chore: rebase to main with translation ports
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134 changed files with 15456 additions and 10650 deletions
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@ -1,6 +1,8 @@
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/*******************************************************************************************
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*
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* raylib [shaders] example - Depth buffer writing
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* raylib [shaders] example - depth writing
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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@ -9,7 +11,7 @@
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
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* Copyright (c) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
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*
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********************************************************************************************/
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@ -18,86 +20,115 @@ using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class WriteDepth
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public class WriteDepth : IExample
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{
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const int GLSL_VERSION = 330;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Write Depth";
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public string Title => "raylib [shaders] example - depth writing";
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private Camera3D camera;
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private RenderTexture2D target;
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private Shader shader;
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public void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(2.0f, 2.0f, 3.0f); // Camera position
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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// Load custom render texture with writable depth texture buffer
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target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Load depth writing shader
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// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/depth_write.fs");
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw into our custom render texture
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BeginTextureMode(target);
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ClearBackground(Color.White);
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BeginMode3D(camera);
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BeginShaderMode(shader);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
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DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
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DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
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DrawGrid(10, 1.0f);
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EndShaderMode();
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EndMode3D();
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EndTextureMode();
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// Draw into screen our custom render texture
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, screenWidth, -screenHeight),
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Vector2.Zero,
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Color.White
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);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadRenderTextureDepthTex(target);
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UnloadShader(shader);
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth writing");
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
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// The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
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Shader shader = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/write_depth.fs");
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// Use customized function to create writable depth texture buffer
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RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
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// Define the camera to look into our 3d world
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Camera3D camera;
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camera.Position = new Vector3(2.0f, 2.0f, 3.0f);
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camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.Perspective;
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new WriteDepth();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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// Draw into our custom render texture (framebuffer)
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BeginTextureMode(target);
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ClearBackground(Color.White);
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BeginMode3D(camera);
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BeginShaderMode(shader);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Red);
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DrawCubeV(new Vector3(0.0f, 0.5f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Purple);
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DrawCubeWiresV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.DarkGreen);
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DrawCubeV(new Vector3(0.0f, 0.5f, -1.0f), new Vector3(1.0f, 1.0f, 1.0f), Color.Yellow);
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DrawGrid(10, 1.0f);
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EndShaderMode();
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EndMode3D();
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EndTextureMode();
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// Draw custom render texture
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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DrawTextureRec(
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target.Texture,
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new Rectangle(0, 0, screenWidth, -screenHeight),
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Vector2.Zero,
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Color.White
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);
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadRenderTextureDepthTex(target);
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UnloadShader(shader);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -152,7 +183,7 @@ public class WriteDepth
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);
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// Check if fbo is complete with attachments (valid)
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if (Rlgl.FramebufferComplete(target.Id))
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if (Rlgl.FramebufferComplete(target.Id) != 0)
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{
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TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
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}
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