raylib-go/examples/shaders/postprocessing/main.go
2021-05-26 13:09:06 +02:00

148 lines
4.2 KiB
Go

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)
rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
camera := rl.Camera{}
camera.Position = rl.NewVector3(2.0, 3.0, 2.0)
camera.Target = rl.NewVector3(0.0, 1.0, 0.0)
camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
camera.Fovy = 45.0
obj := rl.LoadModel("church.obj") // Load OBJ model
texture := rl.LoadTexture("church_diffuse.png") // Load model texture
rl.SetMaterialTexture(obj.Materials, rl.MapDiffuse, texture) // Set obj model diffuse texture
position := rl.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([]rl.Shader, MaxPostproShaders)
shaders[FxGrayscale] = rl.LoadShader("", "glsl330/grayscale.fs")
shaders[FxPosterization] = rl.LoadShader("", "glsl330/posterization.fs")
shaders[FxDreamVision] = rl.LoadShader("", "glsl330/dream_vision.fs")
shaders[FxPixelizer] = rl.LoadShader("", "glsl330/pixelizer.fs")
shaders[FxCrossHatching] = rl.LoadShader("", "glsl330/cross_hatching.fs")
shaders[FxCrossStitching] = rl.LoadShader("", "glsl330/cross_stitching.fs")
shaders[FxPredatorView] = rl.LoadShader("", "glsl330/predator.fs")
shaders[FxScanlines] = rl.LoadShader("", "glsl330/scanlines.fs")
shaders[FxFisheye] = rl.LoadShader("", "glsl330/fisheye.fs")
shaders[FxSobel] = rl.LoadShader("", "glsl330/sobel.fs")
shaders[FxBlur] = rl.LoadShader("", "glsl330/blur.fs")
shaders[FxBloom] = rl.LoadShader("", "glsl330/bloom.fs")
currentShader := FxGrayscale
// Create a RenderTexture2D to be used for render to texture
target := rl.LoadRenderTexture(screenWidth, screenHeight)
rl.SetCameraMode(camera, rl.CameraOrbital) // Set free camera mode
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.UpdateCamera(&camera) // Update camera
if rl.IsKeyPressed(rl.KeyRight) {
currentShader++
} else if rl.IsKeyPressed(rl.KeyLeft) {
currentShader--
}
if currentShader >= MaxPostproShaders {
currentShader = 0
} else if currentShader < 0 {
currentShader = MaxPostproShaders - 1
}
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
rl.BeginTextureMode(target) // Enable drawing to texture
rl.ClearBackground(rl.RayWhite)
rl.BeginMode3D(camera)
rl.DrawModel(obj, position, 0.1, rl.White) // Draw 3d model with texture
rl.DrawGrid(10, 1.0) // Draw a grid
rl.EndMode3D()
rl.EndTextureMode() // End drawing to texture (now we have a texture available for next passes)
// Render previously generated texture using selected postpro shader
rl.BeginShaderMode(shaders[currentShader])
// 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.DrawRectangle(0, 9, 580, 30, rl.Fade(rl.LightGray, 0.7))
rl.DrawText("(c) Church 3D model by Alberto Cano", screenWidth-200, screenHeight-20, 10, rl.DarkGray)
rl.DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, rl.Black)
rl.DrawText(postproShaderText[currentShader], 330, 15, 20, rl.Red)
rl.DrawText("< >", 540, 10, 30, rl.DarkBlue)
rl.DrawFPS(700, 15)
rl.EndDrawing()
}
// Unload all postpro shaders
for i := 0; i < MaxPostproShaders; i++ {
rl.UnloadShader(shaders[i])
}
rl.UnloadTexture(texture) // Unload texture
rl.UnloadModel(obj) // Unload model
rl.UnloadRenderTexture(target) // Unload render texture
rl.CloseWindow()
}