mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
Fixed trailing whitespace
- Removed trailing whitespace from bindings and examples.
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@ -22,13 +22,13 @@ public partial class shaders_postprocessing
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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public const int GLSL_VERSION = 330;
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// public const int GLSL_VERSION = 100;
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public const int MAX_POSTPRO_SHADERS = 12;
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enum PostproShader
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{
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FX_GRAYSCALE = 0,
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@ -45,8 +45,8 @@ public partial class shaders_postprocessing
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FX_BLUR,
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//FX_FXAA
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}
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static string[] postproShaderText =
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static string[] postproShaderText =
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{
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"GRAYSCALE",
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"POSTERIZATION",
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@ -62,32 +62,32 @@ public partial class shaders_postprocessing
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"BLUR",
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//"FXAA"
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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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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT); // Enable Multi Sampling Anti Aliasing 4x (if available)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
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// Define the camera to look into our 3d world
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Camera3D camera = new Camera3D(new Vector3( 2.0f, 3.0f, 2.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), new Vector3( 0.0f, 1.0f, 0.0f ), 45.0f, 0 );
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Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
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model.material.maps[(int)MAP_ALBEDO].texture = texture; // Set model diffuse texture
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Vector3 position = new Vector3( 0.0f, 0.0f, 0.0f ); // Set model position
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// Load all postpro shaders
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// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
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// NOTE 2: We load the correct shader depending on GLSL version
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Shader[] shaders = new Shader[MAX_POSTPRO_SHADERS];
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// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
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shaders[(int)PostproShader.FX_GRAYSCALE] = LoadShader(null, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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shaders[(int)PostproShader.FX_POSTERIZATION] = LoadShader(null, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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@ -101,85 +101,85 @@ public partial class shaders_postprocessing
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shaders[(int)PostproShader.FX_SOBEL] = LoadShader(null, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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shaders[(int)PostproShader.FX_BLOOM] = LoadShader(null, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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shaders[(int)PostproShader.FX_BLUR] = LoadShader(null, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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int currentShader = (int)PostproShader.FX_GRAYSCALE;
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// Create a RenderTexture2D to be used for render to texture
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RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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// Setup orbital camera
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SetCameraMode(camera, (int)CAMERA_ORBITAL); // Set an orbital camera mode
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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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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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera); // Update camera
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if (IsKeyPressed(KEY_RIGHT)) currentShader++;
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else if (IsKeyPressed(KEY_LEFT)) currentShader--;
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if (currentShader >= MAX_POSTPRO_SHADERS) currentShader = 0;
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else if (currentShader < 0) currentShader = MAX_POSTPRO_SHADERS - 1;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginTextureMode(target); // Enable drawing to texture
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BeginMode3D(camera);
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DrawModel(model, position, 0.1f, 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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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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// Render previously generated texture using selected postpro shader
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BeginShaderMode(shaders[currentShader]);
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// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
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DrawTextureRec(target.texture, new Rectangle( 0, 0, target.texture.width, -target.texture.height ), new Vector2( 0, 0 ), WHITE);
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EndShaderMode();
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DrawRectangle(0, 9, 580, 30, Fade(LIGHTGRAY, 0.7f));
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DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, GRAY);
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DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, BLACK);
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DrawText(postproShaderText[currentShader], 330, 15, 20, RED);
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DrawText("< >", 540, 10, 30, DARKBLUE);
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DrawFPS(700, 15);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload all postpro shaders
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for (int i = 0; i < MAX_POSTPRO_SHADERS; i++) UnloadShader(shaders[i]);
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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UnloadRenderTexture(target); // Unload render texture
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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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}
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