97 lines
3.1 KiB
Go
97 lines
3.1 KiB
Go
package main
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import (
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"github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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screenWidth := int32(800)
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screenHeight := int32(450)
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raylib.SetConfigFlags(raylib.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
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raylib.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
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camera := raylib.Camera{}
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camera.Position = raylib.NewVector3(3.0, 3.0, 3.0)
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camera.Target = raylib.NewVector3(0.0, 1.5, 0.0)
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camera.Up = raylib.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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dwarf := raylib.LoadModel("dwarf.obj") // Load OBJ model
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texture := raylib.LoadTexture("dwarf_diffuse.png") // Load model texture
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dwarf.Material.Maps[raylib.MapDiffuse].Texture = texture // Set dwarf model diffuse texture
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position := raylib.NewVector3(0.0, 0.0, 0.0) // Set model position
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shader := raylib.LoadShader("glsl330/base.vs", "glsl330/swirl.fs") // Load postpro shader
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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swirlCenterLoc := raylib.GetShaderLocation(shader, "center")
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swirlCenter := make([]float32, 2)
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swirlCenter[0] = float32(screenWidth) / 2
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swirlCenter[1] = float32(screenHeight) / 2
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// Create a RenderTexture2D to be used for render to texture
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target := raylib.LoadRenderTexture(screenWidth, screenHeight)
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// Setup orbital camera
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raylib.SetCameraMode(camera, raylib.CameraOrbital) // Set an orbital camera mode
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raylib.SetTargetFPS(60)
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for !raylib.WindowShouldClose() {
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// Update
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//----------------------------------------------------------------------------------
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mousePosition := raylib.GetMousePosition()
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swirlCenter[0] = mousePosition.X
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swirlCenter[1] = float32(screenHeight) - mousePosition.Y
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// Send new value to the shader to be used on drawing
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raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2)
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raylib.UpdateCamera(&camera) // Update camera
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raylib.BeginDrawing()
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raylib.ClearBackground(raylib.RayWhite)
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raylib.BeginTextureMode(target) // Enable drawing to texture
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raylib.BeginMode3D(camera)
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raylib.DrawModel(dwarf, position, 2.0, raylib.White) // Draw 3d model with texture
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raylib.DrawGrid(10, 1.0) // Draw a grid
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raylib.EndMode3D()
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raylib.DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, raylib.Red)
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raylib.EndTextureMode() // End drawing to texture (now we have a texture available for next passes)
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raylib.BeginShaderMode(shader)
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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raylib.DrawTextureRec(target.Texture, raylib.NewRectangle(0, 0, float32(target.Texture.Width), float32(-target.Texture.Height)), raylib.NewVector2(0, 0), raylib.White)
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raylib.EndShaderMode()
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raylib.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, raylib.Gray)
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raylib.DrawFPS(10, 10)
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raylib.EndDrawing()
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}
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raylib.UnloadShader(shader) // Unload shader
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raylib.UnloadTexture(texture) // Unload texture
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raylib.UnloadModel(dwarf) // Unload model
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raylib.UnloadRenderTexture(target) // Unload render texture
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raylib.CloseWindow()
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}
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