mirror of
https://github.com/raylib-cs/raylib-cs
synced 2025-06-30 19:03:42 -04:00
Update enum/color names to match C# naming convention (#224)
This commit is contained in:
@ -43,7 +43,7 @@ public class BasicLighting
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const int screenHeight = 450;
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// Enable Multi Sampling Anti Aliasing 4x (if available)
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SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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// Define the camera to look into our 3d world
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@ -52,7 +52,7 @@ public class BasicLighting
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
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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 plane model from a generated mesh
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Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
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@ -64,12 +64,12 @@ public class BasicLighting
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);
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// Get some required shader loactions
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shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
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// ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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float[] ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
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Raylib.SetShaderValue(shader, ambientLoc, ambient, ShaderUniformDataType.SHADER_UNIFORM_VEC4);
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Raylib.SetShaderValue(shader, ambientLoc, ambient, ShaderUniformDataType.Vec4);
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// Assign out lighting shader to model
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model.Materials[0].Shader = shader;
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@ -82,7 +82,7 @@ public class BasicLighting
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LightType.Point,
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new Vector3(-2, 1, -2),
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Vector3.Zero,
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Color.YELLOW,
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Color.Yellow,
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shader
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);
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lights[1] = Rlights.CreateLight(
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@ -90,7 +90,7 @@ public class BasicLighting
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LightType.Point,
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new Vector3(2, 1, 2),
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Vector3.Zero,
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Color.RED,
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Color.Red,
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shader
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);
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lights[2] = Rlights.CreateLight(
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@ -98,7 +98,7 @@ public class BasicLighting
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LightType.Point,
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new Vector3(-2, 1, 2),
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Vector3.Zero,
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Color.GREEN,
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Color.Green,
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shader
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);
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lights[3] = Rlights.CreateLight(
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@ -106,7 +106,7 @@ public class BasicLighting
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LightType.Point,
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new Vector3(2, 1, -2),
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Vector3.Zero,
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Color.BLUE,
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Color.Blue,
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shader
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);
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@ -118,21 +118,21 @@ public class BasicLighting
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
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UpdateCamera(ref camera, CameraMode.Orbital);
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if (IsKeyPressed(KeyboardKey.KEY_Y))
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if (IsKeyPressed(KeyboardKey.Y))
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{
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lights[0].Enabled = !lights[0].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_R))
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if (IsKeyPressed(KeyboardKey.R))
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{
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lights[1].Enabled = !lights[1].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_G))
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if (IsKeyPressed(KeyboardKey.G))
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{
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lights[2].Enabled = !lights[2].Enabled;
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}
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if (IsKeyPressed(KeyboardKey.KEY_B))
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if (IsKeyPressed(KeyboardKey.B))
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{
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lights[3].Enabled = !lights[3].Enabled;
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}
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@ -146,57 +146,57 @@ public class BasicLighting
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// Update the light shader with the camera view position
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Raylib.SetShaderValue(
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shader,
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shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW],
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shader.Locs[(int)ShaderLocationIndex.VectorView],
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camera.Position,
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ShaderUniformDataType.SHADER_UNIFORM_VEC3
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ShaderUniformDataType.Vec3
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);
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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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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, Vector3.Zero, 1.0f, Color.WHITE);
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DrawModel(cube, Vector3.Zero, 1.0f, Color.WHITE);
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DrawModel(model, Vector3.Zero, 1.0f, Color.White);
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DrawModel(cube, Vector3.Zero, 1.0f, Color.White);
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// Draw markers to show where the lights are
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if (lights[0].Enabled)
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{
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DrawSphereEx(lights[0].Position, 0.2f, 8, 8, Color.YELLOW);
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DrawSphereEx(lights[0].Position, 0.2f, 8, 8, Color.Yellow);
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}
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else
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{
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DrawSphereWires(lights[0].Position, 0.2f, 8, 8, ColorAlpha(Color.YELLOW, 0.3f));
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DrawSphereWires(lights[0].Position, 0.2f, 8, 8, ColorAlpha(Color.Yellow, 0.3f));
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}
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if (lights[1].Enabled)
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{
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DrawSphereEx(lights[1].Position, 0.2f, 8, 8, Color.RED);
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DrawSphereEx(lights[1].Position, 0.2f, 8, 8, Color.Red);
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}
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else
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{
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DrawSphereWires(lights[1].Position, 0.2f, 8, 8, ColorAlpha(Color.RED, 0.3f));
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DrawSphereWires(lights[1].Position, 0.2f, 8, 8, ColorAlpha(Color.Red, 0.3f));
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}
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if (lights[2].Enabled)
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{
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DrawSphereEx(lights[2].Position, 0.2f, 8, 8, Color.GREEN);
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DrawSphereEx(lights[2].Position, 0.2f, 8, 8, Color.Green);
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}
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else
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{
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DrawSphereWires(lights[2].Position, 0.2f, 8, 8, ColorAlpha(Color.GREEN, 0.3f));
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DrawSphereWires(lights[2].Position, 0.2f, 8, 8, ColorAlpha(Color.Green, 0.3f));
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}
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if (lights[3].Enabled)
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{
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DrawSphereEx(lights[3].Position, 0.2f, 8, 8, Color.BLUE);
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DrawSphereEx(lights[3].Position, 0.2f, 8, 8, Color.Blue);
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}
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else
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{
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DrawSphereWires(lights[3].Position, 0.2f, 8, 8, ColorAlpha(Color.BLUE, 0.3f));
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DrawSphereWires(lights[3].Position, 0.2f, 8, 8, ColorAlpha(Color.Blue, 0.3f));
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}
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DrawGrid(10, 1.0f);
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@ -204,7 +204,7 @@ public class BasicLighting
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EndMode3D();
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DrawFPS(10, 10);
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DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DARKGRAY);
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DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DarkGray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -31,7 +31,7 @@ public class CustomUniform
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const int screenHeight = 450;
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// Enable Multi Sampling Anti Aliasing 4x (if available)
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SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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@ -41,13 +41,13 @@ public class CustomUniform
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camera.Target = new Vector3(0.0f, 1.5f, 0.0f);
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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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Model model = LoadModel("resources/models/obj/barracks.obj");
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Texture2D texture = LoadTexture("resources/models/obj/barracks_diffuse.png");
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// Set model diffuse texture
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
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Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
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Vector3 position = new(0.0f, 0.0f, 0.0f);
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@ -78,28 +78,28 @@ public class CustomUniform
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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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Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
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Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.Vec2);
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UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
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UpdateCamera(ref camera, CameraMode.Orbital);
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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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ClearBackground(Color.RayWhite);
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// Enable drawing to texture
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BeginTextureMode(target);
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ClearBackground(Color.RAYWHITE);
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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DrawModel(model, position, 0.5f, Color.WHITE);
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DrawModel(model, position, 0.5f, Color.White);
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DrawGrid(10, 1.0f);
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EndMode3D();
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.RED);
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DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.Red);
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// End drawing to texture (now we have a texture available for next passes)
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EndTextureMode();
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@ -111,7 +111,7 @@ public class CustomUniform
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target.Texture,
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new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
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new Vector2(0, 0),
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Color.WHITE
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Color.White
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);
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EndShaderMode();
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@ -121,7 +121,7 @@ public class CustomUniform
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screenWidth - 220,
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screenHeight - 20,
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10,
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Color.GRAY
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Color.Gray
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);
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DrawFPS(10, 10);
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@ -61,17 +61,17 @@ public class Eratosthenes
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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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// Enable drawing to texture
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BeginTextureMode(target);
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ClearBackground(Color.BLACK);
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ClearBackground(Color.Black);
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// Draw a rectangle in shader mode to be used as shader canvas
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// NOTE: Rectangle uses font white character texture coordinates,
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// so shader can not be applied here directly because input vertexTexCoord
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// do not represent full screen coordinates (space where want to apply shader)
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.BLACK);
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
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// End drawing to texture (now we have a blank texture available for the shader)
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EndTextureMode();
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@ -82,7 +82,7 @@ public class Eratosthenes
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target.Texture,
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new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
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new Vector2(0.0f, 0.0f),
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Color.WHITE
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Color.White
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);
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EndShaderMode();
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|
@ -42,7 +42,7 @@ public class Fog
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const int screenHeight = 450;
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// Enable Multi Sampling Anti Aliasing 4x (if available)
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SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
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SetConfigFlags(ConfigFlags.Msaa4xHint);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
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// Define the camera to look into our 3d world
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@ -51,7 +51,7 @@ public class Fog
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
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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 models and texture
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Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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@ -60,14 +60,14 @@ public class Fog
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Texture2D texture = LoadTexture("resources/texel_checker.png");
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// Assign texture to default model material
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Raylib.SetMaterialTexture(ref modelA, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
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Raylib.SetMaterialTexture(ref modelB, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
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Raylib.SetMaterialTexture(ref modelC, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
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Raylib.SetMaterialTexture(ref modelA, 0, MaterialMapIndex.Albedo, ref texture);
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Raylib.SetMaterialTexture(ref modelB, 0, MaterialMapIndex.Albedo, ref texture);
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Raylib.SetMaterialTexture(ref modelC, 0, MaterialMapIndex.Albedo, ref texture);
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// Load shader and set up some uniforms
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Shader shader = LoadShader("resources/shaders/glsl330/lighting.vs", "resources/shaders/glsl330/fog.fs");
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shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL] = GetShaderLocation(shader, "matModel");
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shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
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shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel");
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shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
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// Ambient light level
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int ambientLoc = GetShaderLocation(shader, "ambient");
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@ -75,12 +75,12 @@ public class Fog
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shader,
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ambientLoc,
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new float[] { 0.2f, 0.2f, 0.2f, 1.0f },
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ShaderUniformDataType.SHADER_UNIFORM_VEC4
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ShaderUniformDataType.Vec4
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);
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float fogDensity = 0.15f;
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int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
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Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.Float);
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// NOTE: All models share the same shader
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Raylib.SetMaterialShader(ref modelA, 0, ref shader);
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@ -88,7 +88,7 @@ public class Fog
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Raylib.SetMaterialShader(ref modelC, 0, ref shader);
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// Using just 1 point lights
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Rlights.CreateLight(0, LightType.Point, new Vector3(0, 2, 6), Vector3.Zero, Color.WHITE, shader);
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Rlights.CreateLight(0, LightType.Point, new Vector3(0, 2, 6), Vector3.Zero, Color.White, shader);
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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@ -98,9 +98,9 @@ public class Fog
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
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UpdateCamera(ref camera, CameraMode.Orbital);
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if (IsKeyDown(KeyboardKey.KEY_UP))
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if (IsKeyDown(KeyboardKey.Up))
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{
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fogDensity += 0.001f;
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if (fogDensity > 1.0f)
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@ -109,7 +109,7 @@ public class Fog
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}
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}
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if (IsKeyDown(KeyboardKey.KEY_DOWN))
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if (IsKeyDown(KeyboardKey.Down))
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{
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fogDensity -= 0.001f;
|
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if (fogDensity < 0.0f)
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@ -118,7 +118,7 @@ public class Fog
|
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}
|
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}
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Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.Float);
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// Rotate the torus
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modelA.Transform = MatrixMultiply(modelA.Transform, MatrixRotateX(-0.025f));
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@ -127,27 +127,27 @@ public class Fog
|
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// Update the light shader with the camera view position
|
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Raylib.SetShaderValue(
|
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shader,
|
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shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW],
|
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shader.Locs[(int)ShaderLocationIndex.VectorView],
|
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camera.Position,
|
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ShaderUniformDataType.SHADER_UNIFORM_VEC3
|
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ShaderUniformDataType.Vec3
|
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);
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//----------------------------------------------------------------------------------
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|
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// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
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||||
ClearBackground(Color.GRAY);
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||||
ClearBackground(Color.Gray);
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BeginMode3D(camera);
|
||||
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// Draw the three models
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DrawModel(modelA, Vector3.Zero, 1.0f, Color.WHITE);
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DrawModel(modelB, new Vector3(-2.6f, 0, 0), 1.0f, Color.WHITE);
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DrawModel(modelC, new Vector3(2.6f, 0, 0), 1.0f, Color.WHITE);
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DrawModel(modelA, Vector3.Zero, 1.0f, Color.White);
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DrawModel(modelB, new Vector3(-2.6f, 0, 0), 1.0f, Color.White);
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DrawModel(modelC, new Vector3(2.6f, 0, 0), 1.0f, Color.White);
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for (int i = -20; i < 20; i += 2)
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{
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DrawModel(modelA, new Vector3(i, 0, 2), 1.0f, Color.WHITE);
|
||||
DrawModel(modelA, new Vector3(i, 0, 2), 1.0f, Color.White);
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}
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|
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EndMode3D();
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@ -157,7 +157,7 @@ public class Fog
|
||||
10,
|
||||
10,
|
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20,
|
||||
Color.RAYWHITE
|
||||
Color.RayWhite
|
||||
);
|
||||
|
||||
EndDrawing();
|
||||
|
@ -41,7 +41,7 @@ public class HotReloading
|
||||
int timeLoc = GetShaderLocation(shader, "time");
|
||||
|
||||
float[] resolution = new[] { (float)screenWidth, (float)screenHeight };
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
|
||||
|
||||
float totalTime = 0.0f;
|
||||
bool shaderAutoReloading = false;
|
||||
@ -59,11 +59,11 @@ public class HotReloading
|
||||
float[] mousePos = new[] { mouse.X, mouse.Y };
|
||||
|
||||
// Set shader required uniform values
|
||||
Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.Vec2);
|
||||
|
||||
// Hot shader reloading
|
||||
if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.MOUSE_LEFT_BUTTON)))
|
||||
if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.Left)))
|
||||
{
|
||||
long currentFragShaderModTime = GetFileModTime(fragShaderFileName);
|
||||
|
||||
@ -89,7 +89,7 @@ public class HotReloading
|
||||
shader,
|
||||
resolutionLoc,
|
||||
resolution,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
}
|
||||
|
||||
@ -97,7 +97,7 @@ public class HotReloading
|
||||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_A))
|
||||
if (IsKeyPressed(KeyboardKey.A))
|
||||
{
|
||||
shaderAutoReloading = !shaderAutoReloading;
|
||||
}
|
||||
@ -106,18 +106,18 @@ public class HotReloading
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// We only draw a white full-screen rectangle, frame is generated in shader
|
||||
BeginShaderMode(shader);
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.WHITE);
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
string info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
|
||||
DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.RED : Color.BLACK);
|
||||
DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
|
||||
if (!shaderAutoReloading)
|
||||
{
|
||||
DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.BLACK);
|
||||
DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
|
||||
}
|
||||
|
||||
// DrawText($"Shader last modification: ", 10, 430, 10, Color.BLACK);
|
||||
|
@ -60,7 +60,7 @@ public class HybridRender
|
||||
shdrRaymarch,
|
||||
marchLocs.ScreenCenter,
|
||||
screenCenter,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
|
||||
// Use customized function to create writable depth texture buffer
|
||||
@ -72,7 +72,7 @@ public class HybridRender
|
||||
camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Camera FOV is pre-calculated in the camera Distance.
