Upgrade Raylib to 6.0 (#337)
* Updated target to Raylib 6 + synced invoke called with the changes in C. [WARNING: Breaking changes!] * Added severial examples. Corrected towards the correct return type and add utilities to prevent working with pointers * Additional resources from the Raylib repo. * Fixed additional pinvokes to match with the new raylib bindings. [Warning breaking changes!] * Fixing the QOL utils * Fixing the Mesh struct * Applying changes after review. Merged resources.LICENSE + raylib-cs.Native.csproj only targets dotnet8 * Updated README to reflect .NET 10 and Raylib 6 compatibility changes. * Updated shader colors, adjusted car model scale, disabled HDR in SkyboxDemo, and fixed camera mode assignment. Removed unused `Capacity` field in FilePathList struct. * Improved XML comments for consistency, fixed spacing and formatting across examples, added new resources to `resources.LICENSE`. * Updated XML comment for `GetDirectoryFileCountEx` to clarify behavior and filtering options. * Updated and clarified XML comments for methods and parameters, improved naming consistency, and refined shader-related functions. Renamed enums in `Shader.cs` for so it is inline with the upstream. * Improved XML comments for clarity and consistency in `Model.cs` and `Mesh.cs`, updated method and variable names for better readability, and adjusted logic in span creation methods. * Corrected XML comment capitalization in `Model.cs`. --------- Co-authored-by: Meatcorps <info@meatcorps.nl>
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Examples/resources/shaders/glsl120/julia_set.fs
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Examples/resources/shaders/glsl120/julia_set.fs
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#version 120
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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uniform vec2 c; // c.x = real, c.y = imaginary component. Equation done is z^2 + c
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uniform vec2 offset; // Offset of the scale.
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uniform float zoom; // Zoom of the scale.
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// NOTE: Maximum number of shader for-loop iterations depend on GPU,
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// for example, on RasperryPi for this examply only supports up to 60
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const int maxIterations = 255; // Max iterations to do
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const float colorCycles = 1.0; // Number of times the color palette repeats
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// Square a complex number
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vec2 ComplexSquare(vec2 z)
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{
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return vec2(z.x*z.x - z.y*z.y, z.x*z.y*2.0);
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}
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// Convert Hue Saturation Value (HSV) color into RGB
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vec3 Hsv2rgb(vec3 c)
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{
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vec4 K = vec4(1.0, 2.0/3.0, 1.0/3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz)*6.0 - K.www);
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return c.z*mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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{
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/**********************************************************************************************
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Julia sets use a function z^2 + c, where c is a constant
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This function is iterated until the nature of the point is determined
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If the magnitude of the number becomes greater than 2, then from that point onward
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the number will get bigger and bigger, and will never get smaller (tends towards infinity)
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2^2 = 4, 4^2 = 8 and so on
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So at 2 we stop iterating
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If the number is below 2, we keep iterating
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But when do we stop iterating if the number is always below 2 (it converges)?
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That is what maxIterations is for
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Then we can divide the iterations by the maxIterations value to get a normalized value
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that we can then map to a color
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We use dot product (z.x*z.x + z.y*z.y) to determine the magnitude (length) squared
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And once the magnitude squared is > 4, then magnitude > 2 is also true (saves computational power)
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*************************************************************************************************/
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// The pixel coordinates are scaled so they are on the mandelbrot scale
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// NOTE: fragTexCoord already comes as normalized screen coordinates but offset must be normalized before scaling and zoom
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vec2 z = vec2((fragTexCoord.x - 0.5)*2.5, (fragTexCoord.y - 0.5)*1.5)/zoom;
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z.x += offset.x;
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z.y += offset.y;
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int iter = 0;
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for (int iterations = 0; iterations < maxIterations; iterations++)
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{
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z = ComplexSquare(z) + c; // Iterate function
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if (dot(z, z) > 4.0) break;
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iter = iterations;
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}
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// Another few iterations decreases errors in the smoothing calculation
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// See http://linas.org/art-gallery/escape/escape.html for more information
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z = ComplexSquare(z) + c;
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z = ComplexSquare(z) + c;
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// This last part smooths the color (again see link above)
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float smoothVal = float(iter) + 1.0 - (log(log(length(z)))/log(2.0));
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// Normalize the value so it is between 0 and 1
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float norm = smoothVal/float(maxIterations);
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// If in set, color black. 0.999 allows for some float accuracy error
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if (norm > 0.999) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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else gl_FragColor = vec4(Hsv2rgb(vec3(norm*colorCycles, 1.0, 1.0)), 1.0);
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}
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