chore: rebase to main with translation ports
This commit is contained in:
parent
768fa93c41
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8024c6ac40
134 changed files with 15456 additions and 10650 deletions
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@ -7,4 +7,20 @@
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<PropertyGroup Condition="'$(MSBuildProjectName)' == 'Raylib-cs' And '$(RuntimeIdentifier)' == 'browser-wasm'">
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<OutputType>Library</OutputType>
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</PropertyGroup>
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<!-- Raylib-cs 8.1.0 is not on nuget.org yet; pack locally so Examples and tests resolve the package with native runtimes. -->
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<Target Name="_EnsureLocalRaylibCsPackage"
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BeforeTargets="Restore"
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Condition="'$(MSBuildProjectName)' != 'Raylib-cs' And Exists('$(MSBuildThisFileDirectory)Raylib-cs/Raylib-cs.csproj')">
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<PropertyGroup>
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<_LocalNuGetDir>$(MSBuildThisFileDirectory)nuget</_LocalNuGetDir>
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<_LocalRaylibCsNupkg>$(_LocalNuGetDir)/Raylib-cs.$(RaylibCsVersion).nupkg</_LocalRaylibCsNupkg>
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</PropertyGroup>
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<MakeDir Directories="$(_LocalNuGetDir)" Condition="!Exists('$(_LocalNuGetDir)')"/>
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<MSBuild Projects="$(MSBuildThisFileDirectory)Raylib-cs/Raylib-cs.csproj"
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Targets="Restore;Pack"
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Properties="Configuration=Release;PackageOutputPath=$(_LocalNuGetDir)"
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RemoveProperties="RuntimeIdentifier;RuntimeIdentifiers;SelfContained;_IsPublishing"
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Condition="!Exists('$(_LocalRaylibCsNupkg)') Or '$(ForceRaylibCsPack)' == 'true'"/>
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</Target>
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</Project>
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@ -1,13 +1,15 @@
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/*******************************************************************************************
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*
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* raylib [audio] example - Module playing (streaming)
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* raylib [audio] example - module playing
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*
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* NOTE: This example requires OpenAL Soft library installed
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* This example has been created using raylib 1.5 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example originally created with raylib 1.5, last time updated with raylib 3.5
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*
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* Copyright (c) 2016 Ramon Santamaria (@raysan5)
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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) 2016-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -16,11 +18,20 @@ using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public class ModulePlaying
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public partial class ModulePlaying : IExample
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{
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const int MaxCircles = 64;
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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struct CircleWave
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private const int MaxCircles = 64;
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public string Name => "Audio / Module Playing";
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public string Title => "raylib [audio] example - module playing";
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public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
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private struct CircleWave
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{
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public Vector2 Position;
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public float Radius;
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@ -29,20 +40,18 @@ public class ModulePlaying
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public Color Color;
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}
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public static int Main()
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private Color[] colors;
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private CircleWave[] circles;
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private Music music;
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private float pitch;
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private float timePlayed;
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private bool pause;
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public void Init()
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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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InitAudioDevice(); // Initialize audio device
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SetConfigFlags(ConfigFlags.Msaa4xHint); // NOTE: Try to enable MSAA 4X
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing (streaming)");
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InitAudioDevice();
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Color[] colors = new Color[14] {
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colors = new Color[14] {
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Color.Orange,
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Color.Red,
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Color.Gold,
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@ -59,33 +68,30 @@ public class ModulePlaying
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Color.Beige
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};
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// Creates ome circles for visual effect
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CircleWave[] circles = new CircleWave[MaxCircles];
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// Creates some circles for visual effect
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circles = new CircleWave[MaxCircles];
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for (int i = MaxCircles - 1; i >= 0; i--)
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for (var i = MaxCircles - 1; i >= 0; i--)
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{
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circles[i].Alpha = 0.0f;
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circles[i].Radius = GetRandomValue(10, 40);
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circles[i].Position.X = GetRandomValue((int)circles[i].Radius, screenWidth - (int)circles[i].Radius);
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circles[i].Position.Y = GetRandomValue((int)circles[i].Radius, screenHeight - (int)circles[i].Radius);
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circles[i].Speed = (float)GetRandomValue(1, 100) / 20000.0f;
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circles[i].Speed = (float)GetRandomValue(1, 100) / 2000.0f;
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circles[i].Color = colors[GetRandomValue(0, 13)];
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}
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Music music = LoadMusicStream("resources/audio/mini1111.xm");
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music = LoadMusicStream("resources/audio/mini1111.xm");
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music.Looping = false;
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float pitch = 1.0f;
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pitch = 1.0f;
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PlayMusicStream(music);
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float timePlayed = 0.0f;
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bool pause = false;
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timePlayed = 0.0f;
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pause = false;
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}
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose())
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -128,7 +134,7 @@ public class ModulePlaying
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timePlayed = GetMusicTimePlayed(music) / GetMusicTimeLength(music) * (screenWidth - 40);
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// Color circles animation
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for (int i = MaxCircles - 1; (i >= 0) && !pause; i--)
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for (var i = MaxCircles - 1; (i >= 0) && !pause; i--)
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{
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circles[i].Alpha += circles[i].Speed;
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circles[i].Radius += circles[i].Speed * 10.0f;
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@ -161,12 +167,12 @@ public class ModulePlaying
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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for (int i = MaxCircles - 1; i >= 0; i--)
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for (var i = MaxCircles - 1; i >= 0; i--)
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{
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DrawCircleV(
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circles[i].Position,
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circles[i].Radius,
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ColorAlpha(circles[i].Color, circles[i].Alpha)
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Fade(circles[i].Color, circles[i].Alpha)
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);
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}
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@ -175,17 +181,50 @@ public class ModulePlaying
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DrawRectangle(20, screenHeight - 20 - 12, (int)timePlayed, 12, Color.Maroon);
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DrawRectangleLines(20, screenHeight - 20 - 12, screenWidth - 40, 12, Color.Gray);
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// Draw help instructions
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DrawRectangle(20, 20, 425, 145, Color.White);
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DrawRectangleLines(20, 20, 425, 145, Color.Gray);
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DrawText("PRESS SPACE TO RESTART MUSIC", 40, 40, 20, Color.Black);
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DrawText("PRESS P TO PAUSE/RESUME", 40, 70, 20, Color.Black);
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DrawText("PRESS UP/DOWN TO CHANGE SPEED", 40, 100, 20, Color.Black);
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DrawText($"SPEED: {pitch:F6}", 40, 130, 20, Color.Maroon);
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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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UnloadMusicStream(music); // Unload music stream buffers from RAM
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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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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SetConfigFlags(ConfigFlags.Msaa4xHint); // NOTE: Try to enable MSAA 4X
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - module playing");
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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 ModulePlaying();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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UnloadMusicStream(music);
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CloseAudioDevice();
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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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@ -1,13 +1,15 @@
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/*******************************************************************************************
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*
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* raylib [audio] example - IntPtr playing (streaming)
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* raylib [audio] example - music stream
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*
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* NOTE: This example requires OpenAL Soft library installed
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example originally created with raylib 1.3, last time updated with raylib 4.2
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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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) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -15,29 +17,42 @@ using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public class MusicStreamDemo
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public partial class MusicStreamDemo : IExample
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{
