Merge pull request #297 from unklnik/master

Adding more model & shader examples
This commit is contained in:
Milan Nikolic 2023-10-29 17:49:46 +01:00 committed by GitHub
commit 0e306ce58c
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package main
import (
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(1280)
screenHeight := int32(720)
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - gltf loading")
camera := rl.Camera{}
camera.Position = rl.NewVector3(5.0, 5.0, 5.0)
camera.Target = rl.NewVector3(0.0, 2.0, 0.0)
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
camera.Fovy = 45.0
camera.Projection = rl.CameraPerspective
model := rl.LoadModel("robot.glb")
animIndex := 0
animCurrentFrame := 0
modelAnims := rl.LoadModelAnimations("robot.glb")
position := rl.NewVector3(0, 0, 0)
rl.DisableCursor()
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.UpdateCamera(&camera, rl.CameraOrbital)
if rl.IsKeyPressed(rl.KeyUp) {
animIndex++
if animIndex >= len(modelAnims) {
animIndex = 0
}
}
if rl.IsKeyPressed(rl.KeyDown) {
animIndex--
if animIndex < 0 {
animIndex = len(modelAnims) - 1
}
}
animPlaying := modelAnims[animIndex]
animCurrentFrame = (animCurrentFrame + 1) % int(animPlaying.FrameCount)
rl.UpdateModelAnimation(model, animPlaying, int32(animCurrentFrame))
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
rl.DrawModel(model, position, 0.8, rl.White)
rl.EndMode3D()
rl.DrawText("current animation number: "+fmt.Sprint(animIndex), 10, 10, 10, rl.Black)
rl.DrawText("UP/DOWN ARROW KEYS CHANGE ANIMATION", 10, 30, 10, rl.Black)
rl.EndDrawing()
}
rl.UnloadModel(model)
rl.CloseWindow()
}

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package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(1280)
screenHeight := int32(720)
numModels := 8
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation")
camera := rl.Camera{}
camera.Position = rl.NewVector3(10.0, 5.0, 10.0)
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
camera.Fovy = 45.0
camera.Projection = rl.CameraPerspective
checked := rl.GenImageChecked(2, 2, 1, 1, rl.Black, rl.Red)
texture := rl.LoadTextureFromImage(checked)
rl.UnloadImage(checked)
models := make([]rl.Model, numModels)
models[0] = rl.LoadModelFromMesh(rl.GenMeshPlane(2, 2, 4, 3))
models[1] = rl.LoadModelFromMesh(rl.GenMeshCube(2, 1, 2))
models[2] = rl.LoadModelFromMesh(rl.GenMeshSphere(2, 32, 32))
models[3] = rl.LoadModelFromMesh(rl.GenMeshHemiSphere(2, 16, 16))
models[4] = rl.LoadModelFromMesh(rl.GenMeshCylinder(1, 2, 16))
models[5] = rl.LoadModelFromMesh(rl.GenMeshTorus(0.25, 4, 16, 32))
models[6] = rl.LoadModelFromMesh(rl.GenMeshKnot(1, 2, 16, 128))
models[7] = rl.LoadModelFromMesh(rl.GenMeshPoly(5, 2))
for i := 0; i < numModels; i++ {
rl.SetMaterialTexture(models[i].Materials, rl.MapDiffuse, texture)
}
position := rl.Vector3Zero()
currentModel := 0
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.UpdateCamera(&camera, rl.CameraOrbital)
if rl.IsKeyPressed(rl.KeyUp) {
currentModel++
if currentModel >= numModels {
currentModel = 0
}
}
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
rl.DrawModel(models[currentModel], position, 1, rl.White)
rl.DrawGrid(10, 1)
rl.EndMode3D()
rl.DrawRectangle(10, 10, 310, 30, rl.Fade(rl.SkyBlue, 0.5))
rl.DrawRectangleLines(10, 10, 310, 30, rl.Fade(rl.DarkBlue, 0.5))
rl.DrawText("UP ARROW KEY TO CHANGE MODELS", 20, 20, 10, rl.Blue)
txt := "PLANE"
switch currentModel {
case 1:
txt = "CUBE"
case 2:
txt = "SPHERE"
case 3:
txt = "HEMISPHERE"
case 4:
txt = "CYLINDER"
case 5:
txt = "TORUS"
case 6:
txt = "KNOT"
case 7:
txt = "POLY"
}
txtlen := rl.MeasureText(txt, 20)
rl.DrawText(txt, screenWidth/2-txtlen/2, 10, 20, rl.DarkBlue)
rl.EndDrawing()
}
rl.UnloadTexture(texture)
for i := 0; i < numModels; i++ {
rl.UnloadModel(models[i])
}
rl.CloseWindow()
}

