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https://github.com/raylib-cs/raylib-cs
synced 2025-07-02 19:13:43 -04:00
Update enum/color names to match C# naming convention (#224)
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@ -31,7 +31,7 @@ public class 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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