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public static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Audio / Music Stream Demo";
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public string Title => "raylib [audio] example - music stream";
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public int TargetFps => 30;
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private Music music;
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private float timePlayed;
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private bool pause;
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private float pan;
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private float volume;
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public void Init()
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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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InitAudioDevice(); // Initialize audio device
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - music playing (streaming)");
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InitAudioDevice();
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music = LoadMusicStream("resources/audio/country.mp3");
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Music music = LoadMusicStream("resources/audio/country.mp3");
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PlayMusicStream(music);
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float timePlayed = 0.0f;
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bool pause = false;
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timePlayed = 0.0f; // Time played normalized [0.0f..1.0f]
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pause = false; // Music playing paused
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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pan = 0.0f; // Default audio pan center [-1.0f..1.0f]
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SetMusicPan(music, pan);
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// Main game loop
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while (!WindowShouldClose())
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volume = 0.8f; // Default audio volume [0.0f..1.0f]
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SetMusicVolume(music, volume);
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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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@ -65,12 +80,52 @@ public class MusicStreamDemo
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}
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}
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// Get timePlayed scaled to bar dimensions (400 pixels)
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timePlayed = GetMusicTimePlayed(music) / GetMusicTimeLength(music) * 400;
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if (timePlayed > 400)
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// Set audio pan
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if (IsKeyDown(KeyboardKey.Left))
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{
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StopMusicStream(music);
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pan -= 0.05f;
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if (pan < -1.0f)
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{
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pan = -1.0f;
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}
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SetMusicPan(music, pan);
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}
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else if (IsKeyDown(KeyboardKey.Right))
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{
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pan += 0.05f;
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if (pan > 1.0f)
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{
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pan = 1.0f;
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}
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SetMusicPan(music, pan);
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}
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// Set audio volume
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if (IsKeyDown(KeyboardKey.Down))
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{
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volume -= 0.05f;
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if (volume < 0.0f)
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{
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volume = 0.0f;
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}
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SetMusicVolume(music, volume);
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}
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else if (IsKeyDown(KeyboardKey.Up))
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{
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volume += 0.05f;
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if (volume > 1.0f)
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{
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volume = 1.0f;
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}
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SetMusicVolume(music, volume);
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}
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// Get normalized time played for current music stream
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timePlayed = GetMusicTimePlayed(music) / GetMusicTimeLength(music);
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if (timePlayed > 1.0f)
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{
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timePlayed = 1.0f; // Make sure time played is no longer than music
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}
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//----------------------------------------------------------------------------------
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@ -81,24 +136,57 @@ public class MusicStreamDemo
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DrawText("MUSIC SHOULD BE PLAYING!", 255, 150, 20, Color.LightGray);
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DrawText("LEFT-RIGHT for PAN CONTROL", 320, 74, 10, Color.DarkBlue);
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DrawRectangle(300, 100, 200, 12, Color.LightGray);
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DrawRectangleLines(300, 100, 200, 12, Color.Gray);
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DrawRectangle((int)(300 + (pan + 1.0f) / 2.0f * 200 - 5), 92, 10, 28, Color.DarkGray);
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DrawRectangle(200, 200, 400, 12, Color.LightGray);
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DrawRectangle(200, 200, (int)timePlayed, 12, Color.Maroon);
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DrawRectangle(200, 200, (int)(timePlayed * 400.0f), 12, Color.Maroon);
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DrawRectangleLines(200, 200, 400, 12, Color.Gray);
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DrawText("PRESS SPACE TO RESTART MUSIC", 215, 250, 20, Color.LightGray);
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DrawText("PRESS P TO PAUSE/RESUME MUSIC", 208, 280, 20, Color.LightGray);
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DrawText("UP-DOWN for VOLUME CONTROL", 320, 334, 10, Color.DarkGreen);
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DrawRectangle(300, 360, 200, 12, Color.LightGray);
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DrawRectangleLines(300, 360, 200, 12, Color.Gray);
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DrawRectangle((int)(300 + volume * 200 - 5), 352, 10, 28, Color.DarkGray);
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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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UnloadMusicStream(music); // Unload music stream buffers from RAM
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CloseAudioDevice(); // Close audio device (music streaming is automatically stopped)
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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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InitWindow(screenWidth, screenHeight, "raylib [audio] example - music stream");
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SetTargetFPS(30); // Set our game to run at 30 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new MusicStreamDemo();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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UnloadMusicStream(music);
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CloseAudioDevice();
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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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@ -1,13 +1,15 @@
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/*******************************************************************************************
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*
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* raylib [audio] example - Sound loading and playing
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* raylib [audio] example - sound loading
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*
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||||
* NOTE: This example requires OpenAL Soft library installed
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||||
* Example complexity rating: [★☆☆☆] 1/4
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||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.1, last time updated with raylib 3.5
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||||
*
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||||
* Copyright (c) 2014 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) 2014-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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@ -15,37 +17,38 @@ using static Raylib_cs.Raylib;
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namespace Examples.Audio;
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public class SoundLoading
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public partial class SoundLoading : IExample
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{
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public static int Main()
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Audio / Sound Loading";
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public string Title => "raylib [audio] example - sound loading";
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private Sound fxWav;
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private Sound fxOgg;
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public void Init()
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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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InitAudioDevice(); // Initialize audio device
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InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading and playing");
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InitAudioDevice();
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fxWav = LoadSound("resources/audio/sound.wav"); // Load WAV audio file
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fxOgg = LoadSound("resources/audio/target.ogg"); // Load OGG audio file
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}
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Sound fxWav = LoadSound("resources/audio/sound.wav");
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Sound fxOgg = LoadSound("resources/audio/target.ogg");
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SetTargetFPS(60);
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||||
//--------------------------------------------------------------------------------------
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||||
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||||
// Main game loop
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||||
while (!WindowShouldClose())
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||||
public void Update()
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||||
{
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||||
// Update
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||||
//----------------------------------------------------------------------------------
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||||
if (IsKeyPressed(KeyboardKey.Space))
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||||
{
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PlaySound(fxWav);
|
||||
PlaySound(fxWav); // Play WAV sound
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Enter))
|
||||
{
|
||||
PlaySound(fxOgg);
|
||||
PlaySound(fxOgg); // Play OGG sound
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -61,14 +64,37 @@ public class SoundLoading
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadSound(fxWav); // Unload sound data
|
||||
UnloadSound(fxOgg); // Unload sound data
|
||||
|
||||
CloseAudioDevice(); // Close audio device
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [audio] example - sound loading");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new SoundLoading();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadSound(fxWav);
|
||||
UnloadSound(fxOgg);
|
||||
|
||||
CloseAudioDevice();
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,21 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Basic window
|
||||
* raylib [core] example - basic screen manager
|
||||
*
|
||||
* Welcome to raylib!
