148 lines
5.3 KiB
C#
148 lines
5.3 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - model shader
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*
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* Example complexity rating: [★★☆☆] 2/4
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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), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* Example originally created with raylib 1.3, last time updated with raylib 3.7
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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) 2014-2025 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.Shaders;
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public class ModelShader : 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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#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 / Model Shader";
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public string Title => "raylib [shaders] example - model shader";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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public bool CursorDisabled => true;
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private Camera3D camera;
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private Model model;
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private Texture2D texture;
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private Shader shader;
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private Vector3 position;
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public 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, 4.0f, 4.0f); // Camera position
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camera.Target = new Vector3(0.0f, 1.0f, -1.0f); // 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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model = LoadModel("resources/models/obj/watermill.obj"); // Load OBJ model
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texture = LoadTexture("resources/models/obj/watermill_diffuse.png"); // Load model texture
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// Load shader for model
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/grayscale.fs");
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Raylib.SetMaterialShader(ref model, 0, ref shader); // Set shader effect to 3d model
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); // Bind texture to model
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position = new(0.0f, 0.0f, 0.0f); // Set model position
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Free);
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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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DrawModel(model, position, 0.2f, Color.White); // Draw 3d model with texture
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DrawGrid(10, 1.0f); // Draw a grid
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EndMode3D();
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DrawText(
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"(c) Watermill 3D model by Alberto Cano",
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screenWidth - 210,
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screenHeight - 20,
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10,
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Color.Gray
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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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public void Unload()
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{
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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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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 - model shader");
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DisableCursor(); // Limit cursor to relative movement inside the window
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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 ModelShader();
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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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