Initial commit
This commit is contained in:
commit
d7ff68b487
196 changed files with 286314 additions and 0 deletions
54966
examples/shaders/postprocessing/dwarf.obj
Normal file
54966
examples/shaders/postprocessing/dwarf.obj
Normal file
File diff suppressed because it is too large
Load diff
BIN
examples/shaders/postprocessing/dwarf_diffuse.png
Normal file
BIN
examples/shaders/postprocessing/dwarf_diffuse.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 1.2 MiB |
26
examples/shaders/postprocessing/glsl330/base.vs
Normal file
26
examples/shaders/postprocessing/glsl330/base.vs
Normal file
|
@ -0,0 +1,26 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes
|
||||
in vec3 vertexPosition;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec3 vertexNormal;
|
||||
in vec4 vertexColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
// Output vertex attributes (to fragment shader)
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
void main()
|
||||
{
|
||||
// Send vertex attributes to fragment shader
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
|
||||
// Calculate final vertex position
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
40
examples/shaders/postprocessing/glsl330/bloom.fs
Normal file
40
examples/shaders/postprocessing/glsl330/bloom.fs
Normal file
|
@ -0,0 +1,40 @@
|
|||
#version 330
|
||||
|
||||
// Input vertex attributes (from vertex shader)
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
|
||||
// Input uniform values
|
||||
uniform sampler2D texture0;
|
||||
uniform vec4 colDiffuse;
|
||||
|
||||
// Output fragment color
|
||||
out vec4 finalColor;
|
||||
|
||||
// NOTE: Add here your custom variables
|
||||
|
||||
const vec2 size = vec2(800, 450); // render size
|
||||
const float samples = 5.0; // pixels per axis; higher = bigger glow, worse performance
|
||||
const float quality = 2.5; // lower = smaller glow, better quality
|
||||
|
||||
void main()
|
||||
{
|
||||
vec4 sum = vec4(0);
|
||||
vec2 sizeFactor = vec2(1)/size*quality;
|
||||
|
||||
// Texel color fetching from texture sampler
|
||||
vec4 source = texture(texture0, fragTexCoord);
|
||||
|
||||
const int range = 2; // should be = (samples - 1)/2;
|
||||
|
||||
for (int x = -range; x <= range; x++)
|
||||
{
|
||||
for (int y = -range; y <= range; y++)
|
||||
{
|
||||
sum += texture(texture0, fragTexCoord + vec2(x, y)*sizeFactor);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = ((sum/(samples*samples)) + source)*colDiffuse;
|
||||
}
|
77
examples/shaders/postprocessing/main.go
Normal file
77
examples/shaders/postprocessing/main.go
Normal file
|
@ -0,0 +1,77 @@
|
|||
package main
|
||||
|
||||
import (
|
||||
"github.com/gen2brain/raylib-go/raylib"
|
||||
)
|
||||
|
||||
func main() {
|
||||
screenWidth := int32(800)
|
||||
screenHeight := int32(450)
|
||||
|
||||
raylib.SetConfigFlags(raylib.FlagMsaa4xHint | raylib.FlagVsyncHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
raylib.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
|
||||
|
||||
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.Fovy = 45.0
|
||||
|
||||
dwarf := raylib.LoadModel("dwarf.obj") // Load OBJ model
|
||||
texture := raylib.LoadTexture("dwarf_diffuse.png") // Load model texture
|
||||
dwarf.Material.TexDiffuse = texture // Set dwarf model diffuse texture
|
||||
|
||||
position := raylib.NewVector3(0.0, 0.0, 0.0) // Set model position
|
||||
|
||||
shader := raylib.LoadShader("glsl330/base.vs", "glsl330/bloom.fs") // Load postpro shader
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
target := raylib.LoadRenderTexture(screenWidth, screenHeight)
|
||||
|
||||
raylib.SetCameraMode(camera, raylib.CameraOrbital) // Set free camera mode
|
||||
|
||||
//raylib.SetTargetFPS(60)
|
||||
|
||||
for !raylib.WindowShouldClose() {
|
||||
raylib.UpdateCamera(&camera) // Update camera
|
||||
|
||||
raylib.BeginDrawing()
|
||||
|
||||
raylib.ClearBackground(raylib.RayWhite)
|
||||
|
||||
raylib.BeginTextureMode(target) // Enable drawing to texture
|
||||
|
||||
raylib.Begin3dMode(camera)
|
||||
|
||||
raylib.DrawModel(dwarf, position, 2.0, raylib.White) // Draw 3d model with texture
|
||||
|
||||
raylib.DrawGrid(10, 1.0) // Draw a grid
|
||||
|
||||
raylib.End3dMode()
|
||||
|
||||
raylib.DrawText("HELLO POSTPROCESSING!", 70, 190, 50, raylib.Red)
|
||||
|
||||
raylib.EndTextureMode() // End drawing to texture (now we have a texture available for next passes)
|
||||
|
||||
raylib.BeginShaderMode(shader)
|
||||
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
raylib.DrawTextureRec(target.Texture, raylib.NewRectangle(0, 0, target.Texture.Width, -target.Texture.Height), raylib.NewVector2(0, 0), raylib.White)
|
||||
|
||||
raylib.EndShaderMode()
|
||||
|
||||
raylib.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, raylib.Gray)
|
||||
|
||||
raylib.DrawFPS(10, 10)
|
||||
|
||||
raylib.EndDrawing()
|
||||
}
|
||||
|
||||
raylib.UnloadShader(shader) // Unload shader
|
||||
raylib.UnloadTexture(texture) // Unload texture
|
||||
raylib.UnloadModel(dwarf) // Unload model
|
||||
raylib.UnloadRenderTexture(target) // Unload render texture
|
||||
|
||||
raylib.CloseWindow()
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue