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mirror of 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)

This commit is contained in:
Danil
2024-01-18 21:00:57 +02:00
committed by GitHub
parent 2a1889403d
commit 70d86837d4
123 changed files with 1843 additions and 1847 deletions

View File

@ -43,7 +43,7 @@ public class BasicLighting
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 - basic lighting");
// Define the camera to look into our 3d world
@ -52,7 +52,7 @@ public class BasicLighting
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;
// Load plane model from a generated mesh
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
@ -64,12 +64,12 @@ public class BasicLighting
);
// Get some required shader loactions
shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW] = GetShaderLocation(shader, "viewPos");
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
// ambient light level
int ambientLoc = GetShaderLocation(shader, "ambient");
float[] ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
Raylib.SetShaderValue(shader, ambientLoc, ambient, ShaderUniformDataType.SHADER_UNIFORM_VEC4);
Raylib.SetShaderValue(shader, ambientLoc, ambient, ShaderUniformDataType.Vec4);
// Assign out lighting shader to model
model.Materials[0].Shader = shader;
@ -82,7 +82,7 @@ public class BasicLighting
LightType.Point,
new Vector3(-2, 1, -2),
Vector3.Zero,
Color.YELLOW,
Color.Yellow,
shader
);
lights[1] = Rlights.CreateLight(
@ -90,7 +90,7 @@ public class BasicLighting
LightType.Point,
new Vector3(2, 1, 2),
Vector3.Zero,
Color.RED,
Color.Red,
shader
);
lights[2] = Rlights.CreateLight(
@ -98,7 +98,7 @@ public class BasicLighting
LightType.Point,
new Vector3(-2, 1, 2),
Vector3.Zero,
Color.GREEN,
Color.Green,
shader
);
lights[3] = Rlights.CreateLight(
@ -106,7 +106,7 @@ public class BasicLighting
LightType.Point,
new Vector3(2, 1, -2),
Vector3.Zero,
Color.BLUE,
Color.Blue,
shader
);
@ -118,21 +118,21 @@ public class BasicLighting
{
// Update
//----------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
UpdateCamera(ref camera, CameraMode.Orbital);
if (IsKeyPressed(KeyboardKey.KEY_Y))
if (IsKeyPressed(KeyboardKey.Y))
{
lights[0].Enabled = !lights[0].Enabled;
}
if (IsKeyPressed(KeyboardKey.KEY_R))
if (IsKeyPressed(KeyboardKey.R))
{
lights[1].Enabled = !lights[1].Enabled;
}
if (IsKeyPressed(KeyboardKey.KEY_G))
if (IsKeyPressed(KeyboardKey.G))
{
lights[2].Enabled = !lights[2].Enabled;
}
if (IsKeyPressed(KeyboardKey.KEY_B))
if (IsKeyPressed(KeyboardKey.B))
{
lights[3].Enabled = !lights[3].Enabled;
}
@ -146,57 +146,57 @@ public class BasicLighting
// Update the light shader with the camera view position
Raylib.SetShaderValue(
shader,
shader.Locs[(int)ShaderLocationIndex.SHADER_LOC_VECTOR_VIEW],
shader.Locs[(int)ShaderLocationIndex.VectorView],
camera.Position,
ShaderUniformDataType.SHADER_UNIFORM_VEC3
ShaderUniformDataType.Vec3
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RAYWHITE);
ClearBackground(Color.RayWhite);
BeginMode3D(camera);
DrawModel(model, Vector3.Zero, 1.0f, Color.WHITE);
DrawModel(cube, Vector3.Zero, 1.0f, Color.WHITE);
DrawModel(model, Vector3.Zero, 1.0f, Color.White);
DrawModel(cube, Vector3.Zero, 1.0f, Color.White);
// Draw markers to show where the lights are
if (lights[0].Enabled)
{
DrawSphereEx(lights[0].Position, 0.2f, 8, 8, Color.YELLOW);
DrawSphereEx(lights[0].Position, 0.2f, 8, 8, Color.Yellow);
}
else
{
DrawSphereWires(lights[0].Position, 0.2f, 8, 8, ColorAlpha(Color.YELLOW, 0.3f));
DrawSphereWires(lights[0].Position, 0.2f, 8, 8, ColorAlpha(Color.Yellow, 0.3f));
}
if (lights[1].Enabled)
{
DrawSphereEx(lights[1].Position, 0.2f, 8, 8, Color.RED);
DrawSphereEx(lights[1].Position, 0.2f, 8, 8, Color.Red);
}
else
{
DrawSphereWires(lights[1].Position, 0.2f, 8, 8, ColorAlpha(Color.RED, 0.3f));
DrawSphereWires(lights[1].Position, 0.2f, 8, 8, ColorAlpha(Color.Red, 0.3f));
}
if (lights[2].Enabled)
{
DrawSphereEx(lights[2].Position, 0.2f, 8, 8, Color.GREEN);
DrawSphereEx(lights[2].Position, 0.2f, 8, 8, Color.Green);
}
else
{
DrawSphereWires(lights[2].Position, 0.2f, 8, 8, ColorAlpha(Color.GREEN, 0.3f));
DrawSphereWires(lights[2].Position, 0.2f, 8, 8, ColorAlpha(Color.Green, 0.3f));
}
if (lights[3].Enabled)
{
DrawSphereEx(lights[3].Position, 0.2f, 8, 8, Color.BLUE);
DrawSphereEx(lights[3].Position, 0.2f, 8, 8, Color.Blue);
}
else
{
DrawSphereWires(lights[3].Position, 0.2f, 8, 8, ColorAlpha(Color.BLUE, 0.3f));
DrawSphereWires(lights[3].Position, 0.2f, 8, 8, ColorAlpha(Color.Blue, 0.3f));
}
DrawGrid(10, 1.0f);
@ -204,7 +204,7 @@ public class BasicLighting
EndMode3D();
DrawFPS(10, 10);
DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DARKGRAY);
DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DarkGray);
EndDrawing();
//----------------------------------------------------------------------------------