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chore: rebase to main with translation ports

This commit is contained in:
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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@ -1,20 +1,24 @@
/*******************************************************************************************
*
* raylib [shaders] example - Color palette switch
* raylib [shaders] example - palette switch
*
* Example complexity rating: [] 3/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version.
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* This example has been created using raylib 2.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 2.5, last time updated with raylib 3.7
*
* Example contributed by Marco Lizza (@MarcoLizza) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2019 Marco Lizza (@MarcoLizza) and 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) 2019-2025 Marco Lizza (@MarcoLizza) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -22,13 +26,24 @@ using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class PaletteSwitch
public class PaletteSwitch : IExample
{
const int GlslVersion = 330;
const int ColorsPerPalette = 8;
const int VALUES_PER_COLOR = 3;
private const int screenWidth = 800;
private const int screenHeight = 450;
static int[][] Palettes = new int[][] {
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
private const int ColorsPerPalette = 8;
private const int VALUES_PER_COLOR = 3;
public string Name => "Shaders / Palette Switch";
public string Title => "raylib [shaders] example - palette switch";
private int[][] Palettes = new int[][] {
// 3-BIT RGB
new int[] {
0, 0, 0,
@ -64,101 +79,119 @@ public class PaletteSwitch
}
};
static string[] PaletteText = new string[] {
private string[] PaletteText = new string[] {
"3-BIT RGB",
"AMMO-8 (GameBoy-like)",
"RKBV (2-strip film)"
};
private Shader shader;
private int paletteLoc;
private int currentPalette;
private int lineHeight;
public void Init()
{
// Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/palette_switch.fs");
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
paletteLoc = GetShaderLocation(shader, "palette");
currentPalette = 0;
lineHeight = screenHeight / ColorsPerPalette;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Right))
{
currentPalette++;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
currentPalette--;
}
if (currentPalette >= Palettes.Length)
{
currentPalette = 0;
}
else if (currentPalette < 0)
{
currentPalette = Palettes.Length - 1;
}
// Send palette data to the shader to be used on drawing
// NOTE: We are sending RGB triplets w/o the alpha channel
Raylib.SetShaderValueV(
shader,
paletteLoc,
Palettes[currentPalette],
ShaderUniformDataType.IVec3,
ColorsPerPalette
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(shader);
for (var i = 0; i < ColorsPerPalette; i++)
{
// Draw horizontal screen-wide rectangles with increasing "palette index"
// The used palette index is encoded in the RGB components of the pixel
DrawRectangle(0, lineHeight * i, GetScreenWidth(), lineHeight, new Color(i, i, i, 255));
}
EndShaderMode();
DrawText("< >", 10, 10, 30, Color.DarkBlue);
DrawText("CURRENT PALETTE:", 60, 15, 20, Color.RayWhite);
DrawText(PaletteText[currentPalette], 300, 15, 20, Color.Red);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader); // Unload shader
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette switch");
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - color palette switch");
// Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
// NOTE 2: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/palette_switch.fs");
// Get variable (uniform) location on the shader to connect with the program
// NOTE: If uniform variable could not be found in the shader, function returns -1
int paletteLoc = GetShaderLocation(shader, "palette");
int currentPalette = 0;
int lineHeight = screenHeight / ColorsPerPalette;
SetTargetFPS(60);
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new PaletteSwitch();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Right))
{
currentPalette++;
}
else if (IsKeyPressed(KeyboardKey.Left))
{
currentPalette--;
}
if (currentPalette >= Palettes.Length)
{
currentPalette = 0;
}
else if (currentPalette < 0)
{
currentPalette = Palettes.Length - 1;
}
// Send new value to the shader to be used on drawing.
// NOTE: We are sending RGB triplets w/o the alpha channel
Raylib.SetShaderValueV(
shader,
paletteLoc,
Palettes[currentPalette],
ShaderUniformDataType.IVec3,
ColorsPerPalette
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(shader);
for (int i = 0; i < ColorsPerPalette; i++)
{
// Draw horizontal screen-wide rectangles with increasing "palette index"
// The used palette index is encoded in the RGB components of the pixel
DrawRectangle(0, lineHeight * i, GetScreenWidth(), lineHeight, new Color(i, i, i, 255));
}
EndShaderMode();
DrawText("< >", 10, 10, 30, Color.DarkBlue);
DrawText("CURRENT PALETTE:", 60, 15, 20, Color.RayWhite);
DrawText(PaletteText[currentPalette], 300, 15, 20, Color.Red);
DrawFPS(700, 15);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;