add more model & shader examples
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11 changed files with 357 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
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BIN
examples/models/gltf_loading/robot.glb
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Binary file not shown.
BIN
examples/models/vox_loading/knight.vox
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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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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
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BIN
examples/models/vox_loading/monument.vox
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Binary file not shown.
BIN
examples/models/vox_loading/sword.vox
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BIN
examples/models/vox_loading/sword.vox
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59
examples/shaders/eratosthenes/eratosthenes.fs
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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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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++)
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{
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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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}
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finalColor = color;
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}
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}
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42
examples/shaders/eratosthenes/main.go
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examples/shaders/eratosthenes/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(800)
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screenHeight := int32(450)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Eratosthenes")
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shader := rl.LoadShader("", "eratosthenes.fs")
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target := rl.LoadRenderTexture(screenWidth, screenHeight)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rl.BeginTextureMode(target)
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rl.ClearBackground(rl.Black)
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rl.DrawRectangle(0, 0, int32(rl.GetScreenWidth()), int32(rl.GetScreenHeight()), rl.Black)
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rl.EndTextureMode()
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginShaderMode(shader)
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rl.DrawTextureRec(target.Texture, rl.NewRectangle(0, 0, float32(target.Texture.Width), float32(target.Texture.Height)), rl.Vector2Zero(), rl.White)
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rl.EndShaderMode()
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rl.EndDrawing()
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}
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rl.UnloadShader(shader)
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rl.UnloadRenderTexture(target)
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rl.CloseWindow()
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}
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BIN
examples/shaders/texture_outline/gopher.png
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BIN
examples/shaders/texture_outline/gopher.png
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After Width: | Height: | Size: 17 KiB |
65
examples/shaders/texture_outline/main.go
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65
examples/shaders/texture_outline/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(800)
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screenHeight := int32(450)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline")
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texture := rl.LoadTexture("gopher.png")
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shader := rl.LoadShader("", "outline.fs")
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cnt := rl.NewVector2(float32(screenWidth/2), float32(screenHeight/2))
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outlineSize := []float32{2}
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outlineColor := []float32{1, 0, 0, 1}
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textureSize := []float32{float32(texture.Width), float32(texture.Height)}
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outlineSizeLoc := rl.GetShaderLocation(shader, "outlineSize")
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outlineColorLoc := rl.GetShaderLocation(shader, "outlineColor")
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textureSizeLoc := rl.GetShaderLocation(shader, "textureSize")
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rl.SetShaderValue(shader, outlineSizeLoc, outlineSize, rl.ShaderUniformFloat)
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rl.SetShaderValue(shader, outlineColorLoc, outlineColor, rl.ShaderUniformVec4)
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rl.SetShaderValue(shader, textureSizeLoc, textureSize, rl.ShaderUniformVec2)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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if rl.IsKeyPressed(rl.KeyUp) {
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outlineSize[0]++
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} else if rl.IsKeyPressed(rl.KeyDown) {
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outlineSize[0]--
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if outlineSize[0] < 1 {
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outlineSize[0] = 1
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}
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}
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rl.SetShaderValue(shader, outlineSizeLoc, outlineSize, rl.ShaderUniformFloat)
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginShaderMode(shader)
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rl.DrawTexture(texture, int32(cnt.X)-texture.Width/2, int32(cnt.Y)-texture.Height/2, rl.White)
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rl.EndShaderMode()
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rl.DrawText("UP/DOWN ARROW KEYS INCREASE OUTLINE THICKNESS", 10, 10, 10, rl.Black)
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rl.EndDrawing()
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}
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rl.UnloadShader(shader)
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rl.UnloadTexture(texture)
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rl.CloseWindow()
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}
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35
examples/shaders/texture_outline/outline.fs
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examples/shaders/texture_outline/outline.fs
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#version 330
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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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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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uniform vec2 textureSize;
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uniform float outlineSize;
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uniform vec4 outlineColor;
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// Output fragment color
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out vec4 finalColor;
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void main()
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{
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vec4 texel = texture(texture0, fragTexCoord); // Get texel color
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vec2 texelScale = vec2(0.0);
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texelScale.x = outlineSize/textureSize.x;
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texelScale.y = outlineSize/textureSize.y;
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// We sample four corner texels, but only for the alpha channel (this is for the outline)
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vec4 corners = vec4(0.0);
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corners.x = texture(texture0, fragTexCoord + vec2(texelScale.x, texelScale.y)).a;
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corners.y = texture(texture0, fragTexCoord + vec2(texelScale.x, -texelScale.y)).a;
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corners.z = texture(texture0, fragTexCoord + vec2(-texelScale.x, texelScale.y)).a;
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corners.w = texture(texture0, fragTexCoord + vec2(-texelScale.x, -texelScale.y)).a;
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float outline = min(dot(corners, vec4(1.0)), 1.0);
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vec4 color = mix(vec4(0.0), outlineColor, outline);
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finalColor = mix(color, texel, texel.a);
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}
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