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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

@ -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);