Watch
2
0
Fork
You've already forked raylib-cs
0

Fixed line endings

- Line endings were not correct causing files to not display correctly.
This commit is contained in:
ChrisDill 2018-10-23 21:57:39 +01:00
commit 6271af0eb3
70 changed files with 7119 additions and 523 deletions

View file

@ -5,5 +5,93 @@ using static Raylib.TexmapIndex;
public partial class models_skybox
{
/******************************************************************************************* * * raylib [models] example - Skybox loading and drawing * * This example has been created using raylib 1.8 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2017 Ramon Santamaria (@raysan5) * ********************************************************************************************/ public static int Main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing"); // Define the camera to look into our 3d world Camera3D camera = new Camera3D(new Vector3( 1.0f, 1.0f, 1.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 ); // Load skybox model Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f); Model skybox = LoadModelFromMesh(cube); // Load skybox shader and set required locations // NOTE: Some locations are automatically set at shader loading skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs"); SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), new int[]{ (int)MAP_CUBEMAP }, 1); // Load cubemap shader and setup required shader locations Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs"); SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), new int[]{ 0 }, 1); // Load HDR panorama (sphere) texture Texture2D texHDR = LoadTexture("resources/dresden_square.hdr"); // Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture // NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping skybox.material.maps[(int)MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512); UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore SetCameraMode(camera, (int)CAMERA_FIRST_PERSON); // Set a first person 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(skybox, new Vector3(0, 0, 0), 1.0f, WHITE); DrawGrid(10, 1.0f); EndMode3D(); DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadModel(skybox); // Unload skybox model (and textures) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }
/*******************************************************************************************
*
* raylib [models] example - Skybox loading and drawing
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world
Camera3D camera = new Camera3D(new Vector3( 1.0f, 1.0f, 1.0f ), new Vector3( 0.0f, 0.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 );
// Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model skybox = LoadModelFromMesh(cube);
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
skybox.material.shader = LoadShader("resources/shaders/skybox.vs", "resources/shaders/skybox.fs");
SetShaderValuei(skybox.material.shader, GetShaderLocation(skybox.material.shader, "environmentMap"), new int[]{ (int)MAP_CUBEMAP }, 1);
// Load cubemap shader and setup required shader locations
Shader shdrCubemap = LoadShader("resources/shaders/cubemap.vs", "resources/shaders/cubemap.fs");
SetShaderValuei(shdrCubemap, GetShaderLocation(shdrCubemap, "equirectangularMap"), new int[]{ 0 }, 1);
// Load HDR panorama (sphere) texture
Texture2D texHDR = LoadTexture("resources/dresden_square.hdr");
// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
// NOTE: New texture is generated rendering to texture, shader computes the sphre->cube coordinates mapping
skybox.material.maps[(int)MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, texHDR, 512);
UnloadTexture(texHDR); // Texture not required anymore, cubemap already generated
UnloadShader(shdrCubemap); // Unload cubemap generation shader, not required anymore
SetCameraMode(camera, (int)CAMERA_FIRST_PERSON); // Set a first person 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(skybox, new Vector3(0, 0, 0), 1.0f, WHITE);
DrawGrid(10, 1.0f);
EndMode3D();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadModel(skybox); // Unload skybox model (and textures)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}