chore: clean recommit
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134 changed files with 15442 additions and 10648 deletions
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@ -1,18 +1,22 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
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* raylib [shaders] example - custom uniform
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example originally created with raylib 1.3, last time updated with raylib 4.0
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -21,123 +25,156 @@ using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class CustomUniform
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public class CustomUniform : IExample
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{
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public static int Main()
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Shaders / Custom Uniform";
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public string Title => "raylib [shaders] example - custom uniform";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Model model;
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private Texture2D texture;
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private Vector3 position;
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private Shader shader;
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private int swirlCenterLoc;
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private float[] swirlCenter;
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private RenderTexture2D target;
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public void Init()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// Enable Multi Sampling Anti Aliasing 4x (if available)
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(8.0f, 8.0f, 8.0f);
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camera.Target = new Vector3(0.0f, 1.5f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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camera = new();
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camera.Position = new Vector3(8.0f, 8.0f, 8.0f); // Camera position
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camera.Target = new Vector3(0.0f, 1.5f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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Model model = LoadModel("resources/models/obj/barracks.obj");
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Texture2D texture = LoadTexture("resources/models/obj/barracks_diffuse.png");
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model = LoadModel("resources/models/obj/barracks.obj"); // Load OBJ model
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texture = LoadTexture("resources/models/obj/barracks_diffuse.png"); // Load model texture (diffuse map)
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// Set model diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
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Vector3 position = new(0.0f, 0.0f, 0.0f);
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position = new(0.0f, 0.0f, 0.0f); // Set model position
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// Load postpro shader
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/swirl.fs");
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// Load postprocessing shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/swirl.fs");
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int swirlCenterLoc = GetShaderLocation(shader, "center");
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swirlCenterLoc = GetShaderLocation(shader, "center");
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float[] swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 };
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swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 };
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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target = LoadRenderTexture(screenWidth, screenHeight);
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}
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SetTargetFPS(60);
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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var mousePosition = GetMousePosition();
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swirlCenter[0] = mousePosition.X;
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swirlCenter[1] = screenHeight - mousePosition.Y;
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// Send new value to the shader to be used on drawing
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Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.Vec2);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginTextureMode(target); // Enable drawing to texture
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ClearBackground(Color.RayWhite); // Clear texture background
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BeginMode3D(camera); // Begin 3d mode drawing
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DrawModel(model, position, 0.5f, Color.White); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.Red);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginDrawing();
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ClearBackground(Color.RayWhite); // Clear screen background
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// Enable shader using the custom uniform
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
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new Vector2(0, 0),
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Color.White
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);
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EndShaderMode();
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// Draw some 2d text over drawn texture
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DrawText(
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"(c) Barracks 3D model by Alberto Cano",
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screenWidth - 220,
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screenHeight - 20,
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10,
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Color.Gray
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);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new CustomUniform();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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Vector2 mousePosition = GetMousePosition();
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swirlCenter[0] = mousePosition.X;
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swirlCenter[1] = screenHeight - mousePosition.Y;
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// Send new value to the shader to be used on drawing
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Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.Vec2);
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UpdateCamera(ref camera, CameraMode.Orbital);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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// Enable drawing to texture
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BeginTextureMode(target);
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, position, 0.5f, Color.White);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.Red);
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// End drawing to texture (now we have a texture available for next passes)
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EndTextureMode();
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BeginShaderMode(shader);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
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new Vector2(0, 0),
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Color.White
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);
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EndShaderMode();
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DrawText(
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"(c) Barracks 3D model by Alberto Cano",
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screenWidth - 220,
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screenHeight - 20,
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10,
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Color.Gray
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);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(shader);
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UnloadTexture(texture);
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UnloadModel(model);
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UnloadRenderTexture(target);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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