* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
356 lines
16 KiB
C#
356 lines
16 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - basic pbr
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*
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* Example complexity rating: [★★★★] 4/4
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*
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* Example originally created with raylib 5.0, last time updated with raylib 5.5
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*
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* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by Ramon Santamaria (@raysan5)
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*
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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) 2023-2025 Afan OLOVCIC (@_DevDad)
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*
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* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
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* licensed under Creative Commons Attribution-NonCommercial
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* (http://creativecommons.org/licenses/by-nc/4.0/)
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*
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********************************************************************************************/
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using Examples.Shared;
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namespace Examples.Shaders;
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public class BasicPbr : IExample
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{
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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 / Basic PBR";
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public string Title => "raylib [shaders] example - basic pbr";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Shader shader;
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private Model car;
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private Model floor;
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private PbrLight[] lights;
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private int metallicValueLoc;
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private int roughnessValueLoc;
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private int emissiveIntensityLoc;
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private int emissiveColorLoc;
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private int textureTilingLoc;
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private Vector2 carTextureTiling;
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private Vector2 floorTextureTiling;
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(2.0f, 2.0f, 6.0f);
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camera.Target = new Vector3(0.0f, 0.5f, 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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// Load PBR shader and setup all required locations
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shader = LoadShader($"resources/shaders/glsl{GlslVersion}/pbr.vs", $"resources/shaders/glsl{GlslVersion}/pbr.fs");
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shader.Locs[(int)ShaderLocationIndex.MapAlbedo] = GetShaderLocation(shader, "albedoMap");
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// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
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// They are passed as to the SHADER_LOC_MAP_METALNESS location for convenience,
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// shader already takes care of it accordingly
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shader.Locs[(int)ShaderLocationIndex.MapMetalness] = GetShaderLocation(shader, "mraMap");
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shader.Locs[(int)ShaderLocationIndex.MapNormal] = GetShaderLocation(shader, "normalMap");
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// WARNING: Similar to the MRA map, the emissive map packs different information
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// into a single texture: it stores height and emission data
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// It is binded to SHADER_LOC_MAP_EMISSION location an properly processed on shader
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shader.Locs[(int)ShaderLocationIndex.MapEmission] = GetShaderLocation(shader, "emissiveMap");
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shader.Locs[(int)ShaderLocationIndex.ColorDiffuse] = GetShaderLocation(shader, "albedoColor");
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// Setup additional required shader locations, including lights data
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shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
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var lightCountLoc = GetShaderLocation(shader, "numOfLights");
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var maxLightCount = 4;
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SetShaderValue(shader, lightCountLoc, &maxLightCount, ShaderUniformDataType.Int);
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// Setup ambient color and intensity parameters
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var ambientIntensity = 0.02f;
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var ambientColor = new Color(26, 32, 135, 255);
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var ambientColorNormalized = new Vector3(ambientColor.R / 255.0F, ambientColor.G / 255.0F, ambientColor.B / 255.0F);
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SetShaderValue(shader, GetShaderLocation(shader, "ambientColor"), &ambientColorNormalized, ShaderUniformDataType.Vec3);
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SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, ShaderUniformDataType.Float);
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// Get location for shader parameters that can be modified in real time
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metallicValueLoc = GetShaderLocation(shader, "metallicValue");
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roughnessValueLoc = GetShaderLocation(shader, "roughnessValue");
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emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
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emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
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textureTilingLoc = GetShaderLocation(shader, "tiling");
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// Load old car model using PBR maps and shader
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// WARNING: We know this model consists of a single model.meshes[0] and
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// that model.materials[0] is by default assigned to that mesh
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// There could be more complex models consisting of multiple meshes and
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// multiple materials defined for those meshes... but always 1 mesh = 1 material
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car = LoadModel("resources/models/gltf/old_car_new.glb");
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// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
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car.Materials[0].Shader = shader;
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// Setup materials[0].maps default parameters
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car.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Color = Color.White;
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car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 1.0f;
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car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.0f;
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car.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f;
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car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = new Color(255, 162, 0, 255);
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// Setup materials[0].maps default textures
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car.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Texture = LoadTexture("resources/old_car_d.png");
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car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Texture = LoadTexture("resources/old_car_mra.png");
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car.Materials[0].Maps[(int)MaterialMapIndex.Normal].Texture = LoadTexture("resources/old_car_n.png");
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car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Texture = LoadTexture("resources/old_car_e.png");
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// Load floor model mesh and assign material parameters
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// NOTE: A basic plane shape can be generated instead of being loaded from a model file
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floor = LoadModel("resources/models/gltf/plane.glb");
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//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
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//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
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//Model floor = LoadModelFromMesh(floorMesh);
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// Assign material shader for our floor model, same PBR shader
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floor.Materials[0].Shader = shader;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Color = Color.White;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.8f;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.1f;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = Color.Black;
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floor.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Texture = LoadTexture("resources/road_a.png");
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floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Texture = LoadTexture("resources/road_mra.png");
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floor.Materials[0].Maps[(int)MaterialMapIndex.Normal].Texture = LoadTexture("resources/road_n.png");
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// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
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// NOTE: Material.params[4] are available for generic parameters storage (float)
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carTextureTiling = new Vector2(0.5f, 0.5f);
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floorTextureTiling = new Vector2(0.5f, 0.5f);
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// Create some lights
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lights = new PbrLight[4];
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lights[0] = PbrLights.CreateLight(
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0,
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PbrLightType.Point,
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new Vector3(-1.0f, 1.0f, -2.0f),
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new Vector3(0.0f, 0.0f, 0.0f),
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Color.Yellow,
