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raylib-cs/Examples/Models/SkyboxDemo.cs

366 lines
13 KiB
C#

/*******************************************************************************************
*
* raylib [models] example - skybox rendering
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 1.8, last time updated with raylib 4.0
*
* 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) 2017-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Models;
[ExcludeFromBrowser("cubemap generation is too memory-heavy on web (upstream note)")]
public partial class SkyboxDemo : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
// GLSL version used for shaders (330 desktop, 100 web/GLES)
#if BROWSER
public const int GlslVersion = 100;
#else
public const int GlslVersion = 330;
#endif
public string Name => "Models / Skybox Demo";
public string Title => "raylib [models] example - skybox rendering";
public bool CursorDisabled => true;
private Camera3D camera;
private Model skybox;
private bool useHdr;
private Shader shdrCubemap;
private string skyboxFileName;
private Texture2D panorama;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(1.0f, 1.0f, 1.0f);
camera.Target = new Vector3(4.0f, 1.0f, 4.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
// Load skybox model
var cube = GenMeshCube(1.0f, 1.0f, 1.0f);
skybox = LoadModelFromMesh(cube);
// Set this to true to use an HDR Texture
// NOTE: raylib must be built with HDR Support for this to work: SUPPORT_FILEFORMAT_HDR
useHdr = false;
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
var shdrSkybox = LoadShader(
$"resources/shaders/glsl{GlslVersion}/skybox.vs",
$"resources/shaders/glsl{GlslVersion}/skybox.fs"
);
Raylib.SetShaderValue(
shdrSkybox,
GetShaderLocation(shdrSkybox, "environmentMap"),
(int)MaterialMapIndex.Cubemap,
ShaderUniformDataType.Int
);
Raylib.SetShaderValue(
shdrSkybox,
GetShaderLocation(shdrSkybox, "doGamma"),
useHdr ? 1 : 0,
ShaderUniformDataType.Int
);
Raylib.SetShaderValue(
shdrSkybox,
GetShaderLocation(shdrSkybox, "vflipped"),
useHdr ? 1 : 0,
ShaderUniformDataType.Int
);
Raylib.SetMaterialShader(ref skybox, 0, ref shdrSkybox);
// Load cubemap shader and setup required shader locations
shdrCubemap = LoadShader(
$"resources/shaders/glsl{GlslVersion}/cubemap.vs",
$"resources/shaders/glsl{GlslVersion}/cubemap.fs"
);
Raylib.SetShaderValue(
shdrCubemap,
GetShaderLocation(shdrCubemap, "equirectangularMap"),
0,
ShaderUniformDataType.Int
);
// Load skybox
skyboxFileName = "resources/dresden_square_2k.hdr";
if (useHdr)
{
panorama = LoadTexture(skyboxFileName);
var cubemap = GenTextureCubemap(
shdrCubemap,
panorama,
1024,
PixelFormat.UncompressedR8G8B8A8
);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadTexture(panorama);
}
else
{
// TODO: WARNING: On PLATFORM_WEB it requires a big amount of memory to process input image
// and generate the required cubemap image to be passed to rlLoadTextureCubemap()
var img = LoadImage("resources/skybox.png");
var cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadImage(img);
}
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.FirstPerson);
// Load new cubemap texture on drag & drop
if (IsFileDropped())
{
var files = Raylib.GetDroppedFiles();
if (files.Length == 1)
{
if (IsFileExtension(files[0], ".png;.jpg;.hdr;.bmp;.tga"))
{
// Unload cubemap texture and load new one
UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
if (useHdr)
{
panorama = LoadTexture(files[0]);
var cubemap = GenTextureCubemap(
shdrCubemap,
panorama,
1024,
PixelFormat.UncompressedR8G8B8A8
);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadTexture(panorama);
}
else
{
var img = LoadImage(files[0]);
var cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadImage(img);
}
skyboxFileName = files[0];
}
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
// We are inside the cube, we need to disable backface culling!
