package main import ( "github.com/gen2brain/raylib-go/raylib" ) func main() { screenWidth := int32(800) screenHeight := int32(450) rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available) rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable") camera := rl.Camera{} camera.Position = rl.NewVector3(3.0, 3.0, 3.0) camera.Target = rl.NewVector3(0.0, 1.5, 0.0) camera.Up = rl.NewVector3(0.0, 1.0, 0.0) camera.Fovy = 45.0 dwarf := rl.LoadModel("dwarf.obj") // Load OBJ model texture := rl.LoadTexture("dwarf_diffuse.png") // Load model texture rl.SetMaterialTexture(dwarf.Materials, rl.MapDiffuse, texture) // Set dwarf model diffuse texture position := rl.NewVector3(0.0, 0.0, 0.0) // Set model position shader := rl.LoadShader("", "glsl330/swirl.fs") // 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 := rl.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 := rl.LoadRenderTexture(screenWidth, screenHeight) // Setup orbital camera rl.SetCameraMode(camera, rl.CameraOrbital) // Set an orbital camera mode rl.SetTargetFPS(60) for !rl.WindowShouldClose() { // Update //---------------------------------------------------------------------------------- mousePosition := rl.GetMousePosition() swirlCenter[0] = mousePosition.X swirlCenter[1] = float32(screenHeight) - mousePosition.Y // Send new value to the shader to be used on drawing rl.SetShaderValue(shader, swirlCenterLoc, swirlCenter, 1) rl.UpdateCamera(&camera) // Update camera rl.BeginDrawing() rl.ClearBackground(rl.RayWhite) rl.BeginTextureMode(target) // Enable drawing to texture rl.BeginMode3D(camera) rl.DrawModel(dwarf, position, 2.0, rl.White) // Draw 3d model with texture rl.DrawGrid(10, 1.0) // Draw a grid rl.EndMode3D() rl.DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, rl.Red) rl.EndTextureMode() // End drawing to texture (now we have a texture available for next passes) rl.BeginShaderMode(shader) // NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom) rl.DrawTextureRec(target.Texture, rl.NewRectangle(0, 0, float32(target.Texture.Width), float32(-target.Texture.Height)), rl.NewVector2(0, 0), rl.White) rl.EndShaderMode() rl.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, rl.Gray) rl.DrawFPS(10, 10) rl.EndDrawing() } rl.UnloadShader(shader) // Unload shader rl.UnloadTexture(texture) // Unload texture rl.UnloadModel(dwarf) // Unload model rl.UnloadRenderTexture(target) // Unload render texture rl.CloseWindow() }