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* To test examples, just press F6 and execute raylib_compile_execute script
|
||||
* Note that compiled executable is placed in the same folder as .c file
|
||||
* NOTE: This example illustrates a very simple screen manager based on a states machines
|
||||
*
|
||||
* You can find all basic examples on C:\raylib\raylib\examples folder or
|
||||
* raylib official webpage: www.raylib.com
|
||||
* Example originally created with raylib 4.0, last time updated with raylib 4.0
|
||||
*
|
||||
* Enjoy using raylib. :)
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2013-2016 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2021-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -23,7 +19,7 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
enum GameScreen
|
||||
internal enum GameScreen
|
||||
{
|
||||
Logo = 0,
|
||||
Title,
|
||||
|
|
@ -31,29 +27,28 @@ enum GameScreen
|
|||
Ending
|
||||
}
|
||||
|
||||
public class BasicScreenManager
|
||||
public partial class BasicScreenManager : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Basic Screen Manager";
|
||||
|
||||
public string Title => "raylib [core] example - basic screen manager";
|
||||
|
||||
private GameScreen currentScreen;
|
||||
private int framesCounter;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
|
||||
|
||||
GameScreen currentScreen = GameScreen.Logo;
|
||||
currentScreen = GameScreen.Logo;
|
||||
|
||||
// TODO: Initialize all required variables and load all required data here!
|
||||
|
||||
// Useful to count frames
|
||||
int framesCounter = 0;
|
||||
framesCounter = 0; // Useful to count frames
|
||||
}
|
||||
|
||||
SetTargetFPS(60); // Set desired framerate (frames-per-second)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -63,8 +58,7 @@ public class BasicScreenManager
|
|||
{
|
||||
// TODO: Update LOGO screen variables here!
|
||||
|
||||
// Count frames
|
||||
framesCounter++;
|
||||
framesCounter++; // Count frames
|
||||
|
||||
// Wait for 2 seconds (120 frames) before jumping to TITLE screen
|
||||
if (framesCounter > 120)
|
||||
|
|
@ -124,7 +118,6 @@ public class BasicScreenManager
|
|||
// TODO: Draw LOGO screen here!
|
||||
DrawText("LOGO SCREEN", 20, 20, 40, Color.LightGray);
|
||||
DrawText("WAIT for 2 SECONDS...", 290, 220, 20, Color.Gray);
|
||||
|
||||
}
|
||||
break;
|
||||
case GameScreen.Title:
|
||||
|
|
@ -133,7 +126,6 @@ public class BasicScreenManager
|
|||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
|
||||
DrawText("TITLE SCREEN", 20, 20, 40, Color.DarkGreen);
|
||||
DrawText("PRESS ENTER or TAP to JUMP to GAMEPLAY SCREEN", 120, 220, 20, Color.DarkGreen);
|
||||
|
||||
}
|
||||
break;
|
||||
case GameScreen.Gameplay:
|
||||
|
|
@ -151,7 +143,6 @@ public class BasicScreenManager
|
|||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Blue);
|
||||
DrawText("ENDING SCREEN", 20, 20, 40, Color.DarkBlue);
|
||||
DrawText("PRESS ENTER or TAP to RETURN to TITLE SCREEN", 120, 220, 20, Color.DarkBlue);
|
||||
|
||||
}
|
||||
break;
|
||||
default:
|
||||
|
|
@ -162,12 +153,34 @@ public class BasicScreenManager
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
public void Unload()
|
||||
{
|
||||
// TODO: Unload all loaded data (textures, fonts, audio) here!
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic screen manager");
|
||||
|
||||
SetTargetFPS(60); // Set desired framerate (frames-per-second)
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// TODO: Unload all loaded data (textures, fonts, audio) here!
|
||||
var game = new BasicScreenManager();
|
||||
game.Init();
|
||||
|
||||
CloseWindow();
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -33,43 +33,56 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class BasicWindow
|
||||
public partial class BasicWindow : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Basic Window";
|
||||
|
||||
public string Title => "raylib [core] example - basic window";
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawText("Congrats! You created your first window!", 190, 200, 20, Color.LightGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
||||
var game = new BasicWindow();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -13,31 +13,37 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera2dDemo
|
||||
public partial class Camera2dDemo : IExample
|
||||
{
|
||||
public const int MaxBuildings = 100;
|
||||
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Camera 2D Demo";
|
||||
|
||||
public string Title => "raylib [core] example - 2d camera";
|
||||
|
||||
private Rectangle player;
|
||||
private Rectangle[] buildings;
|
||||
private Color[] buildColors;
|
||||
private Camera2D camera;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
player = new(400, 280, 40, 40);
|
||||
buildings = new Rectangle[MaxBuildings];
|
||||
buildColors = new Color[MaxBuildings];
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
var spacing = 0;
|
||||
|
||||
Rectangle player = new(400, 280, 40, 40);
|
||||
Rectangle[] buildings = new Rectangle[MaxBuildings];
|
||||
Color[] buildColors = new Color[MaxBuildings];
|
||||
|
||||
int spacing = 0;
|
||||
|
||||
for (int i = 0; i < MaxBuildings; i++)
|
||||
for (var i = 0; i < MaxBuildings; i++)
|
||||
{
|
||||
buildings[i].Width = GetRandomValue(50, 200);
|
||||
buildings[i].Height = GetRandomValue(100, 800);
|
||||
|
|
@ -54,21 +60,17 @@ public class Camera2dDemo
|
|||
);
|
||||
}
|
||||
|
||||
Camera2D camera = new();
|
||||
camera = new();
|
||||
camera.Target = new Vector2(player.X + 20, player.Y + 20);
|
||||
camera.Offset = new Vector2(screenWidth / 2, screenHeight / 2);
|
||||
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
|
||||
camera.Rotation = 0.0f;
|
||||
camera.Zoom = 1.0f;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Player movement
|
||||
if (IsKeyDown(KeyboardKey.Right))
|
||||
{
|
||||
|
|
@ -79,10 +81,10 @@ public class Camera2dDemo
|
