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

231 lines
8.6 KiB
C#

/*******************************************************************************************
*
* raylib [shaders] example - normalmap rendering
*
* 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
*
* Example originally created with raylib 6.0, last time updated with raylib 6.0
*
* Example contributed by Jeremy Montgomery (@Sir_Irk) 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) 2025 Jeremy Montgomery (@Sir_Irk) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raymath;
namespace Examples.Shaders;
public partial class NormalmapRendering : 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 / Normalmap Rendering";
public string Title => "raylib [shaders] example - normalmap rendering";
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
private Camera3D camera;
private Shader shader;
private Model plane;
private Vector3 lightPosition;
private int lightPosLoc;
private float specularExponent;
private int specularExponentLoc;
private int useNormalMap;
private int useNormalMapLoc;
public unsafe void Init()
{
camera = new();
camera.Position = new Vector3(0.0f, 2.0f, -4.0f);
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
camera.FovY = 45.0f;
camera.Projection = CameraProjection.Perspective;
// Load basic normal map lighting shader
shader = LoadShader(
$"resources/shaders/glsl{GlslVersion}/normalmap.vs",
$"resources/shaders/glsl{GlslVersion}/normalmap.fs"
);
// Get some required shader locations
shader.Locs[(int)ShaderLocationIndex.MapNormal] = GetShaderLocation(shader, "normalMap");
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");
// This example uses just 1 point light
lightPosition = new Vector3(0.0f, 1.0f, 0.0f);
lightPosLoc = GetShaderLocation(shader, "lightPos");
// Load a plane model that has proper normals and tangents
plane = LoadModel("resources/models/plane.glb");
// Set the plane model's shader and texture maps
plane.Materials[0].Shader = shader;
plane.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = LoadTexture("resources/tiles_diffuse.png");
plane.Materials[0].Maps[(int)MaterialMapIndex.Normal].Texture = LoadTexture("resources/tiles_normal.png");
// Generate Mipmaps and use TRILINEAR filtering to help with texture aliasing
GenTextureMipmaps(ref plane.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture);
GenTextureMipmaps(ref plane.Materials[0].Maps[(int)MaterialMapIndex.Normal].Texture);
SetTextureFilter(plane.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture, TextureFilter.Trilinear);
SetTextureFilter(plane.Materials[0].Maps[(int)MaterialMapIndex.Normal].Texture, TextureFilter.Trilinear);
// Specular exponent AKA shininess of the material
specularExponent = 8.0f;
specularExponentLoc = GetShaderLocation(shader, "specularExponent");
// Allow toggling the normal map on and off for comparison purposes
useNormalMap = 1;
useNormalMapLoc = GetShaderLocation(shader, "useNormalMap");
}
public unsafe void Update()
{
// Update
//----------------------------------------------------------------------------------
// Move the light around on the X and Z axis using WASD keys
Vector3 direction = new(0.0f, 0.0f, 0.0f);
if (IsKeyDown(KeyboardKey.W))
{
direction = Vector3Add(direction, new Vector3(0.0f, 0.0f, 1.0f));
}
if (IsKeyDown(KeyboardKey.S))
{
direction = Vector3Add(direction, new Vector3(0.0f, 0.0f, -1.0f));
}
if (IsKeyDown(KeyboardKey.D))
{
direction = Vector3Add(direction, new Vector3(-1.0f, 0.0f, 0.0f));
}
if (IsKeyDown(KeyboardKey.A))
{
direction = Vector3Add(direction, new Vector3(1.0f, 0.0f, 0.0f));
}
direction = Vector3Normalize(direction);
lightPosition = Vector3Add(lightPosition, Vector3Scale(direction, GetFrameTime() * 3.0f));
// Increase/Decrease the specular exponent(shininess)
if (IsKeyDown(KeyboardKey.Up))
{
specularExponent = Clamp(specularExponent + 40.0f * GetFrameTime(), 2.0f, 128.0f);
}
if (IsKeyDown(KeyboardKey.Down))
{
specularExponent = Clamp(specularExponent - 40.0f * GetFrameTime(), 2.0f, 128.0f);
}
// Toggle normal map on and off
if (IsKeyPressed(KeyboardKey.N))
{
useNormalMap = (useNormalMap != 0) ? 0 : 1;
}
// Spin plane model at a constant rate
plane.Transform = MatrixRotateY((float)GetTime() * 0.5f);
// Update shader values
Raylib.SetShaderValue(shader, lightPosLoc, lightPosition, ShaderUniformDataType.Vec3);
Raylib.SetShaderValue(
shader,
shader.Locs[(int)ShaderLocationIndex.VectorView],
camera.Position,
ShaderUniformDataType.Vec3
);
Raylib.SetShaderValue(shader, specularExponentLoc, specularExponent, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, useNormalMapLoc, useNormalMap, ShaderUniformDataType.Int);
//--------------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawModel(plane, Vector3.Zero, 2.0f, Color.White);
EndShaderMode();
// Draw sphere to show light position
DrawSphereWires(lightPosition, 0.2f, 8, 8, Color.Orange);
EndMode3D();
Color textColor = (useNormalMap != 0) ? Color.DarkGreen : Color.Red;
string toggleStr = (useNormalMap != 0) ? "On" : "Off";
DrawText($"Use key [N] to toggle normal map: {toggleStr}", 10, 10, 10, textColor);
int yOffset = 24;
DrawText("Use keys [W][A][S][D] to move the light", 10, 10 + yOffset * 1, 10, Color.Black);
DrawText("Use keys [Up][Down] to change specular exponent", 10, 10 + yOffset * 2, 10, Color.Black);
DrawText($"Specular Exponent: {specularExponent:F2}", 10, 10 + yOffset * 3, 10, Color.Blue);
DrawFPS(screenWidth - 90, 10);
EndDrawing();
//--------------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader);
UnloadModel(plane);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
SetConfigFlags(ConfigFlags.Msaa4xHint);
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - normalmap rendering");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new NormalmapRendering();
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;
}
}