|
||||
float camDist = 1.0f / (MathF.Tan(camera.FovY * 0.5f * Raylib.DEG2RAD));
|
||||
@ -85,41 +85,41 @@ public class HybridRender
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Update Camera Postion in the ray march shader.
|
||||
SetShaderValue(
|
||||
shdrRaymarch,
|
||||
marchLocs.CamPos,
|
||||
camera.Position,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC3
|
||||
ShaderUniformDataType.Vec3
|
||||
);
|
||||
|
||||
// Update Camera Looking Vector. Vector length determines FOV.
|
||||
Vector3 camDir = Vector3.Normalize(camera.Target - camera.Position) * camDist;
|
||||
SetShaderValue(shdrRaymarch, marchLocs.CamDir, camDir, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
|
||||
SetShaderValue(shdrRaymarch, marchLocs.CamDir, camDir, ShaderUniformDataType.Vec3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw into our custom render texture (framebuffer)
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.WHITE);
|
||||
ClearBackground(Color.White);
|
||||
|
||||
// Raymarch Scene
|
||||
// Manually enable Depth Test to handle multiple rendering methods.
|
||||
Rlgl.EnableDepthTest();
|
||||
BeginShaderMode(shdrRaymarch);
|
||||
DrawRectangleRec(new Rectangle(0, 0, screenWidth, screenHeight), Color.WHITE);
|
||||
DrawRectangleRec(new Rectangle(0, 0, screenWidth, screenHeight), Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
// Rasterize Scene
|
||||
BeginMode3D(camera);
|
||||
BeginShaderMode(shdrRaster);
|
||||
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.RED);
|
||||
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.PURPLE);
|
||||
DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DARKGREEN);
|
||||
DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.YELLOW);
|
||||
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
|
||||
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
|
||||
DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
|
||||
DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
|
||||
DrawGrid(10, 1.0f);
|
||||
EndShaderMode();
|
||||
EndMode3D();
|
||||
@ -128,13 +128,13 @@ public class HybridRender
|
||||
|
||||
// Draw custom render texture
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawTextureRec(
|
||||
target.Texture,
|
||||
new Rectangle(0, 0, screenWidth, -screenHeight),
|
||||
Vector2.Zero,
|
||||
Color.WHITE
|
||||
Color.White
|
||||
);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
@ -171,48 +171,48 @@ public class HybridRender
|
||||
null,
|
||||
width,
|
||||
height,
|
||||
PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
PixelFormat.UncompressedR8G8B8A8,
|
||||
1
|
||||
);
|
||||
target.Texture.Width = width;
|
||||
target.Texture.Height = height;
|
||||
target.Texture.Format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
|
||||
target.Texture.Format = PixelFormat.UncompressedR8G8B8A8;
|
||||
target.Texture.Mipmaps = 1;
|
||||
|
||||
// Create depth texture buffer (instead of raylib default renderbuffer)
|
||||
target.Depth.Id = Rlgl.LoadTextureDepth(width, height, false);
|
||||
target.Depth.Width = width;
|
||||
target.Depth.Height = height;
|
||||
target.Depth.Format = PixelFormat.PIXELFORMAT_COMPRESSED_PVRT_RGBA;
|
||||
target.Depth.Format = PixelFormat.CompressedPvrtRgba;
|
||||
target.Depth.Mipmaps = 1;
|
||||
|
||||
// Attach color texture and depth texture to FBO
|
||||
Rlgl.FramebufferAttach(
|
||||
target.Id,
|
||||
target.Texture.Id,
|
||||
FramebufferAttachType.RL_ATTACHMENT_COLOR_CHANNEL0,
|
||||
FramebufferAttachTextureType.RL_ATTACHMENT_TEXTURE2D,
|
||||
FramebufferAttachType.ColorChannel0,
|
||||
FramebufferAttachTextureType.Texture2D,
|
||||
0
|
||||
);
|
||||
Rlgl.FramebufferAttach(
|
||||
target.Id,
|
||||
target.Depth.Id,
|
||||
FramebufferAttachType.RL_ATTACHMENT_DEPTH,
|
||||
FramebufferAttachTextureType.RL_ATTACHMENT_TEXTURE2D,
|
||||
FramebufferAttachType.Depth,
|
||||
FramebufferAttachTextureType.Texture2D,
|
||||
0
|
||||
);
|
||||
|
||||
// Check if fbo is complete with attachments (valid)
|
||||
if (Rlgl.FramebufferComplete(target.Id))
|
||||
{
|
||||
TraceLog(TraceLogLevel.LOG_INFO, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
|
||||
TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
|
||||
}
|
||||
|
||||
Rlgl.DisableFramebuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceLog(TraceLogLevel.LOG_WARNING, "FBO: Framebuffer object can not be created");
|
||||
TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
|
||||
}
|
||||
|
||||
return target;
|
||||
|
@ -69,12 +69,12 @@ public class JuliaSet
|
||||
shader,
|
||||
GetShaderLocation(shader, "screenDims"),
|
||||
screenDims,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
|
||||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, zoomLoc, zoomLoc, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
||||
Raylib.SetShaderValue(shader, zoomLoc, zoomLoc, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
@ -95,80 +95,80 @@ public class JuliaSet
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Press [1 - 6] to reset c to a point of interest
|
||||
if (IsKeyPressed(KeyboardKey.KEY_ONE) ||
|
||||
IsKeyPressed(KeyboardKey.KEY_TWO) ||
|
||||
IsKeyPressed(KeyboardKey.KEY_THREE) ||
|
||||
IsKeyPressed(KeyboardKey.KEY_FOUR) ||
|
||||
IsKeyPressed(KeyboardKey.KEY_FIVE) ||
|
||||
IsKeyPressed(KeyboardKey.KEY_SIX))
|
||||
if (IsKeyPressed(KeyboardKey.One) ||
|
||||
IsKeyPressed(KeyboardKey.Two) ||
|
||||
IsKeyPressed(KeyboardKey.Three) ||
|
||||
IsKeyPressed(KeyboardKey.Four) ||
|
||||
IsKeyPressed(KeyboardKey.Five) ||
|
||||
IsKeyPressed(KeyboardKey.Six))
|
||||
{
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_ONE))
|
||||
if (IsKeyPressed(KeyboardKey.One))
|
||||
{
|
||||
c[0] = PointsOfInterest[0][0];
|
||||
c[1] = PointsOfInterest[0][1];
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_TWO))
|
||||
else if (IsKeyPressed(KeyboardKey.Two))
|
||||
{
|
||||
c[0] = PointsOfInterest[1][0];
|
||||
c[1] = PointsOfInterest[1][1];
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_THREE))
|
||||
else if (IsKeyPressed(KeyboardKey.Three))
|
||||
{
|
||||
c[0] = PointsOfInterest[2][0];
|
||||
c[1] = PointsOfInterest[2][1];
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_FOUR))
|
||||
else if (IsKeyPressed(KeyboardKey.Four))
|
||||
{
|
||||
c[0] = PointsOfInterest[3][0];
|
||||
c[1] = PointsOfInterest[3][1];
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_FIVE))
|
||||
else if (IsKeyPressed(KeyboardKey.Five))
|
||||
{
|
||||
c[0] = PointsOfInterest[4][0];
|
||||
c[1] = PointsOfInterest[4][1];
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_SIX))
|
||||
else if (IsKeyPressed(KeyboardKey.Six))
|
||||
{
|
||||
c[0] = PointsOfInterest[5][0];
|
||||
c[1] = PointsOfInterest[5][1];
|
||||
}
|
||||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
||||
}
|
||||
|
||||
// Pause animation (c change)
|
||||
if (IsKeyPressed(KeyboardKey.KEY_SPACE))
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
