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chore: rebase to main with translation ports

This commit is contained in:
tiger tiger tiger 2026-07-17 07:49:07 +02:00
commit 8024c6ac40
134 changed files with 15456 additions and 10650 deletions

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@ -1,21 +1,23 @@
/*******************************************************************************************
*
* raylib [shaders] example - Basic PBR
*
* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
*
* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2024 Afan OLOVCIC (@_DevDad)
*
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
* licensed under Creative Commons Attribution-NonCommercial
* (http://creativecommons.org/licenses/by-nc/4.0/)
*
********************************************************************************************/
*
* raylib [shaders] example - basic pbr
*
* Example complexity rating: [] 4/4
*
* Example originally created with raylib 5.0, last time updated with raylib 5.5
*
* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
*
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
* licensed under Creative Commons Attribution-NonCommercial
* (http://creativecommons.org/licenses/by-nc/4.0/)
*
********************************************************************************************/
using System.Numerics;
using Examples.Shared;
@ -23,31 +25,50 @@ using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class BasicPbr
public class BasicPbr : IExample
{
private const int GLSL_VERSION = 330;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public static unsafe int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shaders / Basic PBR";
public string Title => "raylib [shaders] example - basic pbr";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Camera3D camera;
private Shader shader;
private Model car;
private Model floor;
private PbrLight[] lights;
private int metallicValueLoc;
private int roughnessValueLoc;
private int emissiveIntensityLoc;
private int emissiveColorLoc;
private int textureTilingLoc;
private Vector2 carTextureTiling;
private Vector2 floorTextureTiling;
public unsafe void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
// Enable Multi Sampling Anti Aliasing 4x (if available)
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
// Define the camera to look into our 3d world
Camera3D camera = new();
camera.Position = new Vector3(2.0f, 4.0f, 6.0f);
camera = new();
camera.Position = new Vector3(2.0f, 2.0f, 6.0f);
camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
// Load PBR shader and setup all required locations
var shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
shader = LoadShader($"resources/shaders/glsl{GlslVersion}/pbr.vs", $"resources/shaders/glsl{GlslVersion}/pbr.fs");
shader.Locs[(int)ShaderLocationIndex.MapAlbedo] = GetShaderLocation(shader, "albedoMap");
// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
@ -75,23 +96,25 @@ public class BasicPbr
SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, ShaderUniformDataType.Float);
// Get location for shader parameters that can be modified in real time
var emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
var emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
var textureTilingLoc = GetShaderLocation(shader, "tiling");
metallicValueLoc = GetShaderLocation(shader, "metallicValue");
roughnessValueLoc = GetShaderLocation(shader, "roughnessValue");
emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
textureTilingLoc = GetShaderLocation(shader, "tiling");
// Load old car model using PBR maps and shader
// WARNING: We know this model consists of a single model.meshes[0] and
// that model.materials[0] is by default assigned to that mesh
// There could be more complex models consisting of multiple meshes and
// multiple materials defined for those meshes... but always 1 mesh = 1 material
var car = LoadModel("resources/models/gltf/old_car_new.glb");
car = LoadModel("resources/models/gltf/old_car_new.glb");
// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
car.Materials[0].Shader = shader;
// Setup materials[0].maps default parameters
car.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Color = Color.White;
car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.0f;
car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 1.0f;
car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.0f;
car.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f;
car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = new Color(255, 162, 0, 255);
@ -104,7 +127,7 @@ public class BasicPbr
// Load floor model mesh and assign material parameters
// NOTE: A basic plane shape can be generated instead of being loaded from a model file
var floor = LoadModel("resources/models/gltf/plane.glb");
floor = LoadModel("resources/models/gltf/plane.glb");
//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
//Model floor = LoadModelFromMesh(floorMesh);
@ -113,8 +136,8 @@ public class BasicPbr
floor.Materials[0].Shader = shader;
floor.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Color = Color.White;
floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.0f;
floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.0f;
floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.8f;
floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.1f;
floor.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f;
floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = Color.Black;
@ -124,11 +147,11 @@ public class BasicPbr
// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
// NOTE: Material.params[4] are available for generic parameters storage (float)
var carTextureTiling = new Vector2(0.5f, 0.5f);
var floorTextureTiling = new Vector2(0.5f, 0.5f);
carTextureTiling = new Vector2(0.5f, 0.5f);
floorTextureTiling = new Vector2(0.5f, 0.5f);
// Create some lights
var lights = new PbrLight[4];
lights = new PbrLight[4];
lights[0] = PbrLights.CreateLight(
0,
PbrLightType.Point,
@ -167,104 +190,113 @@ public class BasicPbr
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, ShaderUniformDataType.Int);
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, ShaderUniformDataType.Int);
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, ShaderUniformDataType.Int);
}