|||
player.X -= 2;
|
||||
}
|
||||
|
||||
// Camera3D target follows player
|
||||
// Camera target follows player
|
||||
camera.Target = new Vector2(player.X + 20, player.Y + 20);
|
||||
|
||||
// Camera3D rotation controls
|
||||
// Camera rotation controls
|
||||
if (IsKeyDown(KeyboardKey.A))
|
||||
{
|
||||
camera.Rotation--;
|
||||
|
|
@ -102,8 +104,9 @@ public class Camera2dDemo
|
|||
camera.Rotation = -40;
|
||||
}
|
||||
|
||||
// Camera3D zoom controls
|
||||
camera.Zoom += ((float)GetMouseWheelMove() * 0.05f);
|
||||
// Camera zoom controls
|
||||
// Uses log scaling to provide consistent zoom speed
|
||||
camera.Zoom = MathF.Exp(MathF.Log(camera.Zoom) + ((float)GetMouseWheelMove() * 0.1f));
|
||||
|
||||
if (camera.Zoom > 3.0f)
|
||||
{
|
||||
|
|
@ -114,7 +117,7 @@ public class Camera2dDemo
|
|||
camera.Zoom = 0.1f;
|
||||
}
|
||||
|
||||
// Camera3D reset (zoom and rotation)
|
||||
// Camera reset (zoom and rotation)
|
||||
if (IsKeyPressed(KeyboardKey.R))
|
||||
{
|
||||
camera.Zoom = 1.0f;
|
||||
|
|
@ -131,36 +134,30 @@ public class Camera2dDemo
|
|||
|
||||
DrawRectangle(-6000, 320, 13000, 8000, Color.DarkGray);
|
||||
|
||||
for (int i = 0; i < MaxBuildings; i++)
|
||||
for (var i = 0; i < MaxBuildings; i++)
|
||||
{
|
||||
DrawRectangleRec(buildings[i], buildColors[i]);
|
||||
}
|
||||
|
||||
DrawRectangleRec(player, Color.Red);
|
||||
|
||||
DrawRectangle((int)camera.Target.X, -500, 1, (int)(screenHeight * 4), Color.Green);
|
||||
DrawLine(
|
||||
(int)(-screenWidth * 10),
|
||||
(int)camera.Target.Y,
|
||||
(int)(screenWidth * 10),
|
||||
(int)camera.Target.Y,
|
||||
Color.Green
|
||||
);
|
||||
DrawLine((int)camera.Target.X, -screenHeight * 10, (int)camera.Target.X, screenHeight * 10, Color.Green);
|
||||
DrawLine(-screenWidth * 10, (int)camera.Target.Y, screenWidth * 10, (int)camera.Target.Y, Color.Green);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText("SCREEN AREA", 640, 10, 20, Color.Red);
|
||||
|
||||
DrawRectangle(0, 0, (int)screenWidth, 5, Color.Red);
|
||||
DrawRectangle(0, 5, 5, (int)screenHeight - 10, Color.Red);
|
||||
DrawRectangle((int)screenWidth - 5, 5, 5, (int)screenHeight - 10, Color.Red);
|
||||
DrawRectangle(0, (int)screenHeight - 5, (int)screenWidth, 5, Color.Red);
|
||||
DrawRectangle(0, 0, screenWidth, 5, Color.Red);
|
||||
DrawRectangle(0, 5, 5, screenHeight - 10, Color.Red);
|
||||
DrawRectangle(screenWidth - 5, 5, 5, screenHeight - 10, Color.Red);
|
||||
DrawRectangle(0, screenHeight - 5, screenWidth, 5, Color.Red);
|
||||
|
||||
DrawRectangle(10, 10, 250, 113, ColorAlpha(Color.SkyBlue, 0.5f));
|
||||
DrawRectangle(10, 10, 250, 113, Fade(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(10, 10, 250, 113, Color.Blue);
|
||||
|
||||
DrawText("Free 2d camera controls:", 20, 20, 10, Color.Black);
|
||||
DrawText("- Right/Left to move Offset", 40, 40, 10, Color.DarkGray);
|
||||
DrawText("Free 2D camera controls:", 20, 20, 10, Color.Black);
|
||||
DrawText("- Right/Left to move player", 40, 40, 10, Color.DarkGray);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 60, 10, Color.DarkGray);
|
||||
DrawText("- A / S to Rotate", 40, 80, 10, Color.DarkGray);
|
||||
DrawText("- R to reset Zoom and Rotation", 40, 100, 10, Color.DarkGray);
|
||||
|
|
@ -169,9 +166,33 @@ public class Camera2dDemo
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Camera2dDemo();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -2,12 +2,16 @@
|
|||
*
|
||||
* raylib [core] example - 2d camera platformer
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 3.0
|
||||
*
|
||||
* Example contributed by arvyy (@arvyy) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 arvyy (@arvyy)
|
||||
* 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 arvyy (@arvyy)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -18,20 +22,27 @@ using static Raylib_cs.Raymath;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera2dPlatformer
|
||||
public partial class Camera2dPlatformer : IExample
|
||||
{
|
||||
const int G = 400;
|
||||
const float PlayerJumpSpeed = 350.0f;
|
||||
const float PlayerHorSpeed = 200.0f;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
struct Player
|
||||
private const int G = 400;
|
||||
private const float PlayerJumpSpeed = 350.0f;
|
||||
private const float PlayerHorSpeed = 200.0f;
|
||||
|
||||
public string Name => "Core / 2D Camera Platformer";
|
||||
|
||||
public string Title => "raylib [core] example - 2d camera platformer";
|
||||
|
||||
private struct Player
|
||||
{
|
||||
public Vector2 Position;
|
||||
public float Speed;
|
||||
public bool CanJump;
|
||||
}
|
||||
|
||||
struct EnvItem
|
||||
private struct EnvItem
|
||||
{
|
||||
public Rectangle Rect;
|
||||
public int Blocking;
|
||||
|
|
@ -45,7 +56,7 @@ public class Camera2dPlatformer
|
|||
}
|
||||
}
|
||||
|
||||
delegate void CameraUpdaterCallback(
|
||||
private delegate void CameraUpdaterCallback(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
|
|
@ -54,21 +65,22 @@ public class Camera2dPlatformer
|
|||
int height
|
||||
);
|
||||
|
||||
public static int Main()
|
||||
private Player player;
|
||||
private EnvItem[] envItems;
|
||||
private Camera2D camera;
|
||||
private CameraUpdaterCallback[] cameraUpdaters;
|
||||
private int cameraOption;
|
||||
private int cameraUpdatersLength;
|
||||
private string[] cameraDescriptions;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera");
|
||||
|
||||
Player player = new();
|
||||
player = new();
|
||||
player.Position = new Vector2(400, 280);
|
||||
player.Speed = 0;
|
||||
player.CanJump = false;
|
||||
|
||||
EnvItem[] envItems = new EnvItem[]
|
||||
envItems = new EnvItem[]
|
||||
{
|
||||
new EnvItem(new Rectangle(0, 0, 1000, 400), 0, Color.LightGray),
|
||||
new EnvItem(new Rectangle(0, 400, 1000, 200), 1, Color.Gray),
|
||||
|
|
@ -77,14 +89,14 @@ public class Camera2dPlatformer
|
|||
new EnvItem(new Rectangle(650, 300, 100, 10), 1, Color.Gray)
|
||||
};
|
||||
