShaderLocation(shader, "center")
swirlCenterLoc := rl.GetShaderLocation(shader, "center")
swirlCenter := make([]float32, 2)
swirlCenter[0] = float32(screenWidth) / 2
swirlCenter[1] = float32(screenHeight) / 2
// Create a RenderTexture2D to be used for render to texture
target := raylib.LoadRenderTexture(screenWidth, screenHeight)
target := rl.LoadRenderTexture(screenWidth, screenHeight)
// Setup orbital camera
raylib.SetCameraMode(camera, raylib.CameraOrbital) // Set an orbital camera mode
rl.SetCameraMode(camera, rl.CameraOrbital) // Set an orbital camera mode
raylib.SetTargetFPS(60)
rl.SetTargetFPS(60)
for !raylib.WindowShouldClose() {
for !rl.WindowShouldClose() {
// Update
//----------------------------------------------------------------------------------
mousePosition := raylib.GetMousePosition()
mousePosition := rl.GetMousePosition()
swirlCenter[0] = mousePosition.X
swirlCenter[1] = float32(screenHeight) - mousePosition.Y
// Send new value to the shader to be used on drawing
raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
rl.SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
raylib.UpdateCamera(&camera) // Update camera
rl.UpdateCamera(&camera) // Update camera
raylib.BeginDrawing()
rl.BeginDrawing()
raylib.ClearBackground(raylib.RayWhite)
rl.ClearBackground(rl.RayWhite)
raylib.BeginTextureMode(target) // Enable drawing to texture
rl.BeginTextureMode(target) // Enable drawing to texture
raylib.BeginMode3D(camera)
rl.BeginMode3D(camera)
raylib.DrawModel(dwarf, position, 2.0, raylib.White) // Draw 3d model with texture
rl.DrawModel(dwarf, position, 2.0, rl.White) // Draw 3d model with texture
raylib.DrawGrid(10, 1.0) // Draw a grid
rl.DrawGrid(10, 1.0) // Draw a grid
raylib.EndMode3D()
rl.EndMode3D()
raylib.DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, raylib.Red)
rl.DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, rl.Red)
raylib.EndTextureMode() // End drawing to texture (now we have a texture available for next passes)
rl.EndTextureMode() // End drawing to texture (now we have a texture available for next passes)
raylib.BeginShaderMode(shader)
rl.BeginShaderMode(shader)
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
raylib.DrawTextureRec(target.Texture, raylib.NewRectangle(0, 0, float32(target.Texture.Width), float32(-target.Texture.Height)), raylib.NewVector2(0, 0), raylib.White)
rl.DrawTextureRec(target.Texture, rl.NewRectangle(0, 0, float32(target.Texture.Width), float32(-target.Texture.Height)), rl.NewVector2(0, 0), rl.White)
raylib.EndShaderMode()
rl.EndShaderMode()
raylib.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, raylib.Gray)
rl.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, rl.Gray)
raylib.DrawFPS(10, 10)
rl.DrawFPS(10, 10)
raylib.EndDrawing()
rl.EndDrawing()
}
raylib.UnloadShader(shader) // Unload shader
raylib.UnloadTexture(texture) // Unload texture
raylib.UnloadModel(dwarf) // Unload model
raylib.UnloadRenderTexture(target) // Unload render texture
rl.UnloadShader(shader) // Unload shader
rl.UnloadTexture(texture) // Unload texture
rl.UnloadModel(dwarf) // Unload model
rl.UnloadRenderTexture(target) // Unload render texture
raylib.CloseWindow()
rl.CloseWindow()
}