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4.0f,
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shader);
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lights[1] = PbrLights.CreateLight(1,
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PbrLightType.Point,
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new Vector3(2.0f, 1.0f, 1.0f),
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new Vector3(0.0f, 0.0f, 0.0f),
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Color.Green,
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3.3f,
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shader);
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lights[2] = PbrLights.CreateLight(
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2, PbrLightType.Point,
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new Vector3(-2.0f, 1.0f, 1.0f),
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new Vector3(0.0f, 0.0f, 0.0f),
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Color.Red,
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8.3f,
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shader);
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lights[3] = PbrLights.CreateLight(
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3,
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PbrLightType.Point,
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new Vector3(1.0f, 1.0f, -2.0f),
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new Vector3(0.0f, 0.0f, 0.0f),
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Color.Blue,
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2.0f,
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shader);
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// Setup material texture maps usage in shader
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// NOTE: By default, the texture maps are always used
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var usage = 1;
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SetShaderValue(shader, GetShaderLocation(shader, "useTexAlbedo"), &usage, ShaderUniformDataType.Int);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, ShaderUniformDataType.Int);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, ShaderUniformDataType.Int);
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SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, ShaderUniformDataType.Int);
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}
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public unsafe 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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// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
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var cameraPos = camera.Position;
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SetShaderValue(shader, shader.Locs[(int)ShaderLocationIndex.VectorView], cameraPos, ShaderUniformDataType.Vec3);
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// Check key inputs to enable/disable lights
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if (IsKeyPressed(KeyboardKey.One))
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{
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lights[2].Enabled = !lights[2].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.Two))
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{
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lights[1].Enabled = !lights[1].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.Three))
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{
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lights[3].Enabled = !lights[3].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.Four))
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{
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lights[0].Enabled = !lights[0].Enabled;
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}
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// Update light values on shader (actually, only enable/disable them)
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for (var i = 0; i < 4; i++)
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{
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UpdateLight(shader, lights[i]);
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.Black);
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BeginMode3D(camera);
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// Set floor model texture tiling and emissive color parameters on shader
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SetShaderValue(shader, textureTilingLoc, floorTextureTiling, ShaderUniformDataType.Vec2);
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var floorEmissiveColor = ColorNormalize(floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
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SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, ShaderUniformDataType.Vec4);
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// Set floor metallic and roughness values
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var floorMetallicValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value;
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SetShaderValue(shader, metallicValueLoc, &floorMetallicValue, ShaderUniformDataType.Float);
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var floorRoughnessValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value;
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SetShaderValue(shader, roughnessValueLoc, &floorRoughnessValue, ShaderUniformDataType.Float);
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DrawModel(floor, Vector3.Zero, 5.0f, Color.White); // Draw floor model
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// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
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SetShaderValue(shader, textureTilingLoc, carTextureTiling, ShaderUniformDataType.Vec2);
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var carEmissiveColor = ColorNormalize(car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
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SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, ShaderUniformDataType.Vec4);
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var emissiveIntensity = 0.01f;
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SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float);
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// Set old car metallic and roughness values
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var carMetallicValue = car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value;
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SetShaderValue(shader, metallicValueLoc, &carMetallicValue, ShaderUniformDataType.Float);
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var carRoughnessValue = car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value;
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SetShaderValue(shader, roughnessValueLoc, &carRoughnessValue, ShaderUniformDataType.Float);
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DrawModel(car, Vector3.Zero, 0.25f, Color.White); // Draw car model
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// Draw spheres to show the lights positions
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for (var i = 0; i < 4; i++)
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{
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var color = lights[i].Color;
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var lightColor = new Color((byte)(color.X * 255), (byte)(color.Y * 255), (byte)(color.Z * 255),
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(byte)(color.W * 255));
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if (lights[i].Enabled)
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{
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DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lightColor);
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}
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else
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{
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DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lightColor, 0.3f));
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}
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}
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EndMode3D();
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DrawText("Toggle lights: [1][2][3][4]", 10, 40, 20, Color.LightGray);
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DrawText("(c) Old Rusty Car model by Renafox (https://skfb.ly/LxRy)", screenWidth - 320, screenHeight - 20, 10, Color.LightGray);
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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 unsafe void Unload()
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{
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// Unbind (disconnect) shader from car.material[0]
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// to avoid UnloadMaterial() trying to unload it automatically
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car.Materials[0].Shader = new();
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UnloadMaterial(car.Materials[0]);
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car.Materials[0].Maps = null;
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UnloadModel(car);
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floor.Materials[0].Shader = new();
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UnloadMaterial(floor.Materials[0]);
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floor.Materials[0].Maps = null;
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UnloadModel(floor);
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UnloadShader(shader);
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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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// 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 - basic pbr");
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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 BasicPbr();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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private static void UpdateLight(Shader shader, PbrLight light)
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{
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SetShaderValue(shader, light.EnabledLoc, light.Enabled ? 1 : 0, ShaderUniformDataType.Int);
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SetShaderValue(shader, light.TypeLoc, (int)light.Type, ShaderUniformDataType.Int);
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// Send to shader light position values
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SetShaderValue(shader, light.PositionLoc, light.Position, ShaderUniformDataType.Vec3);
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// Send to shader light target position values
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SetShaderValue(shader, light.TargetLoc, light.Target, ShaderUniformDataType.Vec3);
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SetShaderValue(shader, light.ColorLoc, light.Color, ShaderUniformDataType.Vec4);
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SetShaderValue(shader, light.IntensityLoc, light.Intensity, ShaderUniformDataType.Float);
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}
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}
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