pause = !pause;
|
||||
}
|
||||
|
||||
// Toggle whether or not to show controls
|
||||
if (IsKeyPressed(KeyboardKey.KEY_F1))
|
||||
if (IsKeyPressed(KeyboardKey.F1))
|
||||
{
|
||||
showControls = !showControls;
|
||||
}
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
if (IsKeyPressed(KeyboardKey.KEY_RIGHT))
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
incrementSpeed++;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_LEFT))
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
incrementSpeed--;
|
||||
}
|
||||
|
||||
// TODO: The idea is to zoom and move around with mouse
|
||||
// Probably offset movement should be proportional to zoom level
|
||||
if (IsMouseButtonDown(MouseButton.MOUSE_LEFT_BUTTON) || IsMouseButtonDown(MouseButton.MOUSE_RIGHT_BUTTON))
|
||||
if (IsMouseButtonDown(MouseButton.Left) || IsMouseButtonDown(MouseButton.Right))
|
||||
{
|
||||
if (IsMouseButtonDown(MouseButton.MOUSE_LEFT_BUTTON))
|
||||
if (IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
zoom += zoom * 0.003f;
|
||||
}
|
||||
|
||||
if (IsMouseButtonDown(MouseButton.MOUSE_RIGHT_BUTTON))
|
||||
if (IsMouseButtonDown(MouseButton.Right))
|
||||
{
|
||||
zoom -= zoom * 0.003f;
|
||||
}
|
||||
@ -187,48 +187,48 @@ public class JuliaSet
|
||||
offsetSpeed = new Vector2(0.0f, 0.0f);
|
||||
}
|
||||
|
||||
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
||||
|
||||
// Increment c value with time
|
||||
float amount = GetFrameTime() * incrementSpeed * 0.0005f;
|
||||
c[0] += amount;
|
||||
c[1] += amount;
|
||||
|
||||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.BLACK);
|
||||
ClearBackground(Color.Black);
|
||||
|
||||
// Using a render texture to draw Julia set
|
||||
// Enable drawing to texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.BLACK);
|
||||
ClearBackground(Color.Black);
|
||||
|
||||
// Draw a rectangle in shader mode to be used as shader canvas
|
||||
// NOTE: Rectangle uses font Color.white character texture coordinates,
|
||||
// so shader can not be applied here directly because input vertexTexCoord
|
||||
// do not represent full screen coordinates (space where want to apply shader)
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.BLACK);
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw the saved texture and rendered julia set with shader
|
||||
// NOTE: We do not invert texture on Y, already considered inside shader
|
||||
BeginShaderMode(shader);
|
||||
DrawTexture(target.Texture, 0, 0, Color.WHITE);
|
||||
DrawTexture(target.Texture, 0, 0, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
if (showControls)
|
||||
{
|
||||
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, Color.RAYWHITE);
|
||||
DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, Color.RAYWHITE);
|
||||
DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, Color.RAYWHITE);
|
||||
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, Color.RAYWHITE);
|
||||
DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, Color.RAYWHITE);
|
||||
DrawText("Press Mouse buttons right/left to zoom in/out and move", 10, 15, 10, Color.RayWhite);
|
||||
DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, Color.RayWhite);
|
||||
DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
|
||||
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, Color.RayWhite);
|
||||
DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, Color.RayWhite);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
|
@ -30,7 +30,7 @@ public class MeshInstancing
|
||||
const int fps = 60;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
|
||||
|
||||
// Speed of jump animation
|
||||
@ -55,7 +55,7 @@ public class MeshInstancing
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Number of instances to display
|
||||
const int instances = 10000;
|
||||
@ -97,9 +97,9 @@ public class MeshInstancing
|
||||
unsafe
|
||||
{
|
||||
int* locs = (int*)shader.Locs;
|
||||
locs[(int)ShaderLocationIndex.SHADER_LOC_MATRIX_MVP] = GetShaderLocation(shader, "mvp");
|
||||
locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
|
||||
locs[(int)ShaderLocationIndex.SHADER_LOC_MATRIX_MODEL] = GetShaderLocationAttrib(
|
||||
locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
|
||||
locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
|
||||
locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocationAttrib(
|
||||
shader,
|
||||
"instanceTransform"
|
||||
);
|
||||
@ -111,7 +111,7 @@ public class MeshInstancing
|
||||
shader,
|
||||
ambientLoc,
|
||||
new float[] { 0.2f, 0.2f, 0.2f, 1.0f },
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC4
|
||||
ShaderUniformDataType.Vec4
|
||||
);
|
||||
|
||||
Rlights.CreateLight(
|
||||
@ -119,7 +119,7 @@ public class MeshInstancing
|
||||
LightType.Directorional,
|
||||
new Vector3(50, 50, 0),
|
||||
Vector3.Zero,
|
||||
Color.WHITE,
|
||||
Color.White,
|
||||
shader
|
||||
);
|
||||
|
||||
@ -127,7 +127,7 @@ public class MeshInstancing
|
||||
material.Shader = shader;
|
||||
unsafe
|
||||
{
|
||||
material.Maps[(int)MaterialMapIndex.MATERIAL_MAP_DIFFUSE].Color = Color.RED;
|
||||
material.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
|
||||
}
|
||||
|
||||
int textPositionY = 300;
|
||||
@ -143,77 +143,77 @@ public class MeshInstancing
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
|
||||
textPositionY = 300;
|
||||
framesCounter += 1;
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_UP))
|
||||
if (IsKeyDown(KeyboardKey.Up))
|
||||
{
|
||||
amp += 0.5f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_DOWN))
|
||||
if (IsKeyDown(KeyboardKey.Down))
|
||||
{
|
||||
amp = (amp <= 1) ? 1.0f : (amp - 1.0f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_LEFT))
|
||||
if (IsKeyDown(KeyboardKey.Left))
|
||||
{
|
||||
variance = (variance <= 0.0f) ? 0.0f : (variance - 0.01f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_RIGHT))
|
||||
if (IsKeyDown(KeyboardKey.Right))
|
||||
{
|
||||
variance = (variance >= 1.0f) ? 1.0f : (variance + 0.01f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_ONE))
|
||||
if (IsKeyDown(KeyboardKey.One))
|
||||
{
|
||||
groups = 1;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_TWO))
|
||||
if (IsKeyDown(KeyboardKey.Two))
|
||||
{
|
||||
groups = 2;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_THREE))
|
||||
if (IsKeyDown(KeyboardKey.Three))
|
||||
{
|
||||
groups = 3;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_FOUR))
|
||||
if (IsKeyDown(KeyboardKey.Four))
|
||||
{
|
||||
groups = 4;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_FIVE))
|
||||
if (IsKeyDown(KeyboardKey.Five))
|
||||
{
|
||||
groups = 5;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_SIX))
|
||||
if (IsKeyDown(KeyboardKey.Six))
|
||||
{
|
||||
groups = 6;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_SEVEN))
|
||||
if (IsKeyDown(KeyboardKey.Seven))
|
||||
{
|
||||
groups = 7;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_EIGHT))
