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chore: rebase to main with translation ports

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tiger tiger tiger 2026-07-17 07:49:07 +02:00
commit 8024c6ac40
134 changed files with 15456 additions and 10650 deletions

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@ -1,135 +1,189 @@
/*******************************************************************************************
*
* raylib [shaders] example - Hot reloading
* raylib [shaders] example - hot reloading
*
* Example complexity rating: [] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 for shaders support and only #version 330
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment.
* is currently supported. OpenGL ES 2.0 platforms are not supported at the moment
*
* This example has been created using raylib 3.0 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 3.0, last time updated with raylib 3.5
*
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2020-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System;
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class HotReloading
public class HotReloading : IExample
{
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Shaders / Hot Reloading";
public string Title => "raylib [shaders] example - hot reloading";
private string fragShaderFileName;
private Shader shader;
private int resolutionLoc;
private int mouseLoc;
private int timeLoc;
private float[] resolution;
private float totalTime;
#if !BROWSER
private long fragShaderFileModTime;
private bool shaderAutoReloading;
#endif
public void Init()
{
fragShaderFileName = $"resources/shaders/glsl{GlslVersion}/reload.fs";
#if !BROWSER
fragShaderFileModTime = GetFileModTime(fragShaderFileName);
#endif
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(null, fragShaderFileName);
// Get shader locations for required uniforms
resolutionLoc = GetShaderLocation(shader, "resolution");
mouseLoc = GetShaderLocation(shader, "mouse");
timeLoc = GetShaderLocation(shader, "time");
resolution = new[] { (float)screenWidth, (float)screenHeight };
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
totalTime = 0.0f;
#if !BROWSER
shaderAutoReloading = false;
#endif
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
totalTime += GetFrameTime();
var mouse = GetMousePosition();
var mousePos = new[] { mouse.X, mouse.Y };
// Set shader required uniform values
Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.Vec2);
#if !BROWSER
// Hot shader reloading
if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.Left)))
{
var currentFragShaderModTime = GetFileModTime(fragShaderFileName);
// Check if shader file has been modified
if (currentFragShaderModTime != fragShaderFileModTime)
{
// Try reloading updated shader
var updatedShader = LoadShader(null, fragShaderFileName);
// It was correctly loaded
if (updatedShader.Id != Rlgl.GetShaderIdDefault())
{
UnloadShader(shader);
shader = updatedShader;
// Get shader locations for required uniforms
resolutionLoc = GetShaderLocation(shader, "resolution");
mouseLoc = GetShaderLocation(shader, "mouse");
timeLoc = GetShaderLocation(shader, "time");
// Reset required uniforms
Raylib.SetShaderValue(
shader,
resolutionLoc,
resolution,
ShaderUniformDataType.Vec2
);
}
fragShaderFileModTime = currentFragShaderModTime;
}
}
if (IsKeyPressed(KeyboardKey.A))
{
shaderAutoReloading = !shaderAutoReloading;
}
#endif
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// We only draw a white full-screen rectangle, frame is generated in shader
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
EndShaderMode();
#if BROWSER
DrawText("Shader generates the frame in real time", 10, 10, 10, Color.Black);
#else
var info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
if (!shaderAutoReloading)
{
DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
}
var lastModification = DateTimeOffset.FromUnixTimeSeconds(fragShaderFileModTime).LocalDateTime.ToString();
DrawText($"Shader last modification: {lastModification}", 10, 430, 10, Color.Black);
#endif
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
string fragShaderFileName = "resources/shaders/glsl330/reload.fs";
long fragShaderFileModTime = GetFileModTime(fragShaderFileName);
// Load raymarching shader
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(null, fragShaderFileName);
// Get shader locations for required uniforms
int resolutionLoc = GetShaderLocation(shader, "resolution");
int mouseLoc = GetShaderLocation(shader, "mouse");
int timeLoc = GetShaderLocation(shader, "time");
float[] resolution = new[] { (float)screenWidth, (float)screenHeight };
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
float totalTime = 0.0f;
bool shaderAutoReloading = false;
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
var game = new HotReloading();
game.Init();
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
totalTime += GetFrameTime();
Vector2 mouse = GetMousePosition();
float[] mousePos = new[] { mouse.X, mouse.Y };
// Set shader required uniform values
Raylib.SetShaderValue(shader, timeLoc, totalTime, ShaderUniformDataType.Float);
Raylib.SetShaderValue(shader, mouseLoc, mousePos, ShaderUniformDataType.Vec2);
// Hot shader reloading
if (shaderAutoReloading || (IsMouseButtonPressed(MouseButton.Left)))
{
long currentFragShaderModTime = GetFileModTime(fragShaderFileName);
// Check if shader file has been modified
if (currentFragShaderModTime != fragShaderFileModTime)
{
// Try reloading updated shader
Shader updatedShader = LoadShader(null, fragShaderFileName);
// It was correctly loaded
if (updatedShader.Id != 0) //rlGetShaderIdDefault())
{
UnloadShader(shader);
shader = updatedShader;
// Get shader locations for required uniforms
resolutionLoc = GetShaderLocation(shader, "resolution");
mouseLoc = GetShaderLocation(shader, "mouse");
timeLoc = GetShaderLocation(shader, "time");
// Reset required uniforms
Raylib.SetShaderValue(
shader,
resolutionLoc,
resolution,
ShaderUniformDataType.Vec2
);
}
fragShaderFileModTime = currentFragShaderModTime;
}
}
if (IsKeyPressed(KeyboardKey.A))
{
shaderAutoReloading = !shaderAutoReloading;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// We only draw a white full-screen rectangle, frame is generated in shader
BeginShaderMode(shader);
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
EndShaderMode();
string info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
if (!shaderAutoReloading)
{
DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
}
// DrawText($"Shader last modification: ", 10, 430, 10, Color.BLACK);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
CloseWindow();
//--------------------------------------------------------------------------------------