package main import ( "github.com/gen2brain/raylib-go/raylib" ) const MaxPostproShaders = 12 const ( FxGrayscale = iota FxPosterization FxDreamVision FxPixelizer FxCrossHatching FxCrossStitching FxPredatorView FxScanlines FxFisheye FxSobel FxBloom FxBlur ) var postproShaderText = []string{ "GRAYSCALE", "POSTERIZATION", "DREAM_VISION", "PIXELIZER", "CROSS_HATCHING", "CROSS_STITCHING", "PREDATOR_VIEW", "SCANLINES", "FISHEYE", "SOBEL", "BLOOM", "BLUR", } 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.Maps[raylib.MapDiffuse].Texture = texture // Set dwarf model diffuse texture position := raylib.NewVector3(0.0, 0.0, 0.0) // Set model position // Load all postpro shaders // NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER) shaders := make([]raylib.Shader, MaxPostproShaders) shaders[FxGrayscale] = raylib.LoadShader("", "glsl330/grayscale.fs") shaders[FxPosterization] = raylib.LoadShader("", "glsl330/posterization.fs") shaders[FxDreamVision] = raylib.LoadShader("", "glsl330/dream_vision.fs") shaders[FxPixelizer] = raylib.LoadShader("", "glsl330/pixelizer.fs") shaders[FxCrossHatching] = raylib.LoadShader("", "glsl330/cross_hatching.fs") shaders[FxCrossStitching] = raylib.LoadShader("", "glsl330/cross_stitching.fs") shaders[FxPredatorView] = raylib.LoadShader("", "glsl330/predator.fs") shaders[FxScanlines] = raylib.LoadShader("", "glsl330/scanlines.fs") shaders[FxFisheye] = raylib.LoadShader("", "glsl330/fisheye.fs") shaders[FxSobel] = raylib.LoadShader("", "glsl330/sobel.fs") shaders[FxBlur] = raylib.LoadShader("", "glsl330/blur.fs") shaders[FxBloom] = raylib.LoadShader("", "glsl330/bloom.fs") currentShader := FxGrayscale // 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 if raylib.IsKeyPressed(raylib.KeyRight) { currentShader++ } else if raylib.IsKeyPressed(raylib.KeyLeft) { currentShader-- } if currentShader >= MaxPostproShaders { currentShader = 0 } else if currentShader < 0 { currentShader = MaxPostproShaders - 1 } 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.EndTextureMode() // End drawing to texture (now we have a texture available for next passes) // Render previously generated texture using selected postpro shader raylib.BeginShaderMode(shaders[currentShader]) // 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.DrawRectangle(0, 9, 580, 30, raylib.Fade(raylib.LightGray, 0.7)) raylib.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, raylib.DarkGray) raylib.DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, raylib.Black) raylib.DrawText(postproShaderText[currentShader], 330, 15, 20, raylib.Red) raylib.DrawText("< >", 540, 10, 30, raylib.DarkBlue) raylib.DrawFPS(700, 15) raylib.EndDrawing() } // Unload all postpro shaders for i := 0; i < MaxPostproShaders; i++ { raylib.UnloadShader(shaders[i]) } raylib.UnloadTexture(texture) // Unload texture raylib.UnloadModel(dwarf) // Unload model raylib.UnloadRenderTexture(target) // Unload render texture raylib.CloseWindow() }