|
||||
if (IsKeyDown(KeyboardKey.Eight))
|
||||
{
|
||||
groups = 8;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_NINE))
|
||||
if (IsKeyDown(KeyboardKey.Nine))
|
||||
{
|
||||
groups = 9;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_W))
|
||||
if (IsKeyDown(KeyboardKey.W))
|
||||
{
|
||||
groups = 7;
|
||||
amp = 25;
|
||||
@ -221,22 +221,22 @@ public class MeshInstancing
|
||||
variance = 0.70f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_EQUAL))
|
||||
if (IsKeyDown(KeyboardKey.Equal))
|
||||
{
|
||||
speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_KP_ADD))
|
||||
if (IsKeyDown(KeyboardKey.KpAdd))
|
||||
{
|
||||
speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_MINUS))
|
||||
if (IsKeyDown(KeyboardKey.Minus))
|
||||
{
|
||||
speed = (int)MathF.Max(speed * 1.02f, speed + 1);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KEY_KP_SUBTRACT))
|
||||
if (IsKeyDown(KeyboardKey.KpSubtract))
|
||||
{
|
||||
speed = (int)MathF.Max(speed * 1.02f, speed + 1);
|
||||
}
|
||||
@ -245,9 +245,9 @@ public class MeshInstancing
|
||||
float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
|
||||
Raylib.SetShaderValue(
|
||||
shader,
|
||||
(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW,
|
||||
(int)ShaderLocationIndex.VectorView,
|
||||
cameraPos,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC3
|
||||
ShaderUniformDataType.Vec3
|
||||
);
|
||||
|
||||
// Apply per-instance transformations
|
||||
@ -273,42 +273,42 @@ public class MeshInstancing
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawMeshInstanced(cube, material, transforms, instances);
|
||||
EndMode3D();
|
||||
|
||||
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, Color.MAROON);
|
||||
DrawText("PRESS KEYS:", 10, textPositionY, 20, Color.BLACK);
|
||||
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, Color.Maroon);
|
||||
DrawText("PRESS KEYS:", 10, textPositionY, 20, Color.Black);
|
||||
|
||||
DrawText("1 - 9", 10, textPositionY += 25, 10, Color.BLACK);
|
||||
DrawText(": Number of groups", 50, textPositionY, 10, Color.BLACK);
|
||||
DrawText($": {groups}", 160, textPositionY, 10, Color.BLACK);
|
||||
DrawText("1 - 9", 10, textPositionY += 25, 10, Color.Black);
|
||||
DrawText(": Number of groups", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {groups}", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("UP", 10, textPositionY += 15, 10, Color.BLACK);
|
||||
DrawText(": increase amplitude", 50, textPositionY, 10, Color.BLACK);
|
||||
DrawText($": {amp}%.2f", 160, textPositionY, 10, Color.BLACK);
|
||||
DrawText("UP", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": increase amplitude", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {amp}%.2f", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("DOWN", 10, textPositionY += 15, 10, Color.BLACK);
|
||||
DrawText(": decrease amplitude", 50, textPositionY, 10, Color.BLACK);
|
||||
DrawText("DOWN", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": decrease amplitude", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("LEFT", 10, textPositionY += 15, 10, Color.BLACK);
|
||||
DrawText(": decrease variance", 50, textPositionY, 10, Color.BLACK);
|
||||
DrawText($": {variance}.2f", 160, textPositionY, 10, Color.BLACK);
|
||||
DrawText("LEFT", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": decrease variance", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {variance}.2f", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("RIGHT", 10, textPositionY += 15, 10, Color.BLACK);
|
||||
DrawText(": increase variance", 50, textPositionY, 10, Color.BLACK);
|
||||
DrawText("RIGHT", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": increase variance", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("+/=", 10, textPositionY += 15, 10, Color.BLACK);
|
||||
DrawText(": increase speed", 50, textPositionY, 10, Color.BLACK);
|
||||
DrawText($": {speed} = {((float)fps / speed)} loops/sec", 160, textPositionY, 10, Color.BLACK);
|
||||
DrawText("+/=", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": increase speed", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {speed} = {((float)fps / speed)} loops/sec", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("-", 10, textPositionY += 15, 10, Color.BLACK);
|
||||
DrawText(": decrease speed", 50, textPositionY, 10, Color.BLACK);
|
||||
DrawText("-", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": decrease speed", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("W", 10, textPositionY += 15, 10, Color.BLACK);
|
||||
DrawText(": Wild setup!", 50, textPositionY, 10, Color.BLACK);
|
||||
DrawText("W", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": Wild setup!", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
@ -31,7 +31,7 @@ public class ModelShader
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||
|
||||
@ -41,7 +41,7 @@ public class ModelShader
|
||||
camera.Target = new Vector3(0.0f, 1.0f, -1.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
Model model = LoadModel("resources/models/obj/watermill.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/watermill_diffuse.png");
|
||||
@ -49,7 +49,7 @@ public class ModelShader
|
||||
"resources/shaders/glsl330/grayscale.fs");
|
||||
|
||||
Raylib.SetMaterialShader(ref model, 0, ref shader);
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
|
||||
@ -61,17 +61,17 @@ public class ModelShader
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 0.2f, Color.WHITE);
|
||||
DrawModel(model, position, 0.2f, Color.White);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
@ -82,11 +82,11 @@ public class ModelShader
|
||||
screenWidth - 210,
|
||||
screenHeight - 20,
|
||||
10,
|
||||
Color.GRAY
|
||||
Color.Gray
|
||||
);
|
||||
|
||||
DrawText($"Camera3D position: ({camera.Position})", 600, 20, 10, Color.BLACK);
|
||||
DrawText($"Camera3D target: ({camera.Position})", 600, 40, 10, Color.GRAY);
|
||||
DrawText($"Camera3D position: ({camera.Position})", 600, 20, 10, Color.Black);
|
||||
DrawText($"Camera3D target: ({camera.Position})", 600, 40, 10, Color.Gray);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
@ -56,11 +56,11 @@ public class MultiSample2d
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyDown(KeyboardKey.KEY_RIGHT))
|
||||
if (IsKeyDown(KeyboardKey.Right))
|
||||
{
|
||||
dividerValue += 0.01f;
|
||||
}
|
||||
else if (IsKeyDown(KeyboardKey.KEY_LEFT))
|
||||
else if (IsKeyDown(KeyboardKey.Left))
|
||||
{
|
||||
dividerValue -= 0.01f;
|
||||
}
|
||||
@ -74,13 +74,13 @@ public class MultiSample2d
|
||||
dividerValue = 1.0f;
|
||||
}
|
||||
|
||||
Raylib.SetShaderValue(shader, dividerLoc, dividerValue, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, dividerLoc, dividerValue, ShaderUniformDataType.Float);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
|
||||
@ -91,12 +91,12 @@ public class MultiSample2d
|
||||
|
||||
