211 lines
7.6 KiB
C#
211 lines
7.6 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - lightmap rendering
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
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*
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* Example originally created with raylib 4.5, last time updated with raylib 4.5
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*
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* Example contributed by Jussi Viitala (@nullstare) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2019-2025 Jussi Viitala (@nullstare) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Rlgl;
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namespace Examples.Shaders;
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public partial class LightmapRendering : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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private const int MapSize = 16;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Lightmap Rendering";
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public string Title => "raylib [shaders] example - lightmap rendering";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private Camera3D camera;
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private Mesh mesh;
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private Shader shader;
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private Texture2D texture;
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private Texture2D light;
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private RenderTexture2D lightmap;
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private Material material;
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public unsafe void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(4.0f, 6.0f, 8.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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mesh = GenMeshPlane((float)MapSize, (float)MapSize, 1, 1);
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// GenMeshPlane doesn't generate texcoords2 so we will upload them separately
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mesh.AllocTexCoords2();
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// X // Y
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mesh.TexCoords2[0] = 0.0f; mesh.TexCoords2[1] = 0.0f;
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mesh.TexCoords2[2] = 1.0f; mesh.TexCoords2[3] = 0.0f;
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mesh.TexCoords2[4] = 0.0f; mesh.TexCoords2[5] = 1.0f;
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mesh.TexCoords2[6] = 1.0f; mesh.TexCoords2[7] = 1.0f;
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// Load a new texcoords2 attributes buffer
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mesh.VboId[(int)ShaderLocationIndex.VertexTexcoord02] =
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LoadVertexBuffer(mesh.TexCoords2, mesh.VertexCount * 2 * sizeof(float), false);
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EnableVertexArray(mesh.VaoId);
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// Index 5 is for texcoords2
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SetVertexAttribute(5, 2, Rlgl.FLOAT, false, 0, 0);
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EnableVertexAttribute(5);
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DisableVertexArray();
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// Load lightmap shader
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shader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/lightmap.vs",
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$"resources/shaders/glsl{GlslVersion}/lightmap.fs"
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);
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texture = LoadTexture("resources/cubicmap_atlas.png");
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light = LoadTexture("resources/spark_flame.png");
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GenTextureMipmaps(ref texture);
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SetTextureFilter(texture, TextureFilter.Trilinear);
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lightmap = LoadRenderTexture(MapSize, MapSize);
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material = LoadMaterialDefault();
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material.Shader = shader;
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material.Maps[(int)MaterialMapIndex.Albedo].Texture = texture;
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material.Maps[(int)MaterialMapIndex.Metalness].Texture = lightmap.Texture;
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// Drawing to lightmap
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BeginTextureMode(lightmap);
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ClearBackground(Color.Black);
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BeginBlendMode(BlendMode.Additive);
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DrawTexturePro(
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light,
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new Rectangle(0, 0, (float)light.Width, (float)light.Height),
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new Rectangle(0, 0, 2.0f * MapSize, 2.0f * MapSize),
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new Vector2((float)MapSize, (float)MapSize),
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0.0f,
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Color.Red
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);
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DrawTexturePro(
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light,
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new Rectangle(0, 0, (float)light.Width, (float)light.Height),
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new Rectangle((float)MapSize * 0.8f, (float)MapSize / 2.0f, 2.0f * MapSize, 2.0f * MapSize),
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new Vector2((float)MapSize, (float)MapSize),
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0.0f,
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Color.Blue
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);
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DrawTexturePro(
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light,
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new Rectangle(0, 0, (float)light.Width, (float)light.Height),
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new Rectangle((float)MapSize * 0.8f, (float)MapSize * 0.8f, (float)MapSize, (float)MapSize),
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new Vector2((float)MapSize / 2.0f, (float)MapSize / 2.0f),
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0.0f,
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Color.Green
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);
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BeginBlendMode(BlendMode.Alpha);
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EndTextureMode();
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// NOTE: To enable trilinear filtering we need mipmaps available for texture
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GenTextureMipmaps(ref lightmap.Texture);
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SetTextureFilter(lightmap.Texture, TextureFilter.Trilinear);
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}
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public unsafe void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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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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DrawMesh(mesh, material, Matrix4x4.Identity);
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EndMode3D();
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DrawTexturePro(
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lightmap.Texture,
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new Rectangle(0, 0, -MapSize, -MapSize),
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new Rectangle((float)GetRenderWidth() - MapSize * 8 - 10, 10, (float)MapSize * 8, (float)MapSize * 8),
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new Vector2(0.0f, 0.0f),
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0.0f,
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Color.White
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);
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DrawText($"LIGHTMAP: {MapSize}x{MapSize} pixels", GetRenderWidth() - 130, 20 + MapSize * 8, 10, Color.Green);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadMesh(mesh); // Unload the mesh
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadTexture(light); // Unload texture
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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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SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - lightmap rendering");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new LightmapRendering();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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