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package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(1280)
screenHeight := int32(720)
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - voxel loading")
camera := rl.Camera{}
camera.Position = rl.NewVector3(10.0, 10.0, 10.0)
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
camera.Fovy = 45.0
camera.Projection = rl.CameraPerspective
voxFiles := []string{"knight.vox", "sword.vox", "monument.vox"}
var models []rl.Model
for i := 0; i < len(voxFiles); i++ {
models = append(models, rl.LoadModel(voxFiles[i]))
bb := rl.GetModelBoundingBox(models[i])
center := rl.Vector3Zero()
center.X = bb.Min.X + ((bb.Max.X - bb.Min.X) / 2)
center.Z = bb.Min.Z + ((bb.Max.Z - bb.Min.Z) / 2)
matTranslate := rl.MatrixTranslate(-center.X, 0, -center.Z)
models[i].Transform = matTranslate
}
currentModel := 0
rl.DisableCursor()
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.UpdateCamera(&camera, rl.CameraOrbital)
if rl.IsKeyPressed(rl.KeyUp) {
currentModel++
if currentModel >= len(models) {
currentModel = 0
}
}
if rl.IsKeyPressed(rl.KeyDown) {
currentModel--
if currentModel < 0 {
currentModel = len(models) - 1
}
}
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
rl.DrawModel(models[currentModel], rl.Vector3Zero(), 1, rl.White)
rl.EndMode3D()
rl.DrawText("current voxel file: "+voxFiles[currentModel], 10, 10, 10, rl.Black)
rl.DrawText("UP/DOWN ARROW KEYS CHANGE FILE", 10, 30, 10, rl.Black)
rl.DrawText("MOUSE SCROLL OR KEYPAD + / - TO CHANGE ZOOM", 10, 50, 10, rl.Black)
rl.EndDrawing()
}
for i := 0; i < len(models); i++ {
rl.UnloadModel(models[i])
}
rl.CloseWindow()
}

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package main
import (
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
func main() {
screenWidth := int32(1280)
screenHeight := int32(720)
rl.InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes")
camera := rl.Camera{}
camera.Position = rl.NewVector3(30.0, 20.0, 30.0)
camera.Target = rl.NewVector3(0.0, 0.0, 0.0)
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
camera.Fovy = 70.0
camera.Projection = rl.CameraPerspective
numBloks := 15
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
time := rl.GetTime()
scale := (2 + float32(math.Sin(time))) * 0.7
camTime := time * 0.3
camera.Position.X = float32(math.Cos(camTime)) * 40
camera.Position.Z = float32(math.Sin(camTime)) * 40
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
rl.DrawGrid(10, 5)
for x := 0; x < numBloks; x++ {
for y := 0; y < numBloks; y++ {
for z := 0; z < numBloks; z++ {
blockScale := float32((x + y + z)) / 30
scatter := math.Sin(float64(blockScale*20) + (time * 4))
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))
cubeColor := rl.ColorFromHSV(float32(((x+y+z)*18)%360), 0.75, 0.9)
cubeSize := (2.4 - scale) * blockScale
rl.DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor)
}
}
}
rl.EndMode3D()
rl.DrawFPS(10, 10)
rl.EndDrawing()
}
rl.CloseWindow()
}

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#version 330
/*************************************************************************************
The Sieve of Eratosthenes -- a simple shader by ProfJski
An early prime number sieve: https://en.wikipedia.org/wiki/Sieve_of_Eratosthenes
The screen is divided into a square grid of boxes, each representing an integer value.
Each integer is tested to see if it is a prime number. Primes are colored white.
Non-primes are colored with a color that indicates the smallest factor which evenly divdes our integer.
You can change the scale variable to make a larger or smaller grid.
Total number of integers displayed = scale squared, so scale = 100 tests the first 10,000 integers.
WARNING: If you make scale too large, your GPU may bog down!
***************************************************************************************/
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
// Output fragment color
out vec4 finalColor;
// Make a nice spectrum of colors based on counter and maxSize
vec4 Colorizer(float counter, float maxSize)
{
float red = 0.0, green = 0.0, blue = 0.0;
float normsize = counter/maxSize;
red = smoothstep(0.3, 0.7, normsize);
green = sin(3.14159*normsize);
blue = 1.0 - smoothstep(0.0, 0.4, normsize);
return vec4(0.8*red, 0.8*green, 0.8*blue, 1.0);
}
void main()
{
vec4 color = vec4(1.0);
float scale = 1000.0; // Makes 100x100 square grid. Change this variable to make a smaller or larger grid.
int value = int(scale*floor(fragTexCoord.y*scale)+floor(fragTexCoord.x*scale)); // Group pixels into boxes representing integer values
if ((value == 0) || (value == 1) || (value == 2)) finalColor = vec4(1.0);
else
{
for (int i = 2; (i < max(2, sqrt(value) + 1)); i++)
{
if ((value - i*floor(float(value)/float(i))) == 0)
{
color = Colorizer(float(i), scale);
//break; // Uncomment to color by the largest factor instead
}
}
finalColor = color;
}
}

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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 - Eratosthenes")
shader := rl.LoadShader("", "eratosthenes.fs")
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()
}

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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()
}

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#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);
}