mirror of
https://github.com/raylib-cs/raylib-cs
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320 lines
12 KiB
C#
320 lines
12 KiB
C#
/*******************************************************************************************
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*
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* raylib [models] example - Skybox loading and drawing
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*
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* This example has been created using raylib 1.8 (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) 2017 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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namespace Examples.Models;
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public class SkyboxDemo
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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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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(1.0f, 1.0f, 1.0f);
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camera.Target = new Vector3(4.0f, 1.0f, 4.0f);
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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 skybox model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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Model skybox = LoadModelFromMesh(cube);
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bool useHdr = true;
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// Load skybox shader and set required locations
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// NOTE: Some locations are automatically set at shader loading
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Shader shdrSkybox = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
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Raylib.SetShaderValue(
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shdrSkybox,
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GetShaderLocation(shdrSkybox, "environmentMap"),
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(int)MaterialMapIndex.Cubemap,
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ShaderUniformDataType.Int
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);
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Raylib.SetShaderValue(
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shdrSkybox,
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GetShaderLocation(shdrSkybox, "doGamma"),
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useHdr ? 1 : 0,
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ShaderUniformDataType.Int
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);
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Raylib.SetShaderValue(
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shdrSkybox,
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GetShaderLocation(shdrSkybox, "vflipped"),
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useHdr ? 1 : 0,
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ShaderUniformDataType.Int
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);
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Raylib.SetMaterialShader(ref skybox, 0, ref shdrSkybox);
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// Load cubemap shader and setup required shader locations
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Shader shdrCubemap = LoadShader(
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"resources/shaders/glsl330/cubemap.vs",
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"resources/shaders/glsl330/cubemap.fs"
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);
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Raylib.SetShaderValue(
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shdrCubemap,
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GetShaderLocation(shdrCubemap, "equirectangularMap"),
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0,
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ShaderUniformDataType.Int
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);
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// Load skybox
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string skyboxFileName = "resources/dresden_square_2k.hdr";
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Texture2D panorama;
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if (useHdr)
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{
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panorama = LoadTexture(skyboxFileName);
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Texture2D cubemap = GenTextureCubemap(
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shdrCubemap,
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panorama,
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1024,
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PixelFormat.UncompressedR8G8B8A8
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);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
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UnloadTexture(panorama);
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}
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else
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{
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Image img = LoadImage("resources/skybox.png");
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Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
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UnloadImage(img);
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}
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DisableCursor();
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.FirstPerson);
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// Load new cubemap texture on drag & drop
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if (IsFileDropped())
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{
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string[] files = Raylib.GetDroppedFiles();
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if (files.Length == 1)
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{
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if (IsFileExtension(files[0], ".png;.jpg;.hdr;.bmp;.tga"))
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{
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// Unload cubemap texture and load new one
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UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
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if (useHdr)
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{
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panorama = LoadTexture(files[0]);
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Texture2D cubemap = GenTextureCubemap(
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shdrCubemap,
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panorama,
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1024,
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PixelFormat.UncompressedR8G8B8A8
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);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
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UnloadTexture(panorama);
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}
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else
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{
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Image img = LoadImage(files[0]);
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Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
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UnloadImage(img);
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}
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skyboxFileName = files[0];
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}
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}
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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.RayWhite);
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BeginMode3D(camera);
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// We are inside the cube, we need to disable backface culling!
