Merge pull request #297 from unklnik/master
Adding more model & shader examples
This commit is contained in:
commit
0e306ce58c
13 changed files with 534 additions and 0 deletions
74
examples/models/gltf_loading/main.go
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74
examples/models/gltf_loading/main.go
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package main
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import (
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"fmt"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(1280)
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screenHeight := int32(720)
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rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - gltf loading")
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(5.0, 5.0, 5.0)
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camera.Target = rl.NewVector3(0.0, 2.0, 0.0)
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camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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camera.Projection = rl.CameraPerspective
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model := rl.LoadModel("robot.glb")
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animIndex := 0
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animCurrentFrame := 0
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modelAnims := rl.LoadModelAnimations("robot.glb")
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position := rl.NewVector3(0, 0, 0)
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rl.DisableCursor()
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rl.UpdateCamera(&camera, rl.CameraOrbital)
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if rl.IsKeyPressed(rl.KeyUp) {
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animIndex++
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if animIndex >= len(modelAnims) {
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animIndex = 0
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}
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}
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if rl.IsKeyPressed(rl.KeyDown) {
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animIndex--
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if animIndex < 0 {
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animIndex = len(modelAnims) - 1
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}
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}
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animPlaying := modelAnims[animIndex]
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animCurrentFrame = (animCurrentFrame + 1) % int(animPlaying.FrameCount)
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rl.UpdateModelAnimation(model, animPlaying, int32(animCurrentFrame))
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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rl.DrawModel(model, position, 0.8, rl.White)
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rl.EndMode3D()
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rl.DrawText("current animation number: "+fmt.Sprint(animIndex), 10, 10, 10, rl.Black)
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rl.DrawText("UP/DOWN ARROW KEYS CHANGE ANIMATION", 10, 30, 10, rl.Black)
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rl.EndDrawing()
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}
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rl.UnloadModel(model)
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rl.CloseWindow()
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}
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BIN
examples/models/gltf_loading/robot.glb
Normal file
BIN
examples/models/gltf_loading/robot.glb
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Binary file not shown.
102
examples/models/mesh_generation/main.go
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102
examples/models/mesh_generation/main.go
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package main
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(1280)
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screenHeight := int32(720)
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numModels := 8
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rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation")
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(10.0, 5.0, 10.0)
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camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
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camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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camera.Projection = rl.CameraPerspective
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checked := rl.GenImageChecked(2, 2, 1, 1, rl.Black, rl.Red)
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texture := rl.LoadTextureFromImage(checked)
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rl.UnloadImage(checked)
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models := make([]rl.Model, numModels)
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models[0] = rl.LoadModelFromMesh(rl.GenMeshPlane(2, 2, 4, 3))
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models[1] = rl.LoadModelFromMesh(rl.GenMeshCube(2, 1, 2))
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models[2] = rl.LoadModelFromMesh(rl.GenMeshSphere(2, 32, 32))
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models[3] = rl.LoadModelFromMesh(rl.GenMeshHemiSphere(2, 16, 16))
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models[4] = rl.LoadModelFromMesh(rl.GenMeshCylinder(1, 2, 16))
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models[5] = rl.LoadModelFromMesh(rl.GenMeshTorus(0.25, 4, 16, 32))
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models[6] = rl.LoadModelFromMesh(rl.GenMeshKnot(1, 2, 16, 128))
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models[7] = rl.LoadModelFromMesh(rl.GenMeshPoly(5, 2))
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for i := 0; i < numModels; i++ {
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rl.SetMaterialTexture(models[i].Materials, rl.MapDiffuse, texture)
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}
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position := rl.Vector3Zero()
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currentModel := 0
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rl.UpdateCamera(&camera, rl.CameraOrbital)
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if rl.IsKeyPressed(rl.KeyUp) {
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currentModel++
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if currentModel >= numModels {
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currentModel = 0
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}
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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rl.DrawModel(models[currentModel], position, 1, rl.White)
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rl.DrawGrid(10, 1)
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rl.EndMode3D()
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rl.DrawRectangle(10, 10, 310, 30, rl.Fade(rl.SkyBlue, 0.5))
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rl.DrawRectangleLines(10, 10, 310, 30, rl.Fade(rl.DarkBlue, 0.5))
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rl.DrawText("UP ARROW KEY TO CHANGE MODELS", 20, 20, 10, rl.Blue)
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txt := "PLANE"
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switch currentModel {
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case 1:
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txt = "CUBE"
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case 2:
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txt = "SPHERE"
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case 3:
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txt = "HEMISPHERE"
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case 4:
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txt = "CYLINDER"
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case 5:
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txt = "TORUS"
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case 6:
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txt = "KNOT"
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case 7:
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txt = "POLY"
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}
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txtlen := rl.MeasureText(txt, 20)
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rl.DrawText(txt, screenWidth/2-txtlen/2, 10, 20, rl.DarkBlue)
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rl.EndDrawing()
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}
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rl.UnloadTexture(texture)
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for i := 0; i < numModels; i++ {
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rl.UnloadModel(models[i])
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}
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rl.CloseWindow()
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}
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BIN
examples/models/vox_loading/knight.vox
Normal file
BIN
examples/models/vox_loading/knight.vox
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Binary file not shown.