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
var cameraPos = camera.Position;
SetShaderValue(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], cameraPos, ShaderUniformDataType.Vec3);
// Check key inputs to enable/disable lights
if (IsKeyPressed(KeyboardKey.One))
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(&camera, CameraMode.Orbital);
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
var cameraPos = camera.Position;
SetShaderValue(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], cameraPos, ShaderUniformDataType.Vec3);
// Check key inputs to enable/disable lights
if (IsKeyPressed(KeyboardKey.One))
{
lights[2].Enabled = !lights[2].Enabled;
}
if (IsKeyPressed(KeyboardKey.Two))
{
lights[1].Enabled = !lights[1].Enabled;
}
if (IsKeyPressed(KeyboardKey.Three))
{
lights[3].Enabled = !lights[3].Enabled;
}
if (IsKeyPressed(KeyboardKey.Four))
{
lights[0].Enabled = !lights[0].Enabled;
}
// Update light values on shader (actually, only enable/disable them)
for (var i = 0; i < 4; i++)
{
UpdateLight(shader, lights[i]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Black);
BeginMode3D(camera);
// Set floor model texture tiling and emissive color parameters on shader
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, ShaderUniformDataType.Vec2);
var floorEmissiveColor = ColorNormalize(floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, ShaderUniformDataType.Vec4);
DrawModel(floor, Vector3.Zero, 5.0f, Color.White); // Draw floor model
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
SetShaderValue(shader, textureTilingLoc, &carTextureTiling, ShaderUniformDataType.Vec2);
var carEmissiveColor = ColorNormalize(car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, ShaderUniformDataType.Vec4);
var emissiveIntensity = 0.01f;
SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float);
DrawModel(car, Vector3.Zero, 0.25f, Color.White); // Draw car model
// Draw spheres to show the lights positions
for (var i = 0; i < 4; i++)
{
var color = lights[i].Color;
var lightColor = new Color((byte)(color.X * 255), (byte)(color.Y * 255), (byte)(color.Z * 255),
(byte)(color.W * 255));
if (lights[i].Enabled)
{
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lightColor);
}
else
{
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
}
}
EndMode3D();
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, Color.LightGray);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, Color.LightGray);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
lights[2].Enabled = !lights[2].Enabled;
}
// De-Initialization
//--------------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Two))
{
lights[1].Enabled = !lights[1].Enabled;
}
if (IsKeyPressed(KeyboardKey.Three))
{
lights[3].Enabled = !lights[3].Enabled;
}
if (IsKeyPressed(KeyboardKey.Four))
{
lights[0].Enabled = !lights[0].Enabled;
}
// Update light values on shader (actually, only enable/disable them)
for (var i = 0; i < 4; i++)
{
UpdateLight(shader, lights[i]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.Black);
BeginMode3D(camera);
// Set floor model texture tiling and emissive color parameters on shader
SetShaderValue(shader, textureTilingLoc, floorTextureTiling, ShaderUniformDataType.Vec2);
var floorEmissiveColor = ColorNormalize(floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, ShaderUniformDataType.Vec4);
// Set floor metallic and roughness values
var floorMetallicValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value;
SetShaderValue(shader, metallicValueLoc, &floorMetallicValue, ShaderUniformDataType.Float);
var floorRoughnessValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value;
SetShaderValue(shader, roughnessValueLoc, &floorRoughnessValue, ShaderUniformDataType.Float);
DrawModel(floor, Vector3.Zero, 5.0f, Color.White); // Draw floor model
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
SetShaderValue(shader, textureTilingLoc, carTextureTiling, ShaderUniformDataType.Vec2);
var carEmissiveColor = ColorNormalize(car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, ShaderUniformDataType.Vec4);
var emissiveIntensity = 0.01f;
SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float);
// Set old car metallic and roughness values
var carMetallicValue = car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value;
SetShaderValue(shader, metallicValueLoc, &carMetallicValue, ShaderUniformDataType.Float);
var carRoughnessValue = car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value;
SetShaderValue(shader, roughnessValueLoc, &carRoughnessValue, ShaderUniformDataType.Float);
DrawModel(car, Vector3.Zero, 0.25f, Color.White); // Draw car model
// Draw spheres to show the lights positions
for (var i = 0; i < 4; i++)
{
var color = lights[i].Color;
var lightColor = new Color((byte)(color.X * 255), (byte)(color.Y * 255), (byte)(color.Z * 255),
(byte)(color.W * 255));
if (lights[i].Enabled)
{
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lightColor);
}
else
{
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
}
}
EndMode3D();
DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, Color.LightGray);
DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, Color.LightGray);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public unsafe void Unload()
{
// Unbind (disconnect) shader from car.material[0]
// to avoid UnloadMaterial() trying to unload it automatically
car.Materials[0].Shader = new();
@ -278,7 +310,32 @@ public class BasicPbr
UnloadModel(floor);
UnloadShader(shader);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
// Enable Multi Sampling Anti Aliasing 4x (if available)
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
var game = new BasicPbr();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
@ -287,8 +344,8 @@ public class BasicPbr
private static void UpdateLight(Shader shader, PbrLight light)
{
SetShaderValue(shader, light.EnabledLoc, light.Enabled, ShaderUniformDataType.Int);
SetShaderValue(shader, light.TypeLoc, light.Type, ShaderUniformDataType.Int);
SetShaderValue(shader, light.EnabledLoc, light.Enabled ? 1 : 0, ShaderUniformDataType.Int);
SetShaderValue(shader, light.TypeLoc, (int)light.Type, ShaderUniformDataType.Int);
// Send to shader light position values
SetShaderValue(shader, light.PositionLoc, light.Position, ShaderUniformDataType.Vec3);