feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style
This commit is contained in:
parent
6aa91e3097
commit
f804ab7773
234 changed files with 38997 additions and 10578 deletions
213
Examples/Shaders/LightmapRendering.cs
Normal file
213
Examples/Shaders/LightmapRendering.cs
Normal file
|
|
@ -0,0 +1,213 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - lightmap rendering
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* 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
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* Example contributed by Jussi Viitala (@nullstare) 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) 2019-2025 Jussi Viitala (@nullstare) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Rlgl;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public partial class LightmapRendering : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int MapSize = 16;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Lightmap Rendering";
|
||||
|
||||
public string Title => "raylib [shaders] example - lightmap rendering";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Camera3D camera;
|
||||
private Mesh mesh;
|
||||
private Shader shader;
|
||||
private Texture2D texture;
|
||||
private Texture2D light;
|
||||
private RenderTexture2D lightmap;
|
||||
private Material material;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Define the camera to look into our 3d world
|
||||
camera = new();
|
||||
camera.Position = new Vector3(4.0f, 6.0f, 8.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
mesh = GenMeshPlane((float)MapSize, (float)MapSize, 1, 1);
|
||||
|
||||
// GenMeshPlane doesn't generate texcoords2 so we will upload them separately
|
||||
mesh.AllocTexCoords2();
|
||||
|
||||
// X // Y
|
||||
mesh.TexCoords2[0] = 0.0f; mesh.TexCoords2[1] = 0.0f;
|
||||
mesh.TexCoords2[2] = 1.0f; mesh.TexCoords2[3] = 0.0f;
|
||||
mesh.TexCoords2[4] = 0.0f; mesh.TexCoords2[5] = 1.0f;
|
||||
mesh.TexCoords2[6] = 1.0f; mesh.TexCoords2[7] = 1.0f;
|
||||
|
||||
// Load a new texcoords2 attributes buffer
|
||||
mesh.VboId[(int)ShaderLocationIndex.VertexTexcoord02] =
|
||||
LoadVertexBuffer(mesh.TexCoords2, mesh.VertexCount * 2 * sizeof(float), false);
|
||||
EnableVertexArray(mesh.VaoId);
|
||||
|
||||
// Index 5 is for texcoords2
|
||||
SetVertexAttribute(5, 2, Rlgl.FLOAT, false, 0, 0);
|
||||
EnableVertexAttribute(5);
|
||||
DisableVertexArray();
|
||||
|
||||
// Load lightmap shader
|
||||
shader = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/lightmap.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/lightmap.fs"
|
||||
);
|
||||
|
||||
texture = LoadTexture("resources/cubicmap_atlas.png");
|
||||
light = LoadTexture("resources/spark_flame.png");
|
||||
|
||||
GenTextureMipmaps(ref texture);
|
||||
SetTextureFilter(texture, TextureFilter.Trilinear);
|
||||
|
||||
lightmap = LoadRenderTexture(MapSize, MapSize);
|
||||
|
||||
material = LoadMaterialDefault();
|
||||
material.Shader = shader;
|
||||
material.Maps[(int)MaterialMapIndex.Albedo].Texture = texture;
|
||||
material.Maps[(int)MaterialMapIndex.Metalness].Texture = lightmap.Texture;
|
||||
|
||||
// Drawing to lightmap
|
||||
BeginTextureMode(lightmap);
|
||||
ClearBackground(Color.Black);
|
||||
|
||||
BeginBlendMode(BlendMode.Additive);
|
||||
DrawTexturePro(
|
||||
light,
|
||||
new Rectangle(0, 0, (float)light.Width, (float)light.Height),
|
||||
new Rectangle(0, 0, 2.0f * MapSize, 2.0f * MapSize),
|
||||
new Vector2((float)MapSize, (float)MapSize),
|
||||
0.0f,
|
||||
Color.Red
|
||||
);
|
||||
DrawTexturePro(
|
||||
light,
|
||||
new Rectangle(0, 0, (float)light.Width, (float)light.Height),
|
||||
new Rectangle((float)MapSize * 0.8f, (float)MapSize / 2.0f, 2.0f * MapSize, 2.0f * MapSize),
|
||||
new Vector2((float)MapSize, (float)MapSize),
|
||||
0.0f,
|
||||
Color.Blue
|
||||
);
|
||||
DrawTexturePro(
|
||||
light,
|
||||
new Rectangle(0, 0, (float)light.Width, (float)light.Height),
|
||||
new Rectangle((float)MapSize * 0.8f, (float)MapSize * 0.8f, (float)MapSize, (float)MapSize),
|
||||
new Vector2((float)MapSize / 2.0f, (float)MapSize / 2.0f),
|
||||
0.0f,
|
||||
Color.Green
|
||||
);
|
||||
BeginBlendMode(BlendMode.Alpha);
|
||||
EndTextureMode();
|
||||
|
||||
// NOTE: To enable trilinear filtering we need mipmaps available for texture
|
||||
GenTextureMipmaps(ref lightmap.Texture);
|
||||
SetTextureFilter(lightmap.Texture, TextureFilter.Trilinear);
|
||||
}
|
||||
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawMesh(mesh, material, Matrix4x4.Identity);
|
||||
EndMode3D();
|
||||
|
||||
DrawTexturePro(
|
||||
lightmap.Texture,
|
||||
new Rectangle(0, 0, -MapSize, -MapSize),
|
||||
new Rectangle((float)GetRenderWidth() - MapSize * 8 - 10, 10, (float)MapSize * 8, (float)MapSize * 8),
|
||||
new Vector2(0.0f, 0.0f),
|
||||
0.0f,
|
||||
Color.White
|
||||
);
|
||||
|
||||
DrawText($"LIGHTMAP: {MapSize}x{MapSize} pixels", GetRenderWidth() - 130, 20 + MapSize * 8, 10, Color.Green);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadMesh(mesh); // Unload the mesh
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadTexture(light); // Unload texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap rendering");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LightmapRendering();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
Loading…
Reference in a new issue