// We are drawing texRed using default sampler2D texture0 but
|
||||
// an additional texture units is enabled for texBlue (sampler2D texture1)
|
||||
DrawTexture(texRed, 0, 0, Color.WHITE);
|
||||
DrawTexture(texRed, 0, 0, Color.White);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
int y = GetScreenHeight() - 40;
|
||||
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, y, 20, Color.RAYWHITE);
|
||||
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, y, 20, Color.RayWhite);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -99,11 +99,11 @@ public class PaletteSwitch
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.KEY_RIGHT))
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
currentPalette++;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_LEFT))
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
currentPalette--;
|
||||
}
|
||||
@ -123,7 +123,7 @@ public class PaletteSwitch
|
||||
shader,
|
||||
paletteLoc,
|
||||
Palettes[currentPalette],
|
||||
ShaderUniformDataType.SHADER_UNIFORM_IVEC3,
|
||||
ShaderUniformDataType.IVec3,
|
||||
ColorsPerPalette
|
||||
);
|
||||
//----------------------------------------------------------------------------------
|
||||
@ -131,7 +131,7 @@ public class PaletteSwitch
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
|
||||
@ -144,9 +144,9 @@ public class PaletteSwitch
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("< >", 10, 10, 30, Color.DARKBLUE);
|
||||
DrawText("CURRENT PALETTE:", 60, 15, 20, Color.RAYWHITE);
|
||||
DrawText(PaletteText[currentPalette], 300, 15, 20, Color.RED);
|
||||
DrawText("< >", 10, 10, 30, Color.DarkBlue);
|
||||
DrawText("CURRENT PALETTE:", 60, 15, 20, Color.RayWhite);
|
||||
DrawText(PaletteText[currentPalette], 300, 15, 20, Color.Red);
|
||||
|
||||
DrawFPS(700, 15);
|
||||
|
||||
|
@ -67,7 +67,7 @@ public class PostProcessing
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.FLAG_MSAA_4X_HINT);
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
@ -76,13 +76,13 @@ public class PostProcessing
|
||||
camera.Target = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
Model model = LoadModel("resources/models/obj/church.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/church_diffuse.png");
|
||||
|
||||
// Set model diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.MATERIAL_MAP_ALBEDO, ref texture);
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
|
||||
@ -119,13 +119,13 @@ public class PostProcessing
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.KEY_RIGHT))
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
currentShader++;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.KEY_LEFT))
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
currentShader--;
|
||||
}
|
||||
@ -143,15 +143,15 @@ public class PostProcessing
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Enable drawing to texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 0.1f, Color.WHITE);
|
||||
DrawModel(model, position, 0.1f, Color.White);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
@ -168,18 +168,18 @@ public class PostProcessing
|
||||
target.Texture,
|
||||
new Rectangle(0, 0, target.Texture.Width, -target.Texture.Height),
|
||||
new Vector2(0, 0),
|
||||
Color.WHITE
|
||||
Color.White
|
||||
);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle(0, 9, 580, 30, ColorAlpha(Color.LIGHTGRAY, 0.7f));
|
||||
DrawRectangle(0, 9, 580, 30, ColorAlpha(Color.LightGray, 0.7f));
|
||||
|
||||
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.GRAY);
|
||||
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
|
||||
|
||||
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, Color.BLACK);
|
||||
DrawText(postproShaderText[currentShader], 330, 15, 20, Color.RED);
|
||||
DrawText("< >", 540, 10, 30, Color.DARKBLUE);
|
||||
DrawText("CURRENT POSTPRO SHADER:", 10, 15, 20, Color.Black);
|
||||
DrawText(postproShaderText[currentShader], 330, 15, 20, Color.Red);
|
||||
DrawText("< >", 540, 10, 30, Color.DarkBlue);
|
||||
|
||||
DrawFPS(700, 15);
|
||||
|
||||
|
@ -33,7 +33,7 @@ public class Raymarching
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
|
||||
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
|
||||
SetConfigFlags(ResizableWindow);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
|
||||
|
||||
Camera3D camera = new();
|
||||
@ -53,7 +53,7 @@ public class Raymarching
|
||||
int resolutionLoc = GetShaderLocation(shader, "resolution");
|
||||
|
||||
float[] resolution = { (float)screenWidth, (float)screenHeight };
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
|
||||
|
||||
float runTime = 0.0f;
|
||||
|
||||
@ -70,31 +70,31 @@ public class Raymarching
|
||||
screenWidth = GetScreenWidth();
|
||||
screenHeight = GetScreenHeight();
|
||||
resolution = new float[] { (float)screenWidth, (float)screenHeight };
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
|
||||
}
|
||||
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
|
||||
float deltaTime = GetFrameTime();
|
||||
runTime += deltaTime;
|
||||
|
||||
// Set shader required uniform values
|
||||
Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
|
||||
Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
|
||||
Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
|
||||
Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
|
||||
Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// We only draw a white full-screen rectangle,
|
||||
// frame is generated in shader using raymarching
|
||||
BeginShaderMode(shader);
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.WHITE);
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
DrawText(
|
||||
@ -102,7 +102,7 @@ public class Raymarching
|
||||
screenWidth - 280,
|
||||
screenHeight - 20,
|
||||
10,
|
||||
Color.BLACK
|
||||
Color.Black
|
||||
);
|
||||
|
||||
EndDrawing();
|
||||
|
@ -54,54 +54,54 @@ public class ShapesTextures
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Start drawing with default shader
|
||||
DrawText("USING DEFAULT SHADER", 20, 40, 10, Color.RED);
|
||||
DrawText("USING DEFAULT SHADER", 20, 40, 10, Color.Red);
|
||||
|
||||
DrawCircle(80, 120, 35, Color.DARKBLUE);
|
||||
DrawCircleGradient(80, 220, 60, Color.GREEN, Color.SKYBLUE);
|
||||
DrawCircleLines(80, 340, 80, Color.DARKBLUE);
|
||||
DrawCircle(80, 120, 35, Color.DarkBlue);
|
||||
DrawCircleGradient(80, 220, 60, Color.Green, Color.SkyBlue);
|
||||
DrawCircleLines(80, 340, 80, Color.DarkBlue);
|
||||
|
||||
|
||||
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawText("USING CUSTOM SHADER", 190, 40, 10, Color.RED);
|
||||
DrawText("USING CUSTOM SHADER", 190, 40, 10, Color.Red);
|
||||
|
||||
DrawRectangle(250 - 60, 90, 120, 60, Color.RED);
|
||||
DrawRectangleGradientH(250 - 90, 170, 180, 130, Color.MAROON, Color.GOLD);
|
||||
DrawRectangleLines(250 - 40, 320, 80, 60, Color.ORANGE);
|
||||
DrawRectangle(250 - 60, 90, 120, 60, Color.Red);
|
||||
