mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-06-30 19:03:42 -04:00
Added Raymath binding + Initial examples
- Added Raymath.cs binding. Raylib.cs depends on this since they both share some types. - Bindings moved into source directly. - Inital examples port alot of syntax still needs to be fixed. - Couldn't get cppsharp to work correctly so using a custom generator(WIP).
This commit is contained in:
@ -1,126 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
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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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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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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 - custom uniform variable");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 8.0f, 8.0f, 8.0f };
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camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
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model.material.maps[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/swirl.fs"); // Load postpro shader
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// Get variable (uniform) location on the shader to connect with the program
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// NOTE: If uniform variable could not be found in the shader, function returns -1
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int swirlCenterLoc = GetShaderLocation(shader, "center");
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float swirlCenter[2] = { (float)screenWidth/2, (float)screenHeight/2 };
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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, 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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Vector2 mousePosition = GetMousePosition();
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swirlCenter[0] = mousePosition.x;
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swirlCenter[1] = screenHeight - mousePosition.y;
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// Send new value to the shader to be used on drawing
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SetShaderValue(shader, swirlCenterLoc, swirlCenter, 2);
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UpdateCamera(&camera); // Update camera
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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, 0.5f, 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("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, RED);
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EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
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BeginShaderMode(shader);
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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, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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DrawText("(c) Barracks 3D model by Alberto Cano", screenWidth - 220, screenHeight - 20, 10, GRAY);
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DrawFPS(10, 10);
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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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UnloadShader(shader); // Unload shader
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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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File diff suppressed because one or more lines are too long
@ -1,98 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a shader to a 3d model
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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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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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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 - model shader");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.type = CAMERA_PERSPECTIVE;
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Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
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Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
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"resources/shaders/glsl330/grayscale.fs"); // Load model shader
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model.material.shader = shader; // Set shader effect to 3d model
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model.material.maps[MAP_DIFFUSE].texture = texture; // Bind texture to model
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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SetCameraMode(camera, CAMERA_FREE); // 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(&camera); // Update camera
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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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BeginMode3D(camera);
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DrawModel(model, position, 0.2f, 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("(c) Watermill 3D model by Alberto Cano", screenWidth - 210, screenHeight - 20, 10, GRAY);
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DrawText(FormatText("Camera position: (%.2f, %.2f, %.2f)", camera.position.x, camera.position.y, camera.position.z), 600, 20, 10, BLACK);
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DrawText(FormatText("Camera target: (%.2f, %.2f, %.2f)", camera.target.x, camera.target.y, camera.target.z), 600, 40, 10, GRAY);
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DrawFPS(10, 10);
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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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UnloadShader(shader); // Unload shader
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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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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@ -0,0 +1,8 @@
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using Raylib;
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using static Raylib.rl;
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public partial class Examples
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{
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/*******************************************************************************************
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*
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@ -1,179 +0,0 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Apply a postprocessing shader to a scene
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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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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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#define MAX_POSTPRO_SHADERS 12
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typedef enum {
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FX_GRAYSCALE = 0,
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FX_POSTERIZATION,
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FX_DREAM_VISION,
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FX_PIXELIZER,
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FX_CROSS_HATCHING,
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FX_CROSS_STITCHING,
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FX_PREDATOR_VIEW,
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FX_SCANLINES,
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FX_FISHEYE,
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FX_SOBEL,
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FX_BLOOM,
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FX_BLUR,
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//FX_FXAA
