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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

@ -43,27 +43,27 @@ public class WriteDepth
camera.Target = new Vector3(0.0f, 0.5f, 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;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
UpdateCamera(ref camera, CameraMode.CAMERA_ORBITAL);
UpdateCamera(ref camera, CameraMode.Orbital);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw into our custom render texture (framebuffer)
BeginTextureMode(target);
ClearBackground(Color.WHITE);
ClearBackground(Color.White);
BeginMode3D(camera);
BeginShaderMode(shader);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.RED);
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.PURPLE);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DARKGREEN);
DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.YELLOW);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
DrawGrid(10, 1.0f);
EndShaderMode();
@ -72,13 +72,13 @@ public class WriteDepth
// Draw custom render texture
BeginDrawing();
ClearBackground(Color.RAYWHITE);
ClearBackground(Color.RayWhite);
DrawTextureRec(
target.Texture,
new Rectangle(0, 0, screenWidth, -screenHeight),
Vector2.Zero,
Color.WHITE
Color.White
);
DrawFPS(10, 10);
@ -113,48 +113,48 @@ public class WriteDepth
null,
width,
height,
PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
PixelFormat.UncompressedR8G8B8A8,
1
);
target.Texture.Width = width;
target.Texture.Height = height;
target.Texture.Format = PixelFormat.PIXELFORMAT_UNCOMPRESSED_R8G8B8A8;
target.Texture.Format = PixelFormat.UncompressedR8G8B8A8;
target.Texture.Mipmaps = 1;
// Create depth texture buffer (instead of raylib default renderbuffer)
target.Depth.Id = Rlgl.LoadTextureDepth(width, height, false);
target.Depth.Width = width;
target.Depth.Height = height;
target.Depth.Format = PixelFormat.PIXELFORMAT_COMPRESSED_PVRT_RGBA;
target.Depth.Format = PixelFormat.CompressedPvrtRgba;
target.Depth.Mipmaps = 1;
// Attach color texture and depth texture to FBO
Rlgl.FramebufferAttach(
target.Id,
target.Texture.Id,
FramebufferAttachType.RL_ATTACHMENT_COLOR_CHANNEL0,
FramebufferAttachTextureType.RL_ATTACHMENT_TEXTURE2D,
FramebufferAttachType.ColorChannel0,
FramebufferAttachTextureType.Texture2D,
0
);
Rlgl.FramebufferAttach(
target.Id,
target.Depth.Id,
FramebufferAttachType.RL_ATTACHMENT_DEPTH,
FramebufferAttachTextureType.RL_ATTACHMENT_TEXTURE2D,
FramebufferAttachType.Depth,
FramebufferAttachTextureType.Texture2D,
0
);
// Check if fbo is complete with attachments (valid)
if (Rlgl.FramebufferComplete(target.Id))
{
TraceLog(TraceLogLevel.LOG_INFO, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
}
Rlgl.DisableFramebuffer();
}
else
{
TraceLog(TraceLogLevel.LOG_WARNING, "FBO: Framebuffer object can not be created");
TraceLog(TraceLogLevel.Warning, "FBO: Framebuffer object can not be created");
}
return target;