DrawRectangleGradientH(250 - 90, 170, 180, 130, Color.Maroon, Color.Gold);
|
||||
DrawRectangleLines(250 - 40, 320, 80, 60, Color.Orange);
|
||||
|
||||
// Activate our default shader for next drawings
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("USING DEFAULT SHADER", 370, 40, 10, Color.RED);
|
||||
DrawText("USING DEFAULT SHADER", 370, 40, 10, Color.Red);
|
||||
|
||||
DrawTriangle(
|
||||
new Vector2(430, 80),
|
||||
new Vector2(430 - 60, 150),
|
||||
new Vector2(430 + 60, 150), Color.VIOLET
|
||||
new Vector2(430 + 60, 150), Color.Violet
|
||||
);
|
||||
|
||||
DrawTriangleLines(
|
||||
new Vector2(430, 160),
|
||||
new Vector2(430 - 20, 230),
|
||||
new Vector2(430 + 20, 230), Color.DARKBLUE
|
||||
new Vector2(430 + 20, 230), Color.DarkBlue
|
||||
);
|
||||
|
||||
DrawPoly(new Vector2(430, 320), 6, 80, 0, Color.BROWN);
|
||||
DrawPoly(new Vector2(430, 320), 6, 80, 0, Color.Brown);
|
||||
|
||||
// Activate our custom shader to be applied on next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
// Using custom shader
|
||||
DrawTexture(fudesumi, 500, -30, Color.WHITE);
|
||||
DrawTexture(fudesumi, 500, -30, Color.White);
|
||||
|
||||
// Activate our default shader for next drawings
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, Color.GRAY);
|
||||
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -41,7 +41,7 @@ public class SimpleMask
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Define our three models to show the shader on
|
||||
Mesh torus = GenMeshTorus(.3f, 1, 16, 32);
|
||||
@ -62,11 +62,11 @@ public class SimpleMask
|
||||
|
||||
Material* materials = model1.Materials;
|
||||
MaterialMap* maps = materials[0].Maps;
|
||||
model1.Materials[0].Maps[(int)MaterialMapIndex.MATERIAL_MAP_ALBEDO].Texture = texDiffuse;
|
||||
model1.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Texture = texDiffuse;
|
||||
|
||||
materials = model2.Materials;
|
||||
maps = materials[0].Maps;
|
||||
maps[(int)MaterialMapIndex.MATERIAL_MAP_ALBEDO].Texture = texDiffuse;
|
||||
maps[(int)MaterialMapIndex.Albedo].Texture = texDiffuse;
|
||||
|
||||
// Using MAP_EMISSION as a spare slot to use for 2nd texture
|
||||
// NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP
|
||||
@ -75,14 +75,14 @@ public class SimpleMask
|
||||
|
||||
materials = model1.Materials;
|
||||
maps = (MaterialMap*)materials[0].Maps;
|
||||
maps[(int)MaterialMapIndex.MATERIAL_MAP_EMISSION].Texture = texMask;
|
||||
maps[(int)MaterialMapIndex.Emission].Texture = texMask;
|
||||
|
||||
materials = model2.Materials;
|
||||
maps = (MaterialMap*)materials[0].Maps;
|
||||
maps[(int)MaterialMapIndex.MATERIAL_MAP_EMISSION].Texture = texMask;
|
||||
maps[(int)MaterialMapIndex.Emission].Texture = texMask;
|
||||
|
||||
int* locs = shader.Locs;
|
||||
locs[(int)ShaderLocationIndex.SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
||||
locs[(int)ShaderLocationIndex.MapEmission] = GetShaderLocation(shader, "mask");
|
||||
|
||||
// Frame is incremented each frame to animate the shader
|
||||
int shaderFrame = GetShaderLocation(shader, "framesCounter");
|
||||
@ -113,31 +113,31 @@ public class SimpleMask
|
||||
rotation.Z -= 0.0025f;
|
||||
|
||||
// Send frames counter to shader for animation
|
||||
Raylib.SetShaderValue(shader, shaderFrame, framesCounter, ShaderUniformDataType.SHADER_UNIFORM_INT);
|
||||
Raylib.SetShaderValue(shader, shaderFrame, framesCounter, ShaderUniformDataType.Int);
|
||||
|
||||
// Rotate one of the models
|
||||
model1.Transform = MatrixRotateXYZ(rotation);
|
||||
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_CUSTOM);
|
||||
UpdateCamera(ref camera, CameraMode.Custom);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.DARKBLUE);
|
||||
ClearBackground(Color.DarkBlue);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model1, new Vector3(0.5f, 0, 0), 1, Color.WHITE);
|
||||
DrawModelEx(model2, new Vector3(-.5f, 0, 0), new Vector3(1, 1, 0), 50, new Vector3(1, 1, 1), Color.WHITE);
|
||||
DrawModel(model3, new Vector3(0, 0, -1.5f), 1, Color.WHITE);
|
||||
DrawModel(model1, new Vector3(0.5f, 0, 0), 1, Color.White);
|
||||
DrawModelEx(model2, new Vector3(-.5f, 0, 0), new Vector3(1, 1, 0), 50, new Vector3(1, 1, 1), Color.White);
|
||||
DrawModel(model3, new Vector3(0, 0, -1.5f), 1, Color.White);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
string frameText = $"Frame: {framesCounter}";
|
||||
DrawRectangle(16, 698, MeasureText(frameText, 20) + 8, 42, Color.BLUE);
|
||||
DrawText(frameText, 20, 700, 20, Color.WHITE);
|
||||
DrawRectangle(16, 698, MeasureText(frameText, 20) + 8, 42, Color.Blue);
|
||||
DrawText(frameText, 20, 700, 20, Color.White);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
@ -111,7 +111,7 @@ public class Spotlight
|
||||
// a pitch Color.black half and a dimly lit half.
|
||||
int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
|
||||
float sw = (float)GetScreenWidth();
|
||||
Raylib.SetShaderValue(shdrSpot, wLoc, sw, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shdrSpot, wLoc, sw, ShaderUniformDataType.Float);
|
||||
|
||||
// Randomise the locations and velocities of the spotlights
|
||||
// and initialise the shader locations
|
||||
@ -134,19 +134,19 @@ public class Spotlight
|
||||
shdrSpot,
|
||||
spots[i].posLoc,
|
||||
spots[i].pos,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
shdrSpot,
|
||||
spots[i].innerLoc,
|
||||
spots[i].inner,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_FLOAT
|
||||
ShaderUniformDataType.Float
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
shdrSpot,
|
||||
spots[i].radiusLoc,
|
||||
spots[i].radius,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_FLOAT
|
||||
ShaderUniformDataType.Float
|
||||
);
|
||||
}
|
||||
|
||||
@ -205,20 +205,20 @@ public class Spotlight
|
||||
shdrSpot,
|
||||
spots[i].posLoc,
|
||||
spots[i].pos,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
}
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.DARKBLUE);
|
||||
ClearBackground(Color.DarkBlue);
|
||||
|
||||
// Draw stars and bobs
|
||||
for (int n = 0; n < MaxStars; n++)
|
||||
{
|
||||
// MathF.Single pixel is just too small these days!
|
||||
DrawRectangle((int)stars[n].pos.X, (int)stars[n].pos.Y, 2, 2, Color.WHITE);
|
||||
DrawRectangle((int)stars[n].pos.X, (int)stars[n].pos.Y, 2, 2, Color.White);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
@ -227,7 +227,7 @@ public class Spotlight
|
||||
texRay,
|
||||
(int)((screenWidth / 2.0) + MathF.Cos((frameCounter + i * 8) / 51.45f) * (screenWidth / 2.2) - 32),
|
||||
(int)((screenHeight / 2.0) + MathF.Sin((frameCounter + i * 8) / 17.87f) * (screenHeight / 4.2)),
|
||||
Color.WHITE
|
||||
Color.White
|
||||
);
|
||||
}
|
||||
|
||||
@ -236,14 +236,14 @@ public class Spotlight
|
||||
|
||||
// Instead of a blank rectangle you could render a render texture of the full screen used to do screen
|
||||
// scaling (slight adjustment to shader would be required to actually pay attention to the colour!)