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} PostproShader;
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static const char *postproShaderText[] = {
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"GRAYSCALE",
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"POSTERIZATION",
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"DREAM_VISION",
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"PIXELIZER",
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"CROSS_HATCHING",
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"CROSS_STITCHING",
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"PREDATOR_VIEW",
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"SCANLINES",
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"FISHEYE",
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"SOBEL",
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"BLOOM",
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"BLUR",
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//"FXAA"
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};
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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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Camera camera = {{ 2.0f, 3.0f, 2.0f }, { 0.0f, 1.0f, 0.0f }, { 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[MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 position = { 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[MAX_POSTPRO_SHADERS];
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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shaders[FX_GRAYSCALE] = LoadShader(0, FormatText("resources/shaders/glsl%i/grayscale.fs", GLSL_VERSION));
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shaders[FX_POSTERIZATION] = LoadShader(0, FormatText("resources/shaders/glsl%i/posterization.fs", GLSL_VERSION));
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shaders[FX_DREAM_VISION] = LoadShader(0, FormatText("resources/shaders/glsl%i/dream_vision.fs", GLSL_VERSION));
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shaders[FX_PIXELIZER] = LoadShader(0, FormatText("resources/shaders/glsl%i/pixelizer.fs", GLSL_VERSION));
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shaders[FX_CROSS_HATCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_hatching.fs", GLSL_VERSION));
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shaders[FX_CROSS_STITCHING] = LoadShader(0, FormatText("resources/shaders/glsl%i/cross_stitching.fs", GLSL_VERSION));
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shaders[FX_PREDATOR_VIEW] = LoadShader(0, FormatText("resources/shaders/glsl%i/predator.fs", GLSL_VERSION));
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shaders[FX_SCANLINES] = LoadShader(0, FormatText("resources/shaders/glsl%i/scanlines.fs", GLSL_VERSION));
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shaders[FX_FISHEYE] = LoadShader(0, FormatText("resources/shaders/glsl%i/fisheye.fs", GLSL_VERSION));
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shaders[FX_SOBEL] = LoadShader(0, FormatText("resources/shaders/glsl%i/sobel.fs", GLSL_VERSION));
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shaders[FX_BLOOM] = LoadShader(0, FormatText("resources/shaders/glsl%i/bloom.fs", GLSL_VERSION));
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shaders[FX_BLUR] = LoadShader(0, FormatText("resources/shaders/glsl%i/blur.fs", GLSL_VERSION));
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int currentShader = 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, 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(&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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||||
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DrawGrid(10, 1.0f); // Draw a grid
|
||||
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||||
EndMode3D();
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||||
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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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||||
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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, (Rectangle){ 0, 0, target.texture.width, -target.texture.height }, (Vector2){ 0, 0 }, WHITE);
|
||||
|
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EndShaderMode();
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||||
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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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|
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DrawFPS(700, 15);
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||||
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EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
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||||
//--------------------------------------------------------------------------------------
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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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||||
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||||
CloseWindow(); // Close window and OpenGL context
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||||
//--------------------------------------------------------------------------------------
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||||
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||||
return 0;
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||||
}
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File diff suppressed because one or more lines are too long
@ -1,109 +0,0 @@
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||||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a shader to some shape or texture
|
||||
*
|
||||
* 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.
|
||||
*
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
|
||||
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
|
||||
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
int main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
|
||||
|
||||
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
|
||||
|
||||
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
// Start drawing with default shader
|
||||
|
||||
DrawText("USING DEFAULT SHADER", 20, 40, 10, RED);
|
||||
|
||||
DrawCircle(80, 120, 35, DARKBLUE);
|
||||
DrawCircleGradient(80, 220, 60, GREEN, SKYBLUE);
|
||||
DrawCircleLines(80, 340, 80, DARKBLUE);
|
||||
|
||||
|
||||
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawText("USING CUSTOM SHADER", 190, 40, 10, RED);
|
||||
|
||||
DrawRectangle(250 - 60, 90, 120, 60, RED);
|
||||
DrawRectangleGradientH(250 - 90, 170, 180, 130, MAROON, GOLD);
|
||||
DrawRectangleLines(250 - 40, 320, 80, 60, ORANGE);
|
||||
|
||||
// Activate our default shader for next drawings
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("USING DEFAULT SHADER", 370, 40, 10, RED);
|
||||
|
||||
DrawTriangle((Vector2){430, 80},
|
||||
(Vector2){430 - 60, 150},
|
||||
(Vector2){430 + 60, 150}, VIOLET);
|
||||
|
||||
DrawTriangleLines((Vector2){430, 160},
|
||||
(Vector2){430 - 20, 230},
|
||||
(Vector2){430 + 20, 230}, DARKBLUE);
|
||||
|
||||
DrawPoly((Vector2){430, 320}, 6, 80, 0, BROWN);
|
||||
|
||||
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawTexture(fudesumi, 500, -30, WHITE); // Using custom shader
|
||||
|
||||
// Activate our default shader for next drawings
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, GRAY);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(fudesumi); // Unload texture
|
||||
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
@ -0,0 +1,8 @@
|
||||
|
||||
using Raylib;
|
||||
using static Raylib.rl;
|
||||
|
||||
public partial class Examples
|
||||
{
|
||||
/*******************************************************************************************
|
||||
*
|
Reference in New Issue
Block a user