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Update enum/color names to match C# naming convention (#224)

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Danil 2024-01-18 21:00:57 +02:00 committed by GitHub
commit 70d86837d4
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GPG key ID: B5690EEEBB952194
123 changed files with 1846 additions and 1850 deletions

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@ -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();