Watch
2
0
Fork
You've already forked raylib-cs
0
raylib-cs/Examples/Shaders/CustomUniform.cs
2026-07-17 07:49:07 +02:00

182 lines
7 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - custom uniform
*
* Example complexity rating: [★★☆☆] 2/4
*
* 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), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* Example originally created with raylib 1.3, 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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class CustomUniform : IExample
{
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shaders / Custom Uniform";
public string Title => "raylib [shaders] example - custom uniform";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Camera3D camera;
private Model model;
private Texture2D texture;
private Vector3 position;
private Shader shader;
private int swirlCenterLoc;
private float[] swirlCenter;
private RenderTexture2D target;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(8.0f, 8.0f, 8.0f); // Camera position
camera.Target = new Vector3(0.0f, 1.5f, 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
model = LoadModel("resources/models/obj/barracks.obj"); // Load OBJ model
texture = LoadTexture("resources/models/obj/barracks_diffuse.png"); // Load model texture (diffuse map)
// Set model diffuse texture
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
position = new(0.0f, 0.0f, 0.0f); // Set model position
// Load postprocessing shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/swirl.fs");
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
swirlCenterLoc = GetShaderLocation(shader, "center");
swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 };
// Create a RenderTexture2D to be used for render to texture
target = LoadRenderTexture(screenWidth, screenHeight);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
var mousePosition = GetMousePosition();
swirlCenter[0] = mousePosition.X;
swirlCenter[1] = screenHeight - mousePosition.Y;
// Send new value to the shader to be used on drawing
Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.Vec2);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginTextureMode(target); // Enable drawing to texture
ClearBackground(Color.RayWhite); // Clear texture background
BeginMode3D(camera); // Begin 3d mode drawing
DrawModel(model, position, 0.5f, Color.White); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.Red);
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
BeginDrawing();
ClearBackground(Color.RayWhite); // Clear screen background
// Enable shader using the custom uniform
BeginShaderMode(shader);
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
DrawTextureRec(
target.Texture,
new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
new Vector2(0, 0),
Color.White
);
EndShaderMode();
// Draw some 2d text over drawn texture
DrawText(
"(c) Barracks 3D model by Alberto Cano",
screenWidth - 220,
screenHeight - 20,
10,
Color.Gray
);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
UnloadRenderTexture(target); // Unload render texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new CustomUniform();
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;
}
}