Rlgl.DisableBackfaceCulling();
Rlgl.DisableDepthMask();
DrawModel(skybox, Vector3.Zero, 1.0f, Color.White);
Rlgl.EnableBackfaceCulling();
Rlgl.EnableDepthMask();
DrawGrid(10, 1.0f);
EndMode3D();
if (useHdr)
{
DrawText(
$"Panorama image from hdrihaven.com: {skyboxFileName}",
10,
GetScreenHeight() - 20,
10,
Color.Black
);
}
else
{
DrawText($": {skyboxFileName}", 10, GetScreenHeight() - 20, 10, Color.Black);
}
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(Raylib.GetMaterial(ref skybox, 0).Shader);
UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
UnloadModel(skybox);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox rendering");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new SkyboxDemo();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
// Generate cubemap texture from HDR texture
private static unsafe Texture2D GenTextureCubemap(Shader shader, Texture2D panorama, int size, PixelFormat format)
{
Texture2D cubemap;
// Disable backface culling to render inside the cube
Rlgl.DisableBackfaceCulling();
// STEP 1: Setup framebuffer
//------------------------------------------------------------------------------------------
var rbo = Rlgl.LoadTextureDepth(size, size, true);
cubemap.Id = Rlgl.LoadTextureCubemap(null, size, format, 1);
var fbo = Rlgl.LoadFramebuffer();
Rlgl.FramebufferAttach(
fbo,
rbo,
FramebufferAttachType.Depth,
FramebufferAttachTextureType.Renderbuffer,
0
);
Rlgl.FramebufferAttach(
fbo,
cubemap.Id,
FramebufferAttachType.ColorChannel0,
FramebufferAttachTextureType.CubemapPositiveX,
0
);
// Check if framebuffer is complete with attachments (valid)
if (Rlgl.FramebufferComplete(fbo) != 0)
{
Console.WriteLine($"FBO: [ID {fbo}] Framebuffer object created successfully");
}
//------------------------------------------------------------------------------------------
// STEP 2: Draw to framebuffer
//------------------------------------------------------------------------------------------
// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
Rlgl.EnableShader(shader.Id);
// Define projection matrix and send it to shader
var matFboProjection = Raymath.MatrixPerspective(
90.0f * DEG2RAD,
1.0f,
Rlgl.CULL_DISTANCE_NEAR,
Rlgl.CULL_DISTANCE_FAR
);
Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixProjection], matFboProjection);
// Define view matrix for every side of the cubemap
var fboViews = new[]
{
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3(-1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 1.0f, 0.0f), new Vector3( 0.0f, 0.0f, 1.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, -1.0f, 0.0f), new Vector3( 0.0f, 0.0f, -1.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, 1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, -1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
};
// Set viewport to current fbo dimensions
Rlgl.Viewport(0, 0, size, size);
// Activate and enable texture for drawing to cubemap faces
Rlgl.ActiveTextureSlot(0);
Rlgl.EnableTexture(panorama.Id);
for (var i = 0; i < 6; i++)
{
// Set the view matrix for the current cube face
Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixView], fboViews[i]);
// Select the current cubemap face attachment for the fbo
// WARNING: This function by default enables->attach->disables fbo!!!
Rlgl.FramebufferAttach(
fbo,
cubemap.Id,
FramebufferAttachType.ColorChannel0,
FramebufferAttachTextureType.CubemapPositiveX + i,
0
);
Rlgl.EnableFramebuffer(fbo);
// Load and draw a cube, it uses the current enabled texture
Rlgl.ClearScreenBuffers();
Rlgl.LoadDrawCube();
}
//------------------------------------------------------------------------------------------
// STEP 3: Unload framebuffer and reset state
//------------------------------------------------------------------------------------------
Rlgl.DisableShader();
Rlgl.DisableTexture();
Rlgl.DisableFramebuffer();
// Unload framebuffer (and automatically attached depth texture/renderbuffer)
Rlgl.UnloadFramebuffer(fbo);
// Reset viewport dimensions to default
Rlgl.Viewport(0, 0, Rlgl.GetFramebufferWidth(), Rlgl.GetFramebufferHeight());
Rlgl.EnableBackfaceCulling();
//------------------------------------------------------------------------------------------
cubemap.Width = size;
cubemap.Height = size;
cubemap.Mipmaps = 1;
cubemap.Format = format;
return cubemap;
}
}