chore: clean recommit
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Examples/Textures/MagnifyingGlass.cs
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Examples/Textures/MagnifyingGlass.cs
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/*******************************************************************************************
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*
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* raylib textures example - magnifying glass
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.6, last time updated with raylib 5.6
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*
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* Example contributed by Luke Vaughan (@badram) and reviewed by Ramon Santamaria (@raysan5)
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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) 2026 Luke Vaughan (@badram)
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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.Textures;
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public partial class MagnifyingGlass : 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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public string Name => "Textures / Magnifying Glass";
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public string Title => "raylib [textures] example - magnifying glass";
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private Texture2D bunny;
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private Texture2D parrots;
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private Texture2D mask;
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private RenderTexture2D magnifiedWorld;
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private Camera2D camera;
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public void Init()
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{
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bunny = LoadTexture("resources/raybunny.png");
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parrots = LoadTexture("resources/parrots.png");
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// Use image draw to generate a mask texture instead of loading it from a file.
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var circle = GenImageColor(256, 256, Color.Blank);
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ImageDrawCircle(ref circle, 128, 128, 128, Color.White);
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mask = LoadTextureFromImage(circle); // Copy the mask image from RAM to VRAM
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UnloadImage(circle); // Unload the image from RAM
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magnifiedWorld = LoadRenderTexture(256, 256);
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camera = new Camera2D();
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// Set magnifying glass zoom
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camera.Zoom = 2;
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// Offset by half the size of the magnifying glass to counteract drawing the texture centered on the mouse position
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camera.Offset = new Vector2(128, 128);
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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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var mPos = GetMousePosition();
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camera.Target = mPos;
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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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// Draw the normal version of the world
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DrawTexture(parrots, 144, 33, Color.White);
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DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, Color.Black);
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// Render to a the magnifying glass
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BeginTextureMode(magnifiedWorld);
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ClearBackground(Color.RayWhite);
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BeginMode2D(camera);
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// Draw the same things in the magnified world as were in the normal version
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DrawTexture(parrots, 144, 33, Color.White);
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DrawText("Use the magnifying glass to find hidden bunnies!", 154, 6, 20, Color.Black);
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// Draw bunnies only in the magnified world.
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// BLEND_MULTIPLIED lets them take on the color of the image below them.
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BeginBlendMode(BlendMode.Multiplied);
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DrawTexture(bunny, 250, 350, Color.White);
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DrawTexture(bunny, 500, 100, Color.White);
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DrawTexture(bunny, 420, 300, Color.White);
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DrawTexture(bunny, 650, 10, Color.White);
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EndBlendMode();
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EndMode2D();
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// Mask the magnifying glass view texture to a circle
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// To make the mask affect only alpha, a CUSTOM blend mode is used with SEPARATE color/alpha functions
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BeginBlendMode(BlendMode.CustomSeparate);
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// C: Color, A: Alpha, s: source (texture to draw), d: destination (texture drawn to)
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// glSrcRGB: RL_ZERO - Cs * 0 = 0 - discard source rgb because we don't want to draw our texture's colors at all
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// glDstRGB: RL_ONE - Cd * 1 = Cd - use destination colors unmodified
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// glSrcAlpha: RL_ONE - As * 1 = As - use source alpha unmodified
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// glDstAlpha: RL_ZERO - Ad * 0 = 0 - discard destination alpha
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// glEqRGB: RL_FUNC_ADD - Cs(0) + Cd = Cd - destination color is unmodified
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// glEqAlpha: RL_FUNC_ADD - As + Ad(0) = As - destination alpha is set to source alpha
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Rlgl.SetBlendFactorsSeparate(Rlgl.ZERO, Rlgl.ONE, Rlgl.ONE, Rlgl.ZERO, Rlgl.FUNC_ADD, Rlgl.FUNC_ADD);
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DrawTexture(mask, 0, 0, Color.White);
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EndBlendMode();
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EndTextureMode();
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// Draw magnifiedWorld to screen, centered on cursor
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DrawTextureRec(magnifiedWorld.Texture, new Rectangle(0, 0, 256, -256), new Vector2(mPos.X - 128, mPos.Y - 128), Color.White);
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// Draw the outer ring of the magnifying glass
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DrawRing(mPos, 126, 130, 0, 360, 64, Color.Black);
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// Draw floating specular highlight on the glass
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var rx = mPos.X / 800;
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var ry = mPos.Y / 800;
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DrawCircle((int)(mPos.X - 64 * rx) - 32, (int)(mPos.Y - 64 * ry) - 32, 4, ColorAlpha(Color.White, 0.5f));
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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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UnloadTexture(parrots);
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UnloadTexture(bunny);
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UnloadTexture(mask);
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UnloadRenderTexture(magnifiedWorld);
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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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InitWindow(screenWidth, screenHeight, "raylib [textures] example - magnifying glass");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new MagnifyingGlass();
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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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