|
||||
Camera2D camera = new();
|
||||
camera = new();
|
||||
camera.Target = player.Position;
|
||||
camera.Offset = new Vector2(screenWidth / 2, screenHeight / 2);
|
||||
camera.Offset = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
|
||||
camera.Rotation = 0.0f;
|
||||
camera.Zoom = 1.0f;
|
||||
|
||||
// Store callbacks to the multiple update camera functions
|
||||
CameraUpdaterCallback[] cameraUpdaters = new CameraUpdaterCallback[]
|
||||
// Store pointers to the multiple update camera functions
|
||||
cameraUpdaters = new CameraUpdaterCallback[]
|
||||
{
|
||||
UpdateCameraCenter,
|
||||
UpdateCameraCenterInsideMap,
|
||||
|
|
@ -93,26 +105,23 @@ public class Camera2dPlatformer
|
|||
UpdateCameraPlayerBoundsPush
|
||||
};
|
||||
|
||||
int cameraOption = 0;
|
||||
int cameraUpdatersLength = cameraUpdaters.Length;
|
||||
cameraOption = 0;
|
||||
cameraUpdatersLength = cameraUpdaters.Length;
|
||||
|
||||
string[] cameraDescriptions = new string[]{
|
||||
cameraDescriptions = new string[]{
|
||||
"Follow player center",
|
||||
"Follow player center, but clamp to map edges",
|
||||
"Follow player center; smoothed",
|
||||
"Follow player center horizontally; update player center vertically after landing",
|
||||
"Player push camera on getting too close to screen edge"
|
||||
};
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
float deltaTime = GetFrameTime();
|
||||
var deltaTime = GetFrameTime();
|
||||
|
||||
UpdatePlayer(ref player, envItems, deltaTime);
|
||||
|
||||
|
|
@ -149,37 +158,36 @@ public class Camera2dPlatformer
|
|||
|
||||
BeginMode2D(camera);
|
||||
|
||||
for (int i = 0; i < envItems.Length; i++)
|
||||
for (var i = 0; i < envItems.Length; i++)
|
||||
{
|
||||
DrawRectangleRec(envItems[i].Rect, envItems[i].Color);
|
||||
}
|
||||
|
||||
Rectangle playerRect = new(player.Position.X - 20, player.Position.Y - 40, 40, 40);
|
||||
Rectangle playerRect = new(player.Position.X - 20, player.Position.Y - 40, 40.0f, 40.0f);
|
||||
DrawRectangleRec(playerRect, Color.Red);
|
||||
|
||||
DrawCircleV(player.Position, 5.0f, Color.Gold);
|
||||
|
||||
EndMode2D();
|
||||
|
||||
DrawText("Controls:", 20, 20, 10, Color.Black);
|
||||
DrawText("- Right/Left to move", 40, 40, 10, Color.DarkGray);
|
||||
DrawText("- Space to jump", 40, 60, 10, Color.DarkGray);
|
||||
DrawText("- Mouse Wheel to Zoom in-out, R to reset zoom", 40, 80, 10, Color.DarkGray);
|
||||
DrawText("- C to change camera mode", 40, 100, 10, Color.DarkGray);
|
||||
DrawText("Current camera mode:", 20, 120, 10, Color.Black);
|
||||
DrawText(cameraDescriptions[cameraOption], 40, 140, 10, Color.DarkGray);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 80, 10, Color.DarkGray);
|
||||
DrawText("- R to reset position + zoom", 40, 100, 10, Color.DarkGray);
|
||||
DrawText("- C to change camera mode", 40, 120, 10, Color.DarkGray);
|
||||
DrawText("Current camera mode:", 20, 140, 10, Color.Black);
|
||||
DrawText(cameraDescriptions[cameraOption], 40, 160, 10, Color.DarkGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
static void UpdatePlayer(ref Player player, EnvItem[] envItems, float delta)
|
||||
private static void UpdatePlayer(ref Player player, EnvItem[] envItems, float delta)
|
||||
{
|
||||
if (IsKeyDown(KeyboardKey.Left))
|
||||
{
|
||||
|
|
@ -197,11 +205,11 @@ public class Camera2dPlatformer
|
|||
player.CanJump = false;
|
||||
}
|
||||
|
||||
int hitObstacle = 0;
|
||||
for (int i = 0; i < envItems.Length; i++)
|
||||
var hitObstacle = 0;
|
||||
for (var i = 0; i < envItems.Length; i++)
|
||||
{
|
||||
EnvItem ei = envItems[i];
|
||||
Vector2 p = player.Position;
|
||||
var ei = envItems[i];
|
||||
var p = player.Position;
|
||||
if (ei.Blocking != 0 &&
|
||||
ei.Rect.X <= p.X &&
|
||||
ei.Rect.X + ei.Rect.Width >= p.X &&
|
||||
|
|
@ -211,6 +219,7 @@ public class Camera2dPlatformer
|
|||
hitObstacle = 1;
|
||||
player.Speed = 0.0f;
|
||||
player.Position.Y = ei.Rect.Y;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -226,7 +235,7 @@ public class Camera2dPlatformer
|
|||
}
|
||||
}
|
||||
|
||||
static void UpdateCameraCenter(
|
||||
private static void UpdateCameraCenter(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
|
|
@ -235,11 +244,11 @@ public class Camera2dPlatformer
|
|||
int height
|
||||
)
|
||||
{
|
||||
camera.Offset = new Vector2(width / 2, height / 2);
|
||||
camera.Offset = new Vector2(width / 2.0f, height / 2.0f);
|
||||
camera.Target = player.Position;
|
||||
}
|
||||
|
||||
static void UpdateCameraCenterInsideMap(
|
||||
private static void UpdateCameraCenterInsideMap(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
|
|
@ -248,43 +257,43 @@ public class Camera2dPlatformer
|
|||
int height)
|
||||
{
|
||||
camera.Target = player.Position;
|
||||
camera.Offset = new Vector2(width / 2, height / 2);
|
||||
camera.Offset = new Vector2(width / 2.0f, height / 2.0f);
|
||||
float minX = 1000, minY = 1000, maxX = -1000, maxY = -1000;
|
||||
|
||||
for (int i = 0; i < envItems.Length; i++)
|
||||
for (var i = 0; i < envItems.Length; i++)
|
||||
{
|
||||
EnvItem ei = envItems[i];
|
||||
var ei = envItems[i];
|
||||
minX = Math.Min(ei.Rect.X, minX);
|
||||
maxX = Math.Max(ei.Rect.X + ei.Rect.Width, maxX);
|
||||
minY = Math.Min(ei.Rect.Y, minY);
|
||||
maxY = Math.Max(ei.Rect.Y + ei.Rect.Height, maxY);
|
||||
}
|
||||
|
||||
Vector2 max = GetWorldToScreen2D(new Vector2(maxX, maxY), camera);
|
||||
Vector2 min = GetWorldToScreen2D(new Vector2(minX, minY), camera);
|
||||
var max = GetWorldToScreen2D(new Vector2(maxX, maxY), camera);
|
||||
var min = GetWorldToScreen2D(new Vector2(minX, minY), camera);
|
||||
|
||||
if (max.X < width)
|
||||
{
|
||||
camera.Offset.X = width - (max.X - width / 2);
|
||||
camera.Offset.X = width - (max.X - width / 2.0f);
|
||||
}
|
||||
|
||||
if (max.Y < height)
|
||||
{
|
||||
camera.Offset.Y = height - (max.Y - height / 2);
|
||||
camera.Offset.Y = height - (max.Y - height / 2.0f);
|
||||
}
|
||||
|
||||
