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Milan Nikolic 2017-01-27 09:35:30 +01:00
commit d7ff68b487
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#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);
}

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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;
// 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;
}

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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()
}