82
examples/models/vox_loading/main.go
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82
examples/models/vox_loading/main.go
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package main
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import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(1280)
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screenHeight := int32(720)
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rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - voxel loading")
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(10.0, 10.0, 10.0)
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camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
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camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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camera.Projection = rl.CameraPerspective
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voxFiles := []string{"knight.vox", "sword.vox", "monument.vox"}
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var models []rl.Model
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for i := 0; i < len(voxFiles); i++ {
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models = append(models, rl.LoadModel(voxFiles[i]))
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bb := rl.GetModelBoundingBox(models[i])
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center := rl.Vector3Zero()
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center.X = bb.Min.X + ((bb.Max.X - bb.Min.X) / 2)
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center.Z = bb.Min.Z + ((bb.Max.Z - bb.Min.Z) / 2)
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matTranslate := rl.MatrixTranslate(-center.X, 0, -center.Z)
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models[i].Transform = matTranslate
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}
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currentModel := 0
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rl.DisableCursor()
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rl.UpdateCamera(&camera, rl.CameraOrbital)
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if rl.IsKeyPressed(rl.KeyUp) {
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currentModel++
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if currentModel >= len(models) {
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currentModel = 0
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}
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}
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if rl.IsKeyPressed(rl.KeyDown) {
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currentModel--
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if currentModel < 0 {
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currentModel = len(models) - 1
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}
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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rl.DrawModel(models[currentModel], rl.Vector3Zero(), 1, rl.White)
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rl.EndMode3D()
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rl.DrawText("current voxel file: "+voxFiles[currentModel], 10, 10, 10, rl.Black)
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rl.DrawText("UP/DOWN ARROW KEYS CHANGE FILE", 10, 30, 10, rl.Black)
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rl.DrawText("MOUSE SCROLL OR KEYPAD + / - TO CHANGE ZOOM", 10, 50, 10, rl.Black)
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rl.EndDrawing()
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}
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for i := 0; i < len(models); i++ {
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rl.UnloadModel(models[i])
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}
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rl.CloseWindow()
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}
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BIN
examples/models/vox_loading/monument.vox
Normal file
BIN
examples/models/vox_loading/monument.vox
Normal file
Binary file not shown.
BIN
examples/models/vox_loading/sword.vox
Normal file
BIN
examples/models/vox_loading/sword.vox
Normal file
Binary file not shown.
75
examples/models/waving_cubes/main.go
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75
examples/models/waving_cubes/main.go
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package main
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import (
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"math"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(1280)
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screenHeight := int32(720)
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rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes")
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(30.0, 20.0, 30.0)
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camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
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camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 70.0
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camera.Projection = rl.CameraPerspective
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numBloks := 15
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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time := rl.GetTime()
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scale := (2 + float32(math.Sin(time))) * 0.7
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camTime := time * 0.3
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camera.Position.X = float32(math.Cos(camTime)) * 40
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camera.Position.Z = float32(math.Sin(camTime)) * 40
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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rl.DrawGrid(10, 5)
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for x := 0; x < numBloks; x++ {
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for y := 0; y < numBloks; y++ {
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for z := 0; z < numBloks; z++ {
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blockScale := float32((x + y + z)) / 30
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scatter := math.Sin(float64(blockScale*20) + (time * 4))
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cubePos := rl.NewVector3(float32((x-numBloks/2))*(scale*3)+float32(scatter), float32((y-numBloks/2))*(scale*2)+float32(scatter), float32((z-numBloks/2))*(scale*3)+float32(scatter))
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cubeColor := rl.ColorFromHSV(float32(((x+y+z)*18)%360), 0.75, 0.9)
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cubeSize := (2.4 - scale) * blockScale
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rl.DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor)
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}
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}
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}
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rl.EndMode3D()
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rl.DrawFPS(10, 10)
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rl.EndDrawing()
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}
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rl.CloseWindow()
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}
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59
examples/shaders/eratosthenes/eratosthenes.fs
Normal file
59
examples/shaders/eratosthenes/eratosthenes.fs
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#version 330
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/*************************************************************************************
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The Sieve of Eratosthenes -- a simple shader by ProfJski
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An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
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The screen is divided into a square grid of boxes, each representing an integer value.
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Each integer is tested to see if it is a prime number. Primes are colored white.
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Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
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You can change the scale variable to make a larger or smaller grid.
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Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
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WARNING: If you make scale too large, your GPU may bog down!
