mirror of
https://github.com/raylib-cs/raylib-cs
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122 lines
4.9 KiB
C#
122 lines
4.9 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - Raymarching shapes generation
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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 2.0 (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) 2018 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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using static Raylib_cs.ConfigFlags;
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namespace Examples.Shaders;
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public class Raymarching
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{
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public const int GlslVersion = 330;
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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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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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Camera3D camera = new();
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camera.Position = new Vector3(2.5f, 2.5f, 3.0f);
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camera.Target = new Vector3(0.0f, 0.0f, 0.7f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 65.0f;
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/raymarching.fs");
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// Get shader locations for required uniforms
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int viewEyeLoc = GetShaderLocation(shader, "viewEye");
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int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
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int runTimeLoc = GetShaderLocation(shader, "runTime");
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float[] resolution = { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
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float runTime = 0.0f;
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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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// Check if screen is resized
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//----------------------------------------------------------------------------------
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if (IsWindowResized())
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{
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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resolution = new float[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
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}
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
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Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
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Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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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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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.WHITE);
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EndShaderMode();
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DrawText(
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"(c) Raymarching shader by Iñigo Quilez. MIT License.",
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screenWidth - 280,
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screenHeight - 20,
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10,
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Color.BLACK
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);
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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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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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