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Rlgl.DisableBackfaceCulling();
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Rlgl.DisableDepthMask();
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DrawModel(skybox, Vector3.Zero, 1.0f, Color.White);
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Rlgl.EnableBackfaceCulling();
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Rlgl.EnableDepthMask();
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DrawGrid(10, 1.0f);
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EndMode3D();
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if (useHdr)
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{
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DrawText(
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$"Panorama image from hdrihaven.com: {skyboxFileName}",
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10,
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GetScreenHeight() - 20,
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10,
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Color.Black
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);
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}
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else
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{
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DrawText($": {skyboxFileName}", 10, GetScreenHeight() - 20, 10, Color.Black);
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}
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DrawFPS(10, 10);
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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(Raylib.GetMaterial(ref skybox, 0).Shader);
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UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
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UnloadModel(skybox);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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// Generate cubemap texture from HDR texture
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private static unsafe Texture2D GenTextureCubemap(Shader shader, Texture2D panorama, int size, PixelFormat format)
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{
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Texture2D cubemap;
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// Disable backface culling to render inside the cube
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Rlgl.DisableBackfaceCulling();
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// STEP 1: Setup framebuffer
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//------------------------------------------------------------------------------------------
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uint rbo = Rlgl.LoadTextureDepth(size, size, true);
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cubemap.Id = Rlgl.LoadTextureCubemap(null, size, format, 1);
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uint fbo = Rlgl.LoadFramebuffer();
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Rlgl.FramebufferAttach(
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fbo,
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rbo,
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FramebufferAttachType.Depth,
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FramebufferAttachTextureType.Renderbuffer,
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0
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);
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Rlgl.FramebufferAttach(
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fbo,
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cubemap.Id,
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FramebufferAttachType.ColorChannel0,
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FramebufferAttachTextureType.CubemapPositiveX,
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0
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);
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// Check if framebuffer is complete with attachments (valid)
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if (Rlgl.FramebufferComplete(fbo))
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{
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Console.WriteLine($"FBO: [ID {fbo}] Framebuffer object created successfully");
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}
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//------------------------------------------------------------------------------------------
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// STEP 2: Draw to framebuffer
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//------------------------------------------------------------------------------------------
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// NOTE: Shader is used to convert HDR equirectangular environment map to cubemap equivalent (6 faces)
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Rlgl.EnableShader(shader.Id);
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// Define projection matrix and send it to shader
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Matrix4x4 matFboProjection = Raymath.MatrixPerspective(
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90.0f * DEG2RAD,
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1.0f,
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Rlgl.CULL_DISTANCE_NEAR,
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Rlgl.CULL_DISTANCE_FAR
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);
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Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixProjection], matFboProjection);
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// Define view matrix for every side of the cubemap
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Matrix4x4[] fboViews = new[]
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{
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Raymath.MatrixLookAt(Vector3.Zero, new Vector3(-1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
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Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
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Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 1.0f, 0.0f), new Vector3( 0.0f, 0.0f, 1.0f)),
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Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, -1.0f, 0.0f), new Vector3( 0.0f, 0.0f, -1.0f)),
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Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, -1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
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Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, 1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
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};
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// Set viewport to current fbo dimensions
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Rlgl.Viewport(0, 0, size, size);
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// Activate and enable texture for drawing to cubemap faces
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Rlgl.ActiveTextureSlot(0);
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Rlgl.EnableTexture(panorama.Id);
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for (int i = 0; i < 6; i++)
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{
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// Set the view matrix for the current cube face
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Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixView], fboViews[i]);
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// Select the current cubemap face attachment for the fbo
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// WARNING: This function by default enables->attach->disables fbo!!!
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Rlgl.FramebufferAttach(
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fbo,
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cubemap.Id,
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FramebufferAttachType.ColorChannel0,
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FramebufferAttachTextureType.CubemapPositiveX + i,
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0
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);
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Rlgl.EnableFramebuffer(fbo);
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// Load and draw a cube, it uses the current enabled texture
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Rlgl.ClearScreenBuffers();
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Rlgl.LoadDrawCube();
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}
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//------------------------------------------------------------------------------------------
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// STEP 3: Unload framebuffer and reset state
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//------------------------------------------------------------------------------------------
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Rlgl.DisableShader();
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Rlgl.DisableTexture();
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Rlgl.DisableFramebuffer();
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// Unload framebuffer (and automatically attached depth texture/renderbuffer)
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Rlgl.UnloadFramebuffer(fbo);
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// Reset viewport dimensions to default
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Rlgl.Viewport(0, 0, Rlgl.GetFramebufferWidth(), Rlgl.GetFramebufferHeight());
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Rlgl.EnableBackfaceCulling();
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//------------------------------------------------------------------------------------------
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cubemap.Width = size;
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cubemap.Height = size;
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cubemap.Mipmaps = 1;
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cubemap.Format = format;
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return cubemap;
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}
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}
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