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***************************************************************************************/
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Output fragment color
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out vec4 finalColor;
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// Make a nice spectrum of colors based on counter and maxSize
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vec4 Colorizer(float counter, float maxSize)
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{
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float red = 0.0, green = 0.0, blue = 0.0;
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float normsize = counter/maxSize;
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red = smoothstep(0.3, 0.7, normsize);
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green = sin(3.14159*normsize);
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blue = 1.0 - smoothstep(0.0, 0.4, normsize);
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return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
|
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}
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void main()
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{
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vec4 color = vec4(1.0);
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float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
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int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
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|
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if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0);
|
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else
|
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{
|
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for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
|
||||
{
|
||||
if ((value - i*floor(float(value)/float(i))) == 0)
|
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{
|
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color = Colorizer(float(i), scale);
|
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//break; // Uncomment to color by the largest factor instead
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||||
}
|
||||
}
|
||||
|
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finalColor = color;
|
||||
}
|
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}
|
42
examples/shaders/eratosthenes/main.go
Normal file
42
examples/shaders/eratosthenes/main.go
Normal file
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package main
|
||||
|
||||
import (
|
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rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
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func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Eratosthenes")
|
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|
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shader := rl.LoadShader("", "eratosthenes.fs")
|
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target := rl.LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
|
||||
rl.BeginTextureMode(target)
|
||||
rl.ClearBackground(rl.Black)
|
||||
rl.DrawRectangle(0, 0, int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()), rl.Black)
|
||||
rl.EndTextureMode()
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.BeginShaderMode(shader)
|
||||
|
||||
rl.DrawTextureRec(target.Texture, rl.NewRectangle(0, 0, float32(target.Texture.Width), float32(target.Texture.Height)), rl.Vector2Zero(), rl.White)
|
||||
|
||||
rl.EndShaderMode()
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
rl.UnloadShader(shader)
|
||||
rl.UnloadRenderTexture(target)
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
BIN
examples/shaders/texture_outline/gopher.png
Normal file
BIN
examples/shaders/texture_outline/gopher.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 17 KiB |
65
examples/shaders/texture_outline/main.go
Normal file
65
examples/shaders/texture_outline/main.go
Normal file
|
@ -0,0 +1,65 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
rl "github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline")
|
||||
|
||||
texture := rl.LoadTexture("gopher.png")
|
||||
|
||||
shader := rl.LoadShader("", "outline.fs")
|
||||
|
||||
cnt := rl.NewVector2(float32(screenWidth/2), float32(screenHeight/2))
|
||||
|
||||
outlineSize := []float32{2}
|
||||
outlineColor := []float32{1, 0, 0, 1}
|
||||
textureSize := []float32{float32(texture.Width), float32(texture.Height)}
|
||||
|
||||
outlineSizeLoc := rl.GetShaderLocation(shader, "outlineSize")
|
||||
outlineColorLoc := rl.GetShaderLocation(shader, "outlineColor")
|
||||
textureSizeLoc := rl.GetShaderLocation(shader, "textureSize")
|
||||
|
||||
rl.SetShaderValue(shader, outlineSizeLoc, outlineSize, rl.ShaderUniformFloat)
|
||||
rl.SetShaderValue(shader, outlineColorLoc, outlineColor, rl.ShaderUniformVec4)
|
||||
rl.SetShaderValue(shader, textureSizeLoc, textureSize, rl.ShaderUniformVec2)
|
||||
|
||||
rl.SetTargetFPS(60)
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
|
||||
if rl.IsKeyPressed(rl.KeyUp) {
|
||||
outlineSize[0]++
|
||||
} else if rl.IsKeyPressed(rl.KeyDown) {
|
||||
outlineSize[0]--
|
||||
if outlineSize[0] < 1 {
|
||||
outlineSize[0] = 1
|
||||
}
|
||||
}
|
||||
|
||||
rl.SetShaderValue(shader, outlineSizeLoc, outlineSize, rl.ShaderUniformFloat)
|
||||
|
||||
rl.BeginDrawing()
|
||||
|
||||
rl.ClearBackground(rl.RayWhite)
|
||||
|
||||
rl.BeginShaderMode(shader)
|
||||
|
||||
rl.DrawTexture(texture, int32(cnt.X)-texture.Width/2, int32(cnt.Y)-texture.Height/2, rl.White)
|
||||
|
||||
rl.EndShaderMode()
|
||||
|
||||
rl.DrawText("UP/DOWN ARROW KEYS INCREASE OUTLINE THICKNESS", 10, 10, 10, rl.Black)
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
rl.UnloadShader(shader)
|
||||
rl.UnloadTexture(texture)
|
||||
|
||||
rl.CloseWindow()
|
||||
}
|
35
examples/shaders/texture_outline/outline.fs
Normal file
35
examples/shaders/texture_outline/outline.fs
Normal file
|
@ -0,0 +1,35 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
uniform vec2 textureSize;
|
||||
uniform float outlineSize;
|
||||
uniform vec4 outlineColor;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 texel = texture(texture0, fragTexCoord); // Get texel color
|
||||
vec2 texelScale = vec2(0.0);
|
||||
texelScale.x = outlineSize/textureSize.x;
|
||||
texelScale.y = outlineSize/textureSize.y;
|
||||
|
||||
// We sample four corner texels, but only for the alpha channel (this is for the outline)
|
||||
vec4 corners = vec4(0.0);
|
||||
corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
|
||||
corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
|
||||
corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
|
||||
corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
|
||||
|
||||
float outline = min(dot(corners, vec4(1.0)), 1.0);
|
||||
vec4 color = mix(vec4(0.0), outlineColor, outline);
|
||||
finalColor = mix(color, texel, texel.a);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue