raylib-go/examples/shaders/postprocessing/main.go
2018-05-06 09:34:11 +02:00

146 lines
4.4 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)
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.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.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, float32(target.Texture.Width), float32(-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()
}