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mirror of https://github.com/raylib-cs/raylib-cs synced 2025-06-30 19:03:42 -04:00
This commit is contained in:
Mikael Rasmussen
2018-10-24 21:23:53 +02:00
83 changed files with 6958 additions and 794 deletions

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@ -6,5 +6,101 @@ using static Raylib.TexmapIndex;
public partial class shaders_model_shader
{
/*******************************************************************************************
/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to a 3d model
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D();
camera.position = new Vector3( 4.0f, 4.0f, 4.0f );
camera.target = new Vector3( 0.0f, 1.0f, -1.0f );
camera.up = new Vector3( 0.0f, 1.0f, 0.0f );
camera.fovy = 45.0f;
camera.type = CAMERA_PERSPECTIVE;
Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs"); // Load model shader
model.material.shader = shader; // Set shader effect to 3d model
model.material.maps[(int)MAP_ALBEDO].texture = texture; // Bind texture to model
Vector3 position = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position
SetCameraMode(camera, (int)CAMERA_FREE); // Set an orbital camera mode
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera); // Update camera
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
BeginMode3D(camera);
DrawModel(model, position, 0.2f, WHITE); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
DrawText(FormatText("Camera3D position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
DrawText(FormatText("Camera3D target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}

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@ -3,5 +3,112 @@ using static Raylib.Raylib;
public partial class shaders_shapes_textures
{
/*******************************************************************************************
/*******************************************************************************************
*
* raylib [shaders] example - Apply a shader to some shape or texture
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 1.7 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
"resources/shaders/glsl330/grayscale.fs");
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Start drawing with default shader
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
DrawCircle(80, 120, 35, DARKBLUE);
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
DrawCircleLines(80, 340, 80, DARKBLUE);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
DrawRectangle(250 - 60, 90, 120, 60, RED);
DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
// Activate our default shader for next drawings
EndShaderMode();
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
DrawTriangle(new Vector2(430, 80),
new Vector2(430 - 60, 150),
new Vector2(430 + 60, 150), VIOLET);
DrawTriangleLines(new Vector2(430, 160),
new Vector2(430 - 20, 230),
new Vector2(430 + 20, 230), DARKBLUE);
DrawPoly(new Vector2(430, 320), 6, 80, 0, BROWN);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
// Activate our default shader for next drawings
EndShaderMode();
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}