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raylib-cs/Examples/Shaders/ModelShader.cs
2026-07-29 19:58:47 +02:00

145 lines
5.3 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - model shader
*
* 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 3.7
*
* 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) 2014-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
namespace Examples.Shaders;
public class ModelShader : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Shaders / Model Shader";
public string Title => "raylib [shaders] example - model shader";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
public bool CursorDisabled => true;
private Camera3D camera;
private Model model;
private Texture2D texture;
private Shader shader;
private Vector3 position;
public void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(4.0f, 4.0f, 4.0f); // Camera position
camera.Target = new Vector3(0.0f, 1.0f, -1.0f); // 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/watermill.obj"); // Load OBJ model
texture = LoadTexture("resources/models/obj/watermill_diffuse.png"); // Load model texture
// Load shader for model
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/grayscale.fs");
Raylib.SetMaterialShader(ref model, 0, ref shader); // Set shader effect to 3d model
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); // Bind texture to model
position = new(0.0f, 0.0f, 0.0f); // Set model position
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Free);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawModel(model, position, 0.2f, Color.White); // Draw 3d model with texture
DrawGrid(10, 1.0f); // Draw a grid
EndMode3D();
DrawText(
"(c) Watermill 3D model by Alberto Cano",
screenWidth - 210,
screenHeight - 20,
10,
Color.Gray
);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader); // Unload shader
UnloadTexture(texture); // Unload texture
UnloadModel(model); // Unload model
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
DisableCursor(); // Limit cursor to relative movement inside the window
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new ModelShader();
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;
}
}