if (min.X > 0)
|
||||
{
|
||||
camera.Offset.X = width / 2 - min.X;
|
||||
camera.Offset.X = width / 2.0f - min.X;
|
||||
}
|
||||
|
||||
if (min.Y > 0)
|
||||
{
|
||||
camera.Offset.Y = height / 2 - min.Y;
|
||||
camera.Offset.Y = height / 2.0f - min.Y;
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdateCameraCenterSmoothFollow(
|
||||
private static void UpdateCameraCenterSmoothFollow(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
|
|
@ -297,18 +306,18 @@ public class Camera2dPlatformer
|
|||
const float minEffectLength = 10;
|
||||
const float fractionSpeed = 0.8f;
|
||||
|
||||
camera.Offset = new Vector2(width / 2, height / 2);
|
||||
Vector2 diff = Vector2Subtract(player.Position, camera.Target);
|
||||
float length = Vector2Length(diff);
|
||||
camera.Offset = new Vector2(width / 2.0f, height / 2.0f);
|
||||
var diff = Vector2Subtract(player.Position, camera.Target);
|
||||
var length = Vector2Length(diff);
|
||||
|
||||
if (length > minEffectLength)
|
||||
{
|
||||
float speed = Math.Max(fractionSpeed * length, minSpeed);
|
||||
var speed = Math.Max(fractionSpeed * length, minSpeed);
|
||||
camera.Target = Vector2Add(camera.Target, Vector2Scale(diff, speed * delta / length));
|
||||
}
|
||||
}
|
||||
|
||||
static void UpdateCameraEvenOutOnLanding(
|
||||
private static void UpdateCameraEvenOutOnLanding(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
|
|
@ -318,10 +327,10 @@ public class Camera2dPlatformer
|
|||
)
|
||||
{
|
||||
float evenOutSpeed = 700;
|
||||
int eveningOut = 0;
|
||||
float evenOutTarget = 0.0f;
|
||||
var eveningOut = 0;
|
||||
var evenOutTarget = 0.0f;
|
||||
|
||||
camera.Offset = new Vector2(width / 2, height / 2);
|
||||
camera.Offset = new Vector2(width / 2.0f, height / 2.0f);
|
||||
camera.Target.X = player.Position.X;
|
||||
|
||||
if (eveningOut != 0)
|
||||
|
|
@ -357,7 +366,7 @@ public class Camera2dPlatformer
|
|||
}
|
||||
}
|
||||
|
||||
static void UpdateCameraPlayerBoundsPush(
|
||||
private static void UpdateCameraPlayerBoundsPush(
|
||||
ref Camera2D camera,
|
||||
ref Player player,
|
||||
EnvItem[] envItems,
|
||||
|
|
@ -368,11 +377,11 @@ public class Camera2dPlatformer
|
|||
{
|
||||
Vector2 bbox = new(0.2f, 0.2f);
|
||||
|
||||
Vector2 bboxWorldMin = GetScreenToWorld2D(
|
||||
var bboxWorldMin = GetScreenToWorld2D(
|
||||
new Vector2((1 - bbox.X) * 0.5f * width, (1 - bbox.Y) * 0.5f * height),
|
||||
camera
|
||||
);
|
||||
Vector2 bboxWorldMax = GetScreenToWorld2D(
|
||||
var bboxWorldMax = GetScreenToWorld2D(
|
||||
new Vector2((1 + bbox.X) * 0.5f * width,
|
||||
(1 + bbox.Y) * 0.5f * height),
|
||||
camera
|
||||
|
|
@ -399,4 +408,32 @@ public class Camera2dPlatformer
|
|||
camera.Target.Y = bboxWorldMin.Y + (player.Position.Y - bboxWorldMax.Y);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 2d camera platformer");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Camera2dPlatformer();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -2,10 +2,14 @@
|
|||
*
|
||||
* raylib [core] example - 3d camera first person
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 1.3
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,46 +18,51 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera3dFirstPerson
|
||||
public partial class Camera3dFirstPerson : IExample
|
||||
{
|
||||
public const int MaxColumns = 20;
|
||||
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Camera 3D First Person";
|
||||
|
||||
public string Title => "raylib [core] example - 3d camera first person";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private CameraMode cameraMode;
|
||||
private float[] heights;
|
||||
private Vector3[] positions;
|
||||
private Color[] colors;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||
|
||||
// Define the camera to look into our 3d world (position, target, up vector)
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(4.0f, 2.0f, 4.0f);
|
||||
camera.Target = new Vector3(0.0f, 1.8f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 60.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 2.0f, 4.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 60.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
cameraMode = CameraMode.FirstPerson;
|
||||
|
||||
// Generates some random columns
|
||||
float[] heights = new float[MaxColumns];
|
||||
Vector3[] positions = new Vector3[MaxColumns];
|
||||
Color[] colors = new Color[MaxColumns];
|
||||
heights = new float[MaxColumns];
|
||||
positions = new Vector3[MaxColumns];
|
||||
colors = new Color[MaxColumns];
|
||||
|
||||
for (int i = 0; i < MaxColumns; i++)
|
||||
for (var i = 0; i < MaxColumns; i++)
|
||||
{
|
||||
heights[i] = (float)GetRandomValue(1, 12);
|
||||
positions[i] = new Vector3(GetRandomValue(-15, 15), heights[i] / 2, GetRandomValue(-15, 15));
|
||||
positions[i] = new Vector3(GetRandomValue(-15, 15), heights[i] / 2.0f, GetRandomValue(-15, 15));
|
||||
colors[i] = new Color(GetRandomValue(20, 255), GetRandomValue(10, 55), 30, 255);
|
||||
}
|
||||
}
|
||||
|
||||
CameraMode cameraMode = CameraMode.FirstPerson;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -112,8 +121,8 @@ public class Camera3dFirstPerson
|
|||
|
||||
// Update camera computes movement internally depending on the camera mode
|
||||
// Some default standard keyboard/mouse inputs are hardcoded to simplify use
|
||||
// For advance camera controls, it's reecommended to compute camera movement manually
|
||||
UpdateCamera(ref camera, cameraMode);
|
||||
// For advanced camera controls, it's recommended to compute camera movement manually
|
||||
UpdateCamera(ref camera, cameraMode); // Update camera
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -136,7 +145,7 @@ public class Camera3dFirstPerson
|
|||
DrawCube(new Vector3(0.0f, 2.5f, 16.0f), 32.0f, 5.0f, 1.0f, Color.Gold);
|
||||
|
||||
// Draw some cubes around
|
||||
for (int i = 0; i < MaxColumns; i++)
|
||||
for (var i = 0; i < MaxColumns; i++)
|
||||
{
|
