package main import ( "github.com/gen2brain/raylib-go/raylib" ) func main() { screenWidth := int32(800) screenHeight := int32(450) raylib.SetConfigFlags(raylib.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available) raylib.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable") 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 shader := raylib.LoadShader("glsl330/base.vs", "glsl330/swirl.fs") // Load postpro shader // Get variable (uniform) location on the shader to connect with the program // NOTE: If uniform variable could not be found in the shader, function returns -1 swirlCenterLoc := raylib.GetShaderLocation(shader, "center") swirlCenter := make([]float32, 2) swirlCenter[0] = float32(screenWidth) / 2 swirlCenter[1] = float32(screenHeight) / 2 // Create a RenderTexture2D to be used for render to texture target := raylib.LoadRenderTexture(screenWidth, screenHeight) // Setup orbital camera raylib.SetCameraMode(camera, raylib.CameraOrbital) // Set an orbital camera mode raylib.SetTargetFPS(60) for !raylib.WindowShouldClose() { // Update //---------------------------------------------------------------------------------- mousePosition := raylib.GetMousePosition() swirlCenter[0] = mousePosition.X swirlCenter[1] = float32(screenHeight) - mousePosition.Y // Send new value to the shader to be used on drawing raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2) raylib.UpdateCamera(&camera) // Update camera raylib.BeginDrawing() raylib.ClearBackground(raylib.RayWhite) raylib.BeginTextureMode(target) // Enable drawing to texture raylib.BeginMode3D(camera) raylib.DrawModel(dwarf, position, 2.0, raylib.White) // Draw 3d model with texture raylib.DrawGrid(10, 1.0) // Draw a grid raylib.EndMode3D() raylib.DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, 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, float32(target.Texture.Width), float32(-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() }