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.WHITE);
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText("Move the mouse!", 10, 30, 20, Color.GREEN);
|
||||
DrawText("Pitch Color.Black", (int)(screenWidth * 0.2f), screenHeight / 2, 20, Color.GREEN);
|
||||
DrawText("Dark", (int)(screenWidth * 0.66f), screenHeight / 2, 20, Color.GREEN);
|
||||
DrawText("Move the mouse!", 10, 30, 20, Color.Green);
|
||||
DrawText("Pitch Color.Black", (int)(screenWidth * 0.2f), screenHeight / 2, 20, Color.Green);
|
||||
DrawText("Dark", (int)(screenWidth * 0.66f), screenHeight / 2, 20, Color.Green);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -31,7 +31,7 @@ public class TextureDrawing
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
|
||||
|
||||
// Load blank texture to fill on shader
|
||||
Image imBlank = GenImageColor(1024, 1024, Color.BLANK);
|
||||
Image imBlank = GenImageColor(1024, 1024, Color.Blank);
|
||||
Texture2D texture = LoadTextureFromImage(imBlank);
|
||||
UnloadImage(imBlank);
|
||||
|
||||
@ -40,7 +40,7 @@ public class TextureDrawing
|
||||
|
||||
float time = 0.0f;
|
||||
int timeLoc = GetShaderLocation(shader, "uTime");
|
||||
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
@ -51,24 +51,24 @@ public class TextureDrawing
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
time = (float)GetTime();
|
||||
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Enable our custom shader for next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
// Drawing blank texture, all magic happens on shader
|
||||
DrawTexture(texture, 0, 0, Color.WHITE);
|
||||
DrawTexture(texture, 0, 0, Color.White);
|
||||
|
||||
// Disable our custom shader, return to default shader
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, Color.MAROON);
|
||||
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, Color.Maroon);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
|
@ -49,19 +49,19 @@ public class TextureOutline
|
||||
shdrOutline,
|
||||
outlineSizeLoc,
|
||||
outlineSize,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_FLOAT
|
||||
ShaderUniformDataType.Float
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
shdrOutline,
|
||||
outlineColorLoc,
|
||||
outlineColor,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC4
|
||||
ShaderUniformDataType.Vec4
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
shdrOutline,
|
||||
textureSizeLoc,
|
||||
textureSize,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
|
||||
SetTargetFPS(60);
|
||||
@ -82,7 +82,7 @@ public class TextureOutline
|
||||
shdrOutline,
|
||||
outlineSizeLoc,
|
||||
outlineSize,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_FLOAT
|
||||
ShaderUniformDataType.Float
|
||||
);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
@ -90,15 +90,15 @@ public class TextureOutline
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginShaderMode(shdrOutline);
|
||||
DrawTexture(texture, GetScreenWidth() / 2 - texture.Width / 2, -30, Color.WHITE);
|
||||
DrawTexture(texture, GetScreenWidth() / 2 - texture.Width / 2, -30, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
DrawText("Shader-based\ntexture\noutline", 10, 10, 20, Color.GRAY);
|
||||
DrawText("Shader-based\ntexture\noutline", 10, 10, 20, Color.Gray);
|
||||
|
||||
DrawText($"Outline size: {outlineSize} px", 10, 120, 20, Color.MAROON);
|
||||
DrawText($"Outline size: {outlineSize} px", 10, 120, 20, Color.Maroon);
|
||||
|
||||
DrawFPS(710, 10);
|
||||
|
||||
|
@ -62,14 +62,14 @@ public class TextureWaves
|
||||
shader,
|
||||
GetShaderLocation(shader, "size"),
|
||||
screenSize,
|
||||
ShaderUniformDataType.SHADER_UNIFORM_VEC2
|
||||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
Raylib.SetShaderValue(shader, freqXLoc, freqX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, freqYLoc, freqY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, ampXLoc, ampX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, ampYLoc, ampY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, freqXLoc, freqX, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, freqYLoc, freqY, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, ampXLoc, ampX, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, ampYLoc, ampY, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.Float);
|
||||
|
||||
float seconds = 0.0f;
|
||||
|
||||
@ -83,18 +83,18 @@ public class TextureWaves
|
||||
//----------------------------------------------------------------------------------
|
||||
seconds += GetFrameTime();
|
||||
|
||||
Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
|
||||
Raylib.SetShaderValue(shader, secondsLoc, seconds, ShaderUniformDataType.Float);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawTexture(texture, 0, 0, Color.WHITE);
|
||||
DrawTexture(texture, texture.Width, 0, Color.WHITE);
|
||||
DrawTexture(texture, 0, 0, Color.White);
|
||||
DrawTexture(texture, texture.Width, 0, Color.White);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
|
@ -43,27 +43,27 @@ public class WriteDepth
|
||||
camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Draw into our custom render texture (framebuffer)
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.WHITE);
|
||||
ClearBackground(Color.White);
|
||||
|
||||
BeginMode3D(camera);
|
||||
BeginShaderMode(shader);
|
||||
|
||||
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.RED);
|
||||
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.PURPLE);
|
||||
DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DARKGREEN);
|
||||
DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.YELLOW);
|
||||
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
|
||||
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
|
||||
DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
|
||||
DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndShaderMode();
|
||||
@ -72,13 +72,13 @@ public class WriteDepth
|
||||
|
||||
// Draw custom render texture
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawTextureRec(
|
||||
target.Texture,
|
||||
new Rectangle(0, 0, screenWidth, -screenHeight),
|
||||
Vector2.Zero,
|
||||
Color.WHITE
|
||||
Color.White
|
||||
);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
@ -113,48 +113,48 @@ public class WriteDepth
|
||||
null,
|
||||
width,
|
||||
height,
|
||||
PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
|
||||
PixelFormat.UncompressedR8G8B8A8,
|
||||
1
|
||||
);
|
||||
target.Texture.Width = width;
|
||||
target.Texture.Height = height;
|
||||
target.Texture.Format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
|
||||
target.Texture.Format = PixelFormat.UncompressedR8G8B8A8;
|
||||
target.Texture.Mipmaps = 1;
|
||||
|
||||
// Create depth texture buffer (instead of raylib default renderbuffer)
|
||||
target.Depth.Id = Rlgl.LoadTextureDepth(width, height, false);
|
||||
target.Depth.Width = width;
|
||||
target.Depth.Height = height;
|
||||
target.Depth.Format = PixelFormat.PIXELFORMAT_COMPRESSED_PVRT_RGBA;
|
||||
target.Depth.Format = PixelFormat.CompressedPvrtRgba;
|
||||
target.Depth.Mipmaps = 1;
|
||||
|
||||
// Attach color texture and depth texture to FBO
|
||||
Rlgl.FramebufferAttach(
|
||||
target.Id,
|
||||
target.Texture.Id,
|
||||
FramebufferAttachType.RL_ATTACHMENT_COLOR_CHANNEL0,
|
||||
FramebufferAttachTextureType.RL_ATTACHMENT_TEXTURE2D,
|
||||
FramebufferAttachType.ColorChannel0,
|
||||
FramebufferAttachTextureType.Texture2D,
|
||||
0
|
||||
);
|
||||
Rlgl.FramebufferAttach(
|
||||
target.Id,
|
||||
target.Depth.Id,
|
||||
FramebufferAttachType.RL_ATTACHMENT_DEPTH,
|
||||
FramebufferAttachTextureType.RL_ATTACHMENT_TEXTURE2D,
|
||||
FramebufferAttachType.Depth,
|
||||
FramebufferAttachTextureType.Texture2D,
|
||||
0
|
||||
);
|
||||
|
||||
// Check if fbo is complete with attachments (valid)
|
||||
if (Rlgl.FramebufferComplete(target.Id))
|
||||
{
|
||||
TraceLog(TraceLogLevel.LOG_INFO, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
|
||||
TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
|
||||
}
|
||||
|
||||
Rlgl.DisableFramebuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
TraceLog(TraceLogLevel.LOG_WARNING, "FBO: Framebuffer object can not be created");
|
||||
TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
|
||||
}
|
||||
|
||||
return target;
|
||||
|
Reference in New Issue
Block a user