||||
DrawCube(positions[i], 2.0f, heights[i], 2.0f, colors[i]);
|
||||
DrawCubeWires(positions[i], 2.0f, heights[i], 2.0f, Color.Maroon);
|
||||
|
|
@ -152,8 +161,8 @@ public class Camera3dFirstPerson
|
|||
EndMode3D();
|
||||
|
||||
// Draw info boxes
|
||||
DrawRectangle(5, 5, 330, 100, ColorAlpha(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(10, 10, 330, 100, Color.Blue);
|
||||
DrawRectangle(5, 5, 330, 100, Fade(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(5, 5, 330, 100, Color.Blue);
|
||||
|
||||
DrawText("Camera controls:", 15, 15, 10, Color.Black);
|
||||
DrawText("- Move keys: W, A, S, D, Space, Left-Ctrl", 15, 30, 10, Color.Black);
|
||||
|
|
@ -176,9 +185,35 @@ public class Camera3dFirstPerson
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Camera3dFirstPerson();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera free
|
||||
* raylib [core] example - 3d camera free
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 1.3
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,38 +18,40 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera3dFree
|
||||
public partial class Camera3dFree : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Camera 3D Free";
|
||||
|
||||
public string Title => "raylib [core] example - 3d camera free";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Vector3 cubePosition;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera;
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Z))
|
||||
if (IsKeyPressed(KeyboardKey.Z))
|
||||
{
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
|
@ -65,23 +71,47 @@ public class Camera3dFree
|
|||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangle(10, 10, 320, 133, ColorAlpha(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(10, 10, 320, 133, Color.Blue);
|
||||
DrawRectangle(10, 10, 320, 93, Fade(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(10, 10, 320, 93, Color.Blue);
|
||||
|
||||
DrawText("Free camera default controls:", 20, 20, 10, Color.Black);
|
||||
DrawText("- Mouse Wheel to Zoom in-out", 40, 40, 10, Color.DarkGray);
|
||||
DrawText("- Mouse Wheel Pressed to Pan", 40, 60, 10, Color.DarkGray);
|
||||
DrawText("- Alt + Mouse Wheel Pressed to Rotate", 40, 80, 10, Color.DarkGray);
|
||||
DrawText("- Alt + Ctrl + Mouse Wheel Pressed for Smooth Zoom", 40, 100, 10, Color.DarkGray);
|
||||
DrawText("- Z to zoom to (0, 0, 0)", 40, 120, 10, Color.DarkGray);
|
||||
DrawText("- Z to zoom to (0, 0, 0)", 40, 80, 10, Color.DarkGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Camera3dFree();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Initialize 3d camera mode
|
||||
* raylib [core] example - 3d camera mode
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.0, last time updated with raylib 1.0
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,38 +18,33 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Camera3dMode
|
||||
public partial class Camera3dMode : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private Camera3D camera;
|
||||
private Vector3 cubePosition;
|
||||
|
||||
public string Name => "Core / Camera 3D Mode";
|
||||
|
||||
public string Title => "raylib [core] example - 3d camera mode";
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 10.0f, 10.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera mode type
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
|
@ -68,9 +67,33 @@ public class Camera3dMode
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera mode");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Camera3dMode();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Custom logging
|
||||
* raylib [core] example - custom logging
|
||||
*
|
||||
* This example has been created using raylib 2.1 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Pablo Marcos Oltra (@pamarcos) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Pablo Marcos Oltra (@pamarcos) 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) 2018-2025 Pablo Marcos Oltra (@pamarcos) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,11 +21,23 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public unsafe class CustomLogging
|
||||
public unsafe partial class CustomLogging : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Custom Logging";
|
||||
|
||||
public string Title => "raylib [core] example - custom logging";
|
||||
|
||||
[UnmanagedCallersOnly(CallConvs = new[] { typeof(System.Runtime.CompilerServices.CallConvCdecl) })]
|
||||
private static void LogCustom(int logLevel, sbyte* text, sbyte* args)
|
||||
{
|
||||
#if BROWSER
|
||||
// WebAssembly can't invoke the C varargs vsprintf/vsnprintf that Logging.GetLogMessage relies on
|
||||
// (the wasm runtime traps with "function signature mismatch"), so log the raw, unformatted text.
|
||||
string message = Marshal.PtrToStringUTF8(new IntPtr(text)) ?? string.Empty;
|
||||
#else
|
||||
var message = Logging.GetLogMessage(new IntPtr(text), new IntPtr(args));
|
||||
|
||||
/*Console.ForegroundColor = (TraceLogLevel)logLevel switch
|
||||
|
|
@ -36,35 +52,21 @@ public unsafe class CustomLogging
|
|||
TraceLogLevel.LOG_NONE => ConsoleColor.White,
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(logLevel), logLevel, null)
|
||||
};*/
|
||||
#endif
|
||||
|
||||
Console.WriteLine($"Custom " + message);
|
||||
// Console.ResetColor();
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// First thing we do is setting our custom logger to ensure everything raylib logs
|
||||
// will use our own logger instead of its internal one
|
||||
SetTraceLogCallback(&LogCustom);
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
|
@ -76,10 +78,38 @@ public unsafe class CustomLogging
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
#if !BROWSER
|
||||
// Restore the default formatting logger on desktop. On WebAssembly we leave the (wasm-safe)
|
||||
// custom logger in place — Logging.LogConsole formats via vsprintf, which traps on wasm.
