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

chore: clean recommit

This commit is contained in:
tiger tiger tiger 2026-07-07 23:29:25 +02:00
commit 8739e3b347
134 changed files with 15442 additions and 10648 deletions

View file

@ -1,32 +1,49 @@
/*******************************************************************************************
*
* raylib [models] example - Skybox loading and drawing
* raylib [models] example - skybox rendering
*
* 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)
* Example complexity rating: [] 2/4
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* 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) 2017-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Models;
public class SkyboxDemo
public partial class SkyboxDemo : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
// GLSL version used for shaders (330 desktop, 100 web/GLES)
public const int GlslVersion = 330;
public string Name => "Models / Skybox Demo";
public string Title => "raylib [models] example - skybox rendering";
public bool CursorDisabled => true;
private Camera3D camera;
private Model skybox;
private bool useHdr;
private Shader shdrCubemap;
private string skyboxFileName;
private Texture2D panorama;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const 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();
camera = new();
camera.Position = new Vector3(1.0f, 1.0f, 1.0f);
camera.Target = new Vector3(4.0f, 1.0f, 4.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
@ -34,14 +51,19 @@ public class SkyboxDemo
camera.Projection = CameraProjection.Perspective;
// Load skybox model
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model skybox = LoadModelFromMesh(cube);
var cube = GenMeshCube(1.0f, 1.0f, 1.0f);
skybox = LoadModelFromMesh(cube);
bool useHdr = false;
// Set this to true to use an HDR Texture
// NOTE: raylib must be built with HDR Support for this to work: SUPPORT_FILEFORMAT_HDR
useHdr = false;
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
Shader shdrSkybox = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
var shdrSkybox = LoadShader(
$"resources/shaders/glsl{GlslVersion}/skybox.vs",
$"resources/shaders/glsl{GlslVersion}/skybox.fs"
);
Raylib.SetShaderValue(
shdrSkybox,
@ -67,9 +89,9 @@ public class SkyboxDemo
Raylib.SetMaterialShader(ref skybox, 0, ref shdrSkybox);
// Load cubemap shader and setup required shader locations
Shader shdrCubemap = LoadShader(
"resources/shaders/glsl330/cubemap.vs",
"resources/shaders/glsl330/cubemap.fs"
shdrCubemap = LoadShader(
$"resources/shaders/glsl{GlslVersion}/cubemap.vs",
$"resources/shaders/glsl{GlslVersion}/cubemap.fs"
);
Raylib.SetShaderValue(
shdrCubemap,
@ -79,14 +101,12 @@ public class SkyboxDemo
);
// Load skybox
string skyboxFileName = "resources/dresden_square_2k.hdr";
Texture2D panorama;
skyboxFileName = "resources/dresden_square_2k.hdr";
if (useHdr)
{
panorama = LoadTexture(skyboxFileName);
Texture2D cubemap = GenTextureCubemap(
var cubemap = GenTextureCubemap(
shdrCubemap,
panorama,
1024,
@ -97,108 +117,130 @@ public class SkyboxDemo
}
else
{
Image img = LoadImage("resources/skybox.png");
Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
// TODO: WARNING: On PLATFORM_WEB it requires a big amount of memory to process input image
// and generate the required cubemap image to be passed to rlLoadTextureCubemap()
var img = LoadImage("resources/skybox.png");
var cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadImage(img);
}
}
DisableCursor();
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.FirstPerson);
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
// Load new cubemap texture on drag & drop
if (IsFileDropped())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.FirstPerson);
var files = Raylib.GetDroppedFiles();
// Load new cubemap texture on drag & drop
if (IsFileDropped())
if (files.Length == 1)
{
string[] files = Raylib.GetDroppedFiles();
if (files.Length == 1)
if (IsFileExtension(files[0], ".png;.jpg;.hdr;.bmp;.tga"))
{
if (IsFileExtension(files[0], ".png;.jpg;.hdr;.bmp;.tga"))
// Unload cubemap texture and load new one
UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
if (useHdr)
{
// Unload cubemap texture and load new one
UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
if (useHdr)
{
