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https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
Update enum/color names to match C# naming convention (#224)
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@ -31,7 +31,7 @@ public class SkyboxDemo
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camera.Target = new Vector3(4.0f, 1.0f, 4.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
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camera.Projection = CameraProjection.Perspective;
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// Load skybox model
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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@ -46,22 +46,22 @@ public class SkyboxDemo
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Raylib.SetShaderValue(
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shdrSkybox,
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GetShaderLocation(shdrSkybox, "environmentMap"),
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(int)MaterialMapIndex.MATERIAL_MAP_CUBEMAP,
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ShaderUniformDataType.SHADER_UNIFORM_INT
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(int)MaterialMapIndex.Cubemap,
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ShaderUniformDataType.Int
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);
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Raylib.SetShaderValue(
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shdrSkybox,
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GetShaderLocation(shdrSkybox, "doGamma"),
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useHdr ? 1 : 0,
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ShaderUniformDataType.SHADER_UNIFORM_INT
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ShaderUniformDataType.Int
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);
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Raylib.SetShaderValue(
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shdrSkybox,
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GetShaderLocation(shdrSkybox, "vflipped"),
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useHdr ? 1 : 0,
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ShaderUniformDataType.SHADER_UNIFORM_INT
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ShaderUniformDataType.Int
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);
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Raylib.SetMaterialShader(ref skybox, 0, ref shdrSkybox);
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@ -75,7 +75,7 @@ public class SkyboxDemo
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shdrCubemap,
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GetShaderLocation(shdrCubemap, "equirectangularMap"),
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0,
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ShaderUniformDataType.SHADER_UNIFORM_INT
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ShaderUniformDataType.Int
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);
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// Load skybox
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@ -90,16 +90,16 @@ public class SkyboxDemo
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shdrCubemap,
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panorama,
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1024,
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PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
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PixelFormat.UncompressedR8G8B8A8
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);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.MATERIAL_MAP_CUBEMAP, ref cubemap);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
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UnloadTexture(panorama);
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}
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else
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{
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Image img = LoadImage("resources/skybox.png");
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Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.CUBEMAP_LAYOUT_AUTO_DETECT);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.MATERIAL_MAP_CUBEMAP, ref cubemap);
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Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
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UnloadImage(img);
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}
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@ -113,7 +113,7 @@ public class SkyboxDemo
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.CAMERA_FIRST_PERSON);
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UpdateCamera(ref camera, CameraMode.FirstPerson);
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// Load new cubemap texture on drag & drop
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if (IsFileDropped())
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@ -125,7 +125,7 @@ public class SkyboxDemo
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if (IsFileExtension(files[0], ".png;.jpg;.hdr;.bmp;.tga"))
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{
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// Unload cubemap texture and load new one
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UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.MATERIAL_MAP_CUBEMAP));
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UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
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if (useHdr)
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{
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@ -134,16 +134,16 @@ public class SkyboxDemo
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shdrCubemap,
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panorama,
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1024,
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PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
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PixelFormat.UncompressedR8G8B8A8
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);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.MATERIAL_MAP_CUBEMAP, ref cubemap);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
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UnloadTexture(panorama);
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}
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else
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{
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Image img = LoadImage(files[0]);
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Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.CUBEMAP_LAYOUT_AUTO_DETECT);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.MATERIAL_MAP_CUBEMAP, ref cubemap);
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Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
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SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
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UnloadImage(img);
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}
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@ -156,14 +156,14 @@ public class SkyboxDemo
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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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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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// We are inside the cube, we need to disable backface culling!
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Rlgl.DisableBackfaceCulling();
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Rlgl.DisableDepthMask();
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DrawModel(skybox, Vector3.Zero, 1.0f, Color.WHITE);
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DrawModel(skybox, Vector3.Zero, 1.0f, Color.White);
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Rlgl.EnableBackfaceCulling();
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Rlgl.EnableDepthMask();
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@ -178,12 +178,12 @@ public class SkyboxDemo
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10,
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GetScreenHeight() - 20,
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10,
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Color.BLACK
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Color.Black
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);
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}
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else
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{
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DrawText($": {skyboxFileName}", 10, GetScreenHeight() - 20, 10, Color.BLACK);
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DrawText($": {skyboxFileName}", 10, GetScreenHeight() - 20, 10, Color.Black);
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}
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DrawFPS(10, 10);
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@ -195,7 +195,7 @@ public class SkyboxDemo
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadShader(Raylib.GetMaterial(ref skybox, 0).Shader);
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UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.MATERIAL_MAP_CUBEMAP));
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UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
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UnloadModel(skybox);
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@ -222,15 +222,15 @@ public class SkyboxDemo
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Rlgl.FramebufferAttach(
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fbo,
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rbo,
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FramebufferAttachType.RL_ATTACHMENT_DEPTH,
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FramebufferAttachTextureType.RL_ATTACHMENT_RENDERBUFFER,
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FramebufferAttachType.Depth,
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FramebufferAttachTextureType.Renderbuffer,
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0
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);
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Rlgl.FramebufferAttach(
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fbo,
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cubemap.Id,
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FramebufferAttachType.RL_ATTACHMENT_COLOR_CHANNEL0,
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FramebufferAttachTextureType.RL_ATTACHMENT_CUBEMAP_POSITIVE_X,
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FramebufferAttachType.ColorChannel0,
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FramebufferAttachTextureType.CubemapPositiveX,
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0
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);
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@ -253,7 +253,7 @@ public class SkyboxDemo
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Rlgl.CULL_DISTANCE_NEAR,
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Rlgl.CULL_DISTANCE_FAR
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);
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Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_MATRIX_PROJECTION], matFboProjection);
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Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixProjection], matFboProjection);
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// Define view matrix for every side of the cubemap
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Matrix4x4[] fboViews = new[]
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@ -276,15 +276,15 @@ public class SkyboxDemo
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for (int i = 0; i < 6; i++)
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{
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// Set the view matrix for the current cube face
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Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_MATRIX_VIEW], fboViews[i]);
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Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixView], fboViews[i]);
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// Select the current cubemap face attachment for the fbo
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// WARNING: This function by default enables->attach->disables fbo!!!
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Rlgl.FramebufferAttach(
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fbo,
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cubemap.Id,
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FramebufferAttachType.RL_ATTACHMENT_COLOR_CHANNEL0,
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FramebufferAttachTextureType.RL_ATTACHMENT_CUBEMAP_POSITIVE_X + i,
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FramebufferAttachType.ColorChannel0,
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FramebufferAttachTextureType.CubemapPositiveX + i,
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0
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);
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Rlgl.EnableFramebuffer(fbo);
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