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Update/merge examples back into main repo (#192)
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Examples/Shaders/CustomUniform.cs
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145
Examples/Shaders/CustomUniform.cs
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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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*
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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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*
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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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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class CustomUniform
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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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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.FLAG_MSAA_4X_HINT);
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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.CAMERA_PERSPECTIVE;
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Model model = LoadModel("resources/models/barracks.obj");
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Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png");
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// Set model diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
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Vector3 position = new(0.0f, 0.0f, 0.0f);
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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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// 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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float[] 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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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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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.SHADER_UNIFORM_VEC2);
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UpdateCamera(ref camera, CameraMode.CAMERA_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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}
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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