panorama = LoadTexture(files[0]);
Texture2D cubemap = GenTextureCubemap(
shdrCubemap,
panorama,
1024,
PixelFormat.UncompressedR8G8B8A8
);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadTexture(panorama);
}
else
{
Image img = LoadImage(files[0]);
Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadImage(img);
}
skyboxFileName = files[0];
panorama = LoadTexture(files[0]);
var cubemap = GenTextureCubemap(
shdrCubemap,
panorama,
1024,
PixelFormat.UncompressedR8G8B8A8
);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadTexture(panorama);
}
else
{
var img = LoadImage(files[0]);
var cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadImage(img);
}
skyboxFileName = files[0];
}
}
//----------------------------------------------------------------------------------
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
BeginMode3D(camera);
// We are inside the cube, we need to disable backface culling!
Rlgl.DisableBackfaceCulling();
Rlgl.DisableDepthMask();
DrawModel(skybox, Vector3.Zero, 1.0f, Color.White);
Rlgl.EnableBackfaceCulling();
Rlgl.EnableDepthMask();
// We are inside the cube, we need to disable backface culling!
Rlgl.DisableBackfaceCulling();
Rlgl.DisableDepthMask();
DrawModel(skybox, Vector3.Zero, 1.0f, Color.White);
Rlgl.EnableBackfaceCulling();
Rlgl.EnableDepthMask();
DrawGrid(10, 1.0f);
DrawGrid(10, 1.0f);
EndMode3D();
EndMode3D();
if (useHdr)
{
DrawText(
$"Panorama image from hdrihaven.com: {skyboxFileName}",
10,
GetScreenHeight() - 20,
10,
Color.Black
);
}
else
{
DrawText($": {skyboxFileName}", 10, GetScreenHeight() - 20, 10, Color.Black);
}
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
if (useHdr)
{
DrawText(
$"Panorama image from hdrihaven.com: {skyboxFileName}",
10,
GetScreenHeight() - 20,
10,
Color.Black
);
}
else
{
DrawText($": {skyboxFileName}", 10, GetScreenHeight() - 20, 10, Color.Black);
}
// De-Initialization
//--------------------------------------------------------------------------------------
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(Raylib.GetMaterial(ref skybox, 0).Shader);
UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
UnloadModel(skybox);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox rendering");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new SkyboxDemo();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
@ -215,10 +257,10 @@ public class SkyboxDemo
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
uint rbo = Rlgl.LoadTextureDepth(size, size, true);
var rbo = Rlgl.LoadTextureDepth(size, size, true);
cubemap.Id = Rlgl.LoadTextureCubemap(null, size, format, 1);
uint fbo = Rlgl.LoadFramebuffer();
var fbo = Rlgl.LoadFramebuffer();
Rlgl.FramebufferAttach(
fbo,
rbo,
@ -235,7 +277,7 @@ public class SkyboxDemo
);
// Check if framebuffer is complete with attachments (valid)
if (Rlgl.FramebufferComplete(fbo))
if (Rlgl.FramebufferComplete(fbo) != 0)
{
Console.WriteLine($"FBO: [ID {fbo}] Framebuffer object created successfully");
}
@ -247,7 +289,7 @@ public class SkyboxDemo
Rlgl.EnableShader(shader.Id);
// Define projection matrix and send it to shader
Matrix4x4 matFboProjection = Raymath.MatrixPerspective(
var matFboProjection = Raymath.MatrixPerspective(
90.0f * DEG2RAD,
1.0f,
Rlgl.CULL_DISTANCE_NEAR,
@ -256,14 +298,14 @@ public class SkyboxDemo
Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixProjection], matFboProjection);
// Define view matrix for every side of the cubemap
Matrix4x4[] fboViews = new[]
var fboViews = new[]
{
Raymath.MatrixLookAt(Vector3.Zero, new Vector3(-1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3(-1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 1.0f, 0.0f), new Vector3( 0.0f, 0.0f, 1.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, -1.0f, 0.0f), new Vector3( 0.0f, 0.0f, -1.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, -1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, 1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, -1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
};
// Set viewport to current fbo dimensions
@ -273,7 +315,7 @@ public class SkyboxDemo
Rlgl.ActiveTextureSlot(0);
Rlgl.EnableTexture(panorama.Id);
for (int i = 0; i < 6; i++)
for (var i = 0; i < 6; i++)
{
// Set the view matrix for the current cube face
Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixView], fboViews[i]);