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raylib-cs/Examples/Models/SkyboxDemo.cs
2024-12-21 15:00:13 +00:00

320 lines
12 KiB
C#

/*******************************************************************************************
*
* raylib [models] example - Skybox loading and drawing
*
* This example has been created using raylib 1.8 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Models;
public class SkyboxDemo
{
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
// Define the camera to look into our 3d world
Camera3D 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
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
Model skybox = LoadModelFromMesh(cube);
bool useHdr = true;
// Load skybox shader and set required locations
// NOTE: Some locations are automatically set at shader loading
Shader shdrSkybox = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/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
Shader shdrCubemap = LoadShader(
"resources/shaders/glsl330/cubemap.vs",
"resources/shaders/glsl330/cubemap.fs"
);
Raylib.SetShaderValue(
shdrCubemap,
GetShaderLocation(shdrCubemap, "equirectangularMap"),
0,
ShaderUniformDataType.Int
);
// Load skybox
string skyboxFileName = "resources/dresden_square_2k.hdr";
Texture2D panorama;
if (useHdr)
{
panorama = LoadTexture(skyboxFileName);
Texture2D cubemap = GenTextureCubemap(
shdrCubemap,
panorama,
1024,
PixelFormat.UncompressedR8G8B8A8
);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadTexture(panorama);
}
else
{
Image img = LoadImage("resources/skybox.png");
Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadImage(img);
}
DisableCursor();
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.FirstPerson);
// Load new cubemap texture on drag & drop
if (IsFileDropped())
{
string[] 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]);
Texture2D cubemap = GenTextureCubemap(
shdrCubemap,
panorama,
1024,
PixelFormat.UncompressedR8G8B8A8
);
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
UnloadTexture(panorama);
}
else
{
Image img = LoadImage(files[0]);
Texture2D 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();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(Raylib.GetMaterial(ref skybox, 0).Shader);
UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
UnloadModel(skybox);
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
//------------------------------------------------------------------------------------------
uint rbo = Rlgl.LoadTextureDepth(size, size, true);
cubemap.Id = Rlgl.LoadTextureCubemap(null, size, format, 1);
uint 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))
{
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
Matrix4x4 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
Matrix4x4[] 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 (int 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;
}
}