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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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@ -1,18 +1,18 @@
/*******************************************************************************************
*
* raylib [shaders] example - Raymarching shapes generation
* raylib [shaders] example - raymarching rendering
*
* 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.
* Example complexity rating: [] 4/4
*
* 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
* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
*
* This example has been created using raylib 2.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.0, last time updated with raylib 4.2
*
* Copyright (c) 2018 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) 2018-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -22,98 +22,138 @@ using static Raylib_cs.ConfigFlags;
namespace Examples.Shaders;
public class Raymarching
public class Raymarching : IExample
{
#if BROWSER
public const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
public const int GlslVersion = 330;
#endif
public string Name => "Shaders / Raymarching";
public string Title => "raylib [shaders] example - raymarching rendering";
public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow;
public bool CursorDisabled => true;
private int screenWidth;
private int screenHeight;
private Camera3D camera;
private Shader shader;
private int viewEyeLoc;
private int viewCenterLoc;
private int runTimeLoc;
private int resolutionLoc;
private float runTime;
public void Init()
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
camera = new();
camera.Position = new Vector3(2.5f, 2.5f, 3.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.0f, 0.7f); // Camera looking at point
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
camera.FovY = 65.0f; // Camera field-of-view Y
camera.Projection = CameraProjection.Perspective; // Camera projection type
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/raymarching.fs");
// Get shader locations for required uniforms
viewEyeLoc = GetShaderLocation(shader, "viewEye");
viewCenterLoc = GetShaderLocation(shader, "viewCenter");
runTimeLoc = GetShaderLocation(shader, "runTime");
resolutionLoc = GetShaderLocation(shader, "resolution");
float[] resolution = { (float)screenWidth, (float)screenHeight };
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
runTime = 0.0f;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.FirstPerson);
var deltaTime = GetFrameTime();
runTime += deltaTime;
// Set shader required uniform values
Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float);
// Check if screen is resized
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
var resolution = new float[] { (float)screenWidth, (float)screenHeight };
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// We only draw a white full-screen rectangle,
// frame is generated in shader using raymarching
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
EndShaderMode();
DrawText(
"(c) Raymarching shader by Iñigo Quilez. MIT License.",
screenWidth - 280,
screenHeight - 20,
10,
Color.Black
);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader); // Unload shader
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
SetConfigFlags(ResizableWindow);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
InitWindow(800, 450, "raylib [shaders] example - raymarching rendering");
Camera3D camera = new();
camera.Position = new Vector3(2.5f, 2.5f, 3.0f);
camera.Target = new Vector3(0.0f, 0.0f, 0.7f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 65.0f;
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/raymarching.fs");
// Get shader locations for required uniforms
int viewEyeLoc = GetShaderLocation(shader, "viewEye");
int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
int runTimeLoc = GetShaderLocation(shader, "runTime");
int resolutionLoc = GetShaderLocation(shader, "resolution");
float[] resolution = { (float)screenWidth, (float)screenHeight };
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
float runTime = 0.0f;
SetTargetFPS(60);
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new Raymarching();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Check if screen is resized
//----------------------------------------------------------------------------------
if (IsWindowResized())
{
screenWidth = GetScreenWidth();
screenHeight = GetScreenHeight();
resolution = new float[] { (float)screenWidth, (float)screenHeight };
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
}
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
float deltaTime = GetFrameTime();
runTime += deltaTime;
// Set shader required uniform values
Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// We only draw a white full-screen rectangle,
// frame is generated in shader using raymarching
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
EndShaderMode();
DrawText(
"(c) Raymarching shader by Iñigo Quilez. MIT License.",
screenWidth - 280,
screenHeight - 20,
10,
Color.Black
);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;