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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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@ -33,7 +33,7 @@ public class Raymarching
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int screenWidth = 800;
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int screenHeight = 450;
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SetConfigFlags(FLAG_WINDOW_RESIZABLE);
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SetConfigFlags(ResizableWindow);
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
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Camera3D camera = new();
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@ -53,7 +53,7 @@ public class Raymarching
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int resolutionLoc = GetShaderLocation(shader, "resolution");
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float[] resolution = { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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float runTime = 0.0f;
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@ -70,31 +70,31 @@ public class Raymarching
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screenWidth = GetScreenWidth();
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screenHeight = GetScreenHeight();
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resolution = new float[] { (float)screenWidth, (float)screenHeight };
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.SHADER_UNIFORM_VEC2);
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Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
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}
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.CAMERA_FREE);
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UpdateCamera(ref camera, CameraMode.Free);
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float deltaTime = GetFrameTime();
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runTime += deltaTime;
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// Set shader required uniform values
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Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
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Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.SHADER_UNIFORM_VEC3);
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Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.SHADER_UNIFORM_FLOAT);
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Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
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Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float);
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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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// We only draw a white full-screen rectangle,
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// frame is generated in shader using raymarching
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.WHITE);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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DrawText(
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@ -102,7 +102,7 @@ public class Raymarching
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screenWidth - 280,
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screenHeight - 20,
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10,
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Color.BLACK
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Color.Black
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);
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EndDrawing();
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