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:
@ -41,7 +41,7 @@ public class SimpleMask
|
||||
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;
|
||||
|
||||
// Define our three models to show the shader on
|
||||
Mesh torus = GenMeshTorus(.3f, 1, 16, 32);
|
||||
@ -62,11 +62,11 @@ public class SimpleMask
|
||||
|
||||
Material* materials = model1.Materials;
|
||||
MaterialMap* maps = materials[0].Maps;
|
||||
model1.Materials[0].Maps[(int)MaterialMapIndex.MATERIAL_MAP_ALBEDO].Texture = texDiffuse;
|
||||
model1.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Texture = texDiffuse;
|
||||
|
||||
materials = model2.Materials;
|
||||
maps = materials[0].Maps;
|
||||
maps[(int)MaterialMapIndex.MATERIAL_MAP_ALBEDO].Texture = texDiffuse;
|
||||
maps[(int)MaterialMapIndex.Albedo].Texture = texDiffuse;
|
||||
|
||||
// Using MAP_EMISSION as a spare slot to use for 2nd texture
|
||||
// NOTE: Don't use MAP_IRRADIANCE, MAP_PREFILTER or MAP_CUBEMAP
|
||||
@ -75,14 +75,14 @@ public class SimpleMask
|
||||
|
||||
materials = model1.Materials;
|
||||
maps = (MaterialMap*)materials[0].Maps;
|
||||
maps[(int)MaterialMapIndex.MATERIAL_MAP_EMISSION].Texture = texMask;
|
||||
maps[(int)MaterialMapIndex.Emission].Texture = texMask;
|
||||
|
||||
materials = model2.Materials;
|
||||
maps = (MaterialMap*)materials[0].Maps;
|
||||
maps[(int)MaterialMapIndex.MATERIAL_MAP_EMISSION].Texture = texMask;
|
||||
maps[(int)MaterialMapIndex.Emission].Texture = texMask;
|
||||
|
||||
int* locs = shader.Locs;
|
||||
locs[(int)ShaderLocationIndex.SHADER_LOC_MAP_EMISSION] = GetShaderLocation(shader, "mask");
|
||||
locs[(int)ShaderLocationIndex.MapEmission] = GetShaderLocation(shader, "mask");
|
||||
|
||||
// Frame is incremented each frame to animate the shader
|
||||
int shaderFrame = GetShaderLocation(shader, "framesCounter");
|
||||
@ -113,31 +113,31 @@ public class SimpleMask
|
||||
rotation.Z -= 0.0025f;
|
||||
|
||||
// Send frames counter to shader for animation
|
||||
Raylib.SetShaderValue(shader, shaderFrame, framesCounter, ShaderUniformDataType.SHADER_UNIFORM_INT);
|
||||
Raylib.SetShaderValue(shader, shaderFrame, framesCounter, ShaderUniformDataType.Int);
|
||||
|
||||
// Rotate one of the models
|
||||
model1.Transform = MatrixRotateXYZ(rotation);
|
||||
|
||||
UpdateCamera(ref camera, CameraMode.CAMERA_CUSTOM);
|
||||
UpdateCamera(ref camera, CameraMode.Custom);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.DARKBLUE);
|
||||
ClearBackground(Color.DarkBlue);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model1, new Vector3(0.5f, 0, 0), 1, Color.WHITE);
|
||||
DrawModelEx(model2, new Vector3(-.5f, 0, 0), new Vector3(1, 1, 0), 50, new Vector3(1, 1, 1), Color.WHITE);
|
||||
DrawModel(model3, new Vector3(0, 0, -1.5f), 1, Color.WHITE);
|
||||
DrawModel(model1, new Vector3(0.5f, 0, 0), 1, Color.White);
|
||||
DrawModelEx(model2, new Vector3(-.5f, 0, 0), new Vector3(1, 1, 0), 50, new Vector3(1, 1, 1), Color.White);
|
||||
DrawModel(model3, new Vector3(0, 0, -1.5f), 1, Color.White);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
string frameText = $"Frame: {framesCounter}";
|
||||
DrawRectangle(16, 698, MeasureText(frameText, 20) + 8, 42, Color.BLUE);
|
||||
DrawText(frameText, 20, 700, 20, Color.WHITE);
|
||||
DrawRectangle(16, 698, MeasureText(frameText, 20) + 8, 42, Color.Blue);
|
||||
DrawText(frameText, 20, 700, 20, Color.White);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
Reference in New Issue
Block a user