100 lines
3.1 KiB
Go
100 lines
3.1 KiB
Go
package main
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import (
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rl "git.terah.dev/UnrealXR/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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rl.SetConfigFlags(rl.FlagMsaa4xHint) // Enable Multi Sampling Anti Aliasing 4x (if available)
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rl.InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable")
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camera := rl.Camera{}
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camera.Position = rl.NewVector3(8.0, 8.0, 8.0)
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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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camera.Projection = rl.CameraPerspective
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obj := rl.LoadModel("barracks.obj") // Load OBJ model
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texture := rl.LoadTexture("barracks_diffuse.png") // Load model texture
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rl.SetMaterialTexture(obj.Materials, rl.MapDiffuse, texture) // Set obj model diffuse texture
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position := rl.NewVector3(0.0, 0.0, 0.0) // Set model position
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shader := rl.LoadShader("", "glsl330/swirl.fs")
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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 := rl.GetShaderLocation(shader, "center")
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if swirlCenterLoc == -1 {
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println("Warning: [SHDR] Swirl Center uniform not found on shader")
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}
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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 := rl.LoadRenderTexture(screenWidth, screenHeight)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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// Update
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//----------------------------------------------------------------------------------
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mousePosition := rl.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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rl.SetShaderValue(shader, swirlCenterLoc, swirlCenter, rl.ShaderUniformVec2)
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rl.UpdateCamera(&camera, rl.CameraOrbital) // Update camera with orbital camera mode
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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.ClearBackground(rl.RayWhite)
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rl.BeginMode3D(camera)
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rl.DrawModel(obj, position, 0.5, 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.DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, rl.Red)
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rl.EndTextureMode() // End drawing to texture (now we have a texture available for next passes)
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rl.BeginShaderMode(shader)
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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.DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth-200, screenHeight-20, 10, rl.Gray)
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rl.DrawFPS(10, 10)
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rl.EndDrawing()
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}
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rl.UnloadShader(shader) // Unload shader
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rl.UnloadTexture(texture) // Unload texture
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rl.UnloadModel(obj) // 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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