146 lines
4.1 KiB
Go
146 lines
4.1 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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const MaxPostproShaders = 12
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const (
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FxGrayscale = iota
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FxPosterization
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FxDreamVision
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FxPixelizer
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FxCrossHatching
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FxCrossStitching
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FxPredatorView
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FxScanlines
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FxFisheye
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FxSobel
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FxBloom
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FxBlur
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)
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var postproShaderText = []string{
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"GRAYSCALE",
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"POSTERIZATION",
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"DREAM_VISION",
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"PIXELIZER",
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"CROSS_HATCHING",
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"CROSS_STITCHING",
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"PREDATOR_VIEW",
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"SCANLINES",
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"FISHEYE",
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"SOBEL",
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"BLOOM",
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"BLUR",
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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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rl.SetConfigFlags(rl.FlagMsaa4xHint | rl.FlagVsyncHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader")
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(3.0, 3.0, 3.0)
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camera.Target = rl.NewVector3(0.0, 1.5, 0.0)
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camera.Up = rl.NewVector3(0.0, 1.0, 0.0)
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camera.Fovy = 45.0
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dwarf := rl.LoadModel("dwarf.obj") // Load OBJ model
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texture := rl.LoadTexture("dwarf_diffuse.png") // Load model texture
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dwarf.Material.Maps[rl.MapDiffuse].Texture = texture // Set dwarf model diffuse texture
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position := rl.NewVector3(0.0, 0.0, 0.0) // Set model position
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// Load all postpro shaders
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// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
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shaders := make([]rl.Shader, MaxPostproShaders)
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shaders[FxGrayscale] = rl.LoadShader("", "glsl330/grayscale.fs")
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shaders[FxPosterization] = rl.LoadShader("", "glsl330/posterization.fs")
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shaders[FxDreamVision] = rl.LoadShader("", "glsl330/dream_vision.fs")
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shaders[FxPixelizer] = rl.LoadShader("", "glsl330/pixelizer.fs")
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shaders[FxCrossHatching] = rl.LoadShader("", "glsl330/cross_hatching.fs")
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shaders[FxCrossStitching] = rl.LoadShader("", "glsl330/cross_stitching.fs")
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shaders[FxPredatorView] = rl.LoadShader("", "glsl330/predator.fs")
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shaders[FxScanlines] = rl.LoadShader("", "glsl330/scanlines.fs")
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shaders[FxFisheye] = rl.LoadShader("", "glsl330/fisheye.fs")
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shaders[FxSobel] = rl.LoadShader("", "glsl330/sobel.fs")
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shaders[FxBlur] = rl.LoadShader("", "glsl330/blur.fs")
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shaders[FxBloom] = rl.LoadShader("", "glsl330/bloom.fs")
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currentShader := FxGrayscale
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// Create a RenderTexture2D to be used for render to texture
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target := rl.LoadRenderTexture(screenWidth, screenHeight)
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rl.SetCameraMode(camera, rl.CameraOrbital) // Set free camera mode
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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rl.UpdateCamera(&camera) // Update camera
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if rl.IsKeyPressed(rl.KeyRight) {
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currentShader++
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} else if rl.IsKeyPressed(rl.KeyLeft) {
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currentShader--
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}
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if currentShader >= MaxPostproShaders {
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currentShader = 0
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} else if currentShader < 0 {
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currentShader = MaxPostproShaders - 1
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}
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rl.BeginDrawing()
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rl.ClearBackground(rl.RayWhite)
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rl.BeginTextureMode(target) // Enable drawing to texture
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rl.BeginMode3D(camera)
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rl.DrawModel(dwarf, position, 2.0, rl.White) // Draw 3d model with texture
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rl.DrawGrid(10, 1.0) // Draw a grid
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rl.EndMode3D()
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rl.EndTextureMode() // End drawing to texture (now we have a texture available for next passes)
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// Render previously generated texture using selected postpro shader
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rl.BeginShaderMode(shaders[currentShader])
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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rl.DrawTextureRec(target.Texture, rl.NewRectangle(0, 0, float32(target.Texture.Width), float32(-target.Texture.Height)), rl.NewVector2(0, 0), rl.White)
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rl.EndShaderMode()
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rl.DrawRectangle(0, 9, 580, 30, rl.Fade(rl.LightGray, 0.7))
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rl.DrawText("(c) Dwarf 3D model by David Moreno", screenWidth-200, screenHeight-20, 10, rl.DarkGray)
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rl.DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, rl.Black)
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rl.DrawText(postproShaderText[currentShader], 330, 15, 20, rl.Red)
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rl.DrawText("< >", 540, 10, 30, rl.DarkBlue)
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rl.DrawFPS(700, 15)
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rl.EndDrawing()
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}
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// Unload all postpro shaders
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for i := 0; i < MaxPostproShaders; i++ {
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rl.UnloadShader(shaders[i])
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}
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rl.UnloadTexture(texture) // Unload texture
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rl.UnloadModel(dwarf) // Unload model
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rl.UnloadRenderTexture(target) // Unload render texture
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rl.CloseWindow()
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}
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