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

222 lines
7.2 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - basic lighting
*
* Example complexity rating: [★★★★] 4/4
*
* 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)
*
* Example originally created with raylib 3.0, last time updated with raylib 4.2
*
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using Examples.Shared;
namespace Examples.Shaders;
public class BasicLighting : 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 / Basic Lighting";
public string Title => "raylib [shaders] example - basic lighting";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Camera3D camera;
private Shader shader;
private Light[] lights;
public unsafe void Init()
{
// Define the camera to look into our 3d world
camera = new();
camera.Position = new Vector3(2.0f, 4.0f, 6.0f); // Camera position
camera.Target = new Vector3(0.0f, 0.5f, 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
// Load basic lighting shader
shader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/lighting.vs",
$"resources/shaders/glsl{GlslVersion}/lighting.fs"
);
// Get some required shader locations
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
// NOTE: "matModel" location name is automatically assigned on shader loading,
// no need to get the location again if using that uniform name
//shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel");
// Ambient light level (some basic lighting)
var ambientLoc = GetShaderLocation(shader, "ambient");
var ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
Raylib.SetShaderValue(shader, ambientLoc, ambient, ShaderUniformDataType.Vec4);
// Create lights
lights = new Light[4];
lights[0] = Rlights.CreateLight(
0,
LightType.Point,
new Vector3(-2, 1, -2),
Vector3.Zero,
Color.Yellow,
shader
);
lights[1] = Rlights.CreateLight(
1,
LightType.Point,
new Vector3(2, 1, 2),
Vector3.Zero,
Color.Red,
shader
);
lights[2] = Rlights.CreateLight(
2,
LightType.Point,
new Vector3(-2, 1, 2),
Vector3.Zero,
Color.Green,
shader
);
lights[3] = Rlights.CreateLight(
3,
LightType.Point,
new Vector3(2, 1, -2),
Vector3.Zero,
Color.Blue,
shader
);
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.Orbital);
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
Raylib.SetShaderValue(
shader,
shader.Locs[(int)ShaderLocationIndex.VectorView],
camera.Position,
ShaderUniformDataType.Vec3
);
// Check key inputs to enable/disable lights
if (IsKeyPressed(KeyboardKey.Y))
{
lights[0].Enabled = !lights[0].Enabled;
}
if (IsKeyPressed(KeyboardKey.R))
{
lights[1].Enabled = !lights[1].Enabled;
}
if (IsKeyPressed(KeyboardKey.G))
{
lights[2].Enabled = !lights[2].Enabled;
}
if (IsKeyPressed(KeyboardKey.B))
{
lights[3].Enabled = !lights[3].Enabled;
}
// Update light values (actually, only enable/disable them)
for (var i = 0; i < 4; i++)
{
Rlights.UpdateLightValues(shader, lights[i]);
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawPlane(Vector3.Zero, new Vector2(10.0f, 10.0f), Color.White);
DrawCube(Vector3.Zero, 2.0f, 4.0f, 2.0f, Color.White);
EndShaderMode();
// Draw spheres to show where the lights are
for (var i = 0; i < 4; i++)
{
if (lights[i].Enabled)
{
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
}
else
{
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
}
}
DrawGrid(10, 1.0f);
EndMode3D();
DrawFPS(10, 10);
DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader); // Unload shader
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new BasicLighting();
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;
}
}