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Update/merge examples back into main repo (#192)

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2023-08-25 08:08:32 +01:00
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/*******************************************************************************************
*
* raylib [shaders] example - Hybrid Rendering
*
* Example originally created with raylib 4.2, last time updated with raylib 4.2
*
* Example contributed by Buğra Alptekin Sarı (@BugraAlptekinSari) 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) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class HybridRender
{
struct RayLocs
{
public int CamPos;
public int CamDir;
public int ScreenCenter;
}
const int GLSL_VERSION = 330;
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid render");
// This shader calculates pixel depth and color using raymarch
Shader shdrRaymarch = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/hybrid_raymarch.fs");
// This Shader is a standard rasterization fragment shader with the addition of depth writing
// You are required to write depth for all shaders if one shader does it
Shader shdrRaster = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/hybrid_raster.fs");
// Declare struct used to store camera locs
RayLocs marchLocs = new();
// Fill the struct with shader locs.
marchLocs.CamPos = GetShaderLocation(shdrRaymarch, "camPos");
marchLocs.CamDir = GetShaderLocation(shdrRaymarch, "camDir");
marchLocs.ScreenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
Vector2 screenCenter = new(screenWidth / 2, screenHeight / 2);
SetShaderValue(
shdrRaymarch,
marchLocs.ScreenCenter,
screenCenter,
ShaderUniformDataType.SHADER_UNIFORM_VEC2
);
// Use customized function to create writable depth texture buffer
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
// Define the camera to look into our 3d world
Camera3D camera;
camera.Position = new Vector3(0.5f, 1.0f, 1.5f);
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.CAMERA_PERSPECTIVE;
// Camera FOV is pre-calculated in the camera Distance.
float camDist = 1.0f / (MathF.Tan(camera.FovY * 0.5f * Raylib.DEG2RAD));
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
// Update Camera Postion in the ray march shader.
SetShaderValue(
shdrRaymarch,
marchLocs.CamPos,
camera.Position,
ShaderUniformDataType.SHADER_UNIFORM_VEC3
);
// Update Camera Looking Vector. Vector length determines FOV.
Vector3 camDir = Vector3.Normalize(camera.Target - camera.Position) * camDist;
SetShaderValue(shdrRaymarch, marchLocs.CamDir, camDir, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
BeginTextureMode(target);
ClearBackground(Color.WHITE);
// Raymarch Scene
// Manually enable Depth Test to handle multiple rendering methods.
Rlgl.EnableDepthTest();
BeginShaderMode(shdrRaymarch);
DrawRectangleRec(new Rectangle(0, 0, screenWidth, screenHeight), Color.WHITE);
EndShaderMode();
// Rasterize Scene
BeginMode3D(camera);
BeginShaderMode(shdrRaster);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.RED);
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.PURPLE);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DARKGREEN);
DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.YELLOW);
DrawGrid(10, 1.0f);
EndShaderMode();
EndMode3D();
EndTextureMode();
// Draw custom render texture
BeginDrawing();
ClearBackground(Color.RAYWHITE);
DrawTextureRec(
target.Texture,
new Rectangle(0, 0, screenWidth, -screenHeight),
Vector2.Zero,
Color.WHITE
);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadRenderTextureDepthTex(target);
UnloadShader(shdrRaymarch);
UnloadShader(shdrRaster);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
// Load custom render texture, create a writable depth texture buffer
private static unsafe RenderTexture2D LoadRenderTextureDepthTex(int width, int height)
{
RenderTexture2D target = new();
// Load an empty framebuffer
target.Id = Rlgl.LoadFramebuffer(width, height);
if (target.Id > 0)
{
Rlgl.EnableFramebuffer(target.Id);
// Create color texture (default to RGBA)
target.Texture.Id = Rlgl.LoadTexture(
null,
width,
height,
PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
1
);
target.Texture.Width = width;
target.Texture.Height = height;
target.Texture.Format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
target.Texture.Mipmaps = 1;
// Create depth texture buffer (instead of raylib default renderbuffer)
target.Depth.Id = Rlgl.LoadTextureDepth(width, height, false);
target.Depth.Width = width;
target.Depth.Height = height;
target.Depth.Format = PixelFormat.PIXELFORMAT_COMPRESSED_PVRT_RGBA;
target.Depth.Mipmaps = 1;
// Attach color texture and depth texture to FBO
Rlgl.FramebufferAttach(
target.Id,
target.Texture.Id,
FramebufferAttachType.RL_ATTACHMENT_COLOR_CHANNEL0,
FramebufferAttachTextureType.RL_ATTACHMENT_TEXTURE2D,
0
);
Rlgl.FramebufferAttach(
target.Id,
target.Depth.Id,
FramebufferAttachType.RL_ATTACHMENT_DEPTH,
FramebufferAttachTextureType.RL_ATTACHMENT_TEXTURE2D,
0
);
// Check if fbo is complete with attachments (valid)
if (Rlgl.FramebufferComplete(target.Id))
{
TraceLog(TraceLogLevel.LOG_INFO, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
}
Rlgl.DisableFramebuffer();
}
else
{
TraceLog(TraceLogLevel.LOG_WARNING, "FBO: Framebuffer object can not be created");
}
return target;
}
// Unload render texture from GPU memory (VRAM)
private static void UnloadRenderTextureDepthTex(RenderTexture2D target)
{
if (target.Id > 0)
{
// Color texture attached to FBO is deleted
Rlgl.UnloadTexture(target.Texture.Id);
Rlgl.UnloadTexture(target.Depth.Id);
// NOTE: Depth texture is automatically
// queried and deleted before deleting framebuffer
Rlgl.UnloadFramebuffer(target.Id);
}
}
}