|
||||
SetTraceLogCallback(&Logging.LogConsole);
|
||||
#endif
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - custom logging");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new CustomLogging();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
SetTraceLogCallback(&Logging.LogConsole);
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -21,35 +21,40 @@ namespace Examples.Core;
|
|||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
public class DeltaTime
|
||||
public partial class DeltaTime : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
// The speed applied to both circles
|
||||
private const float speed = 10.0f;
|
||||
private const float circleRadius = 32.0f;
|
||||
|
||||
private int currentFps;
|
||||
|
||||
// Store the position for the both of the circles
|
||||
private Vector2 deltaCircle;
|
||||
private Vector2 frameCircle;
|
||||
|
||||
public string Name => "Core / Delta Time";
|
||||
|
||||
public string Title => "raylib [core] example - delta time";
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
currentFps = 60;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
|
||||
// Store the position for the both of the circles
|
||||
deltaCircle = new Vector2(0, (float)screenHeight / 3.0f);
|
||||
frameCircle = new Vector2(0, (float)screenHeight * (2.0f / 3.0f));
|
||||
}
|
||||
|
||||
int currentFps = 60;
|
||||
|
||||
Vector2 deltaCircle = new Vector2(0, (float)screenHeight / 3.0f);
|
||||
Vector2 frameCircle = new Vector2(0, (float)screenHeight * (2.0f / 3.0f));
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
const float speed = 10.0f;
|
||||
const float circleRadius = 32.0f;
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Adjust the FPS target based on the mouse wheel
|
||||
float mouseWheel = GetMouseWheelMove();
|
||||
var mouseWheel = GetMouseWheelMove();
|
||||
if (mouseWheel != 0)
|
||||
{
|
||||
currentFps += (int)mouseWheel;
|
||||
|
|
@ -120,9 +125,33 @@ public class DeltaTime
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - delta time");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DeltaTime();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,53 +1,69 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Windows drop files
|
||||
* raylib [core] example - drop files
|
||||
*
|
||||
* This example only works on platforms that support drag ref drop (Windows, Linux, OSX, Html5?)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* NOTE: This example only works on platforms that support drag & drop (Windows, Linux, OSX, Html5?)
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 4.2
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Collections.Generic;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class DropFiles
|
||||
public partial class DropFiles : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public const int MaxFilepathRecorded = 4096;
|
||||
|
||||
public string Name => "Core / Drop Files";
|
||||
|
||||
public string Title => "raylib [core] example - drop files";
|
||||
|
||||
private List<string> filePaths;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
// We will register a maximum of filepaths
|
||||
filePaths = new();
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
|
||||
|
||||
string[] files = new string[0];
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsFileDropped())
|
||||
{
|
||||
files = Raylib.GetDroppedFiles();
|
||||
var droppedFiles = GetDroppedFiles();
|
||||
|
||||
for (var i = 0; i < droppedFiles.Length; i++)
|
||||
{
|
||||
if (filePaths.Count < (MaxFilepathRecorded - 1))
|
||||
{
|
||||
filePaths.Add(droppedFiles[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
if (files.Length == 0)
|
||||
if (filePaths.Count == 0)
|
||||
{
|
||||
DrawText("Drop your files to this window!", 100, 40, 20, Color.DarkGray);
|
||||
}
|
||||
|
|
@ -55,29 +71,54 @@ public class DropFiles
|
|||
{
|
||||
DrawText("Dropped files:", 100, 40, 20, Color.DarkGray);
|
||||
|
||||
for (int i = 0; i < files.Length; i++)
|
||||
for (var i = 0; i < filePaths.Count; i++)
|
||||
{
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, ColorAlpha(Color.LightGray, 0.5f));
|
||||
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, Fade(Color.LightGray, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, ColorAlpha(Color.LightGray, 0.3f));
|
||||
}
|
||||
DrawText(files[i], 120, 100 + 40 * i, 10, Color.Gray);
|
||||
DrawRectangle(0, 85 + 40 * i, screenWidth, 40, Fade(Color.LightGray, 0.3f));
|
||||
}
|
||||
|
||||
DrawText("Drop new files...", 100, 110 + 40 * files.Length, 20, Color.DarkGray);
|
||||
DrawText(filePaths[i], 120, 100 + 40 * i, 10, Color.Gray);
|
||||
}
|
||||
|
||||
DrawText("Drop new files...", 100, 110 + 40 * filePaths.Count, 20, Color.DarkGray);
|
||||
}
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - drop files");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DropFiles();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -19,14 +19,16 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputGamepad
|
||||
public partial class InputGamepad : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
// NOTE: Gamepad name ID depends on drivers and OS
|
||||
// These are some possible names the gamepads could have.
|
||||
public const string XBOX_ALIAS_1 = "xbox";
|
||||
|
|
@ -34,28 +36,38 @@ public class InputGamepad
|
|||
public const string PS_ALIAS_1 = "playstation";
|
||||
public const string PS_ALIAS_2 = "sony";
|
||||
|
||||
public static int Main()
|
||||
// Set axis deadzones
|
||||
private const float leftStickDeadzoneX = 0.1f;
|
||||
private const float leftStickDeadzoneY = 0.1f;
|
||||
private const float rightStickDeadzoneX = 0.1f;
|
||||
private const float rightStickDeadzoneY = 0.1f;
|
||||
private const float leftTriggerDeadzone = -0.9f;
|
||||
private const float rightTriggerDeadzone = -0.9f;
|
||||
|
||||
private Texture2D texPs3Pad;
|
||||
private Texture2D texXboxPad;
|
||||
|
||||
private Rectangle vibrateButton;
|
||||
|
||||
private int gamepad; // which gamepad to display
|
||||
|
||||
public string Name => "Core / Input Gamepad";
|
||||
|
||||
public string Title => "raylib [core] example - input gamepad";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
texPs3Pad = LoadTexture("resources/ps3.png");
|
||||
texXboxPad = LoadTexture("resources/xbox.png");
|
||||
|
||||
// Set MSAA 4X hint before windows creation
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
|
||||
vibrateButton = new Rectangle();
|
||||
|
||||
Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
|
||||
Texture2D texXboxPad = LoadTexture("resources/xbox.png");
|
||||
gamepad = 0; // which gamepad to display
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
int gamepad = 0;
|
||||
Rectangle vibrateButton = new Rectangle();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -69,14 +81,13 @@ public class InputGamepad
|
|||
gamepad++;
|
||||
}
|
||||
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
var mousePosition = GetMousePosition();
|
||||
|
||||
vibrateButton = new Rectangle(10, 70.0f + 20 * GetGamepadAxisCount(gamepad) + 20, 75, 24);
|
||||
if (IsMouseButtonPressed(MouseButton.Left) && CheckCollisionPointRec(mousePosition, vibrateButton))
|
||||
{
|
||||
SetGamepadVibration(gamepad, 1.0f, 1.0f, 1.0f);
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -86,9 +97,48 @@ public class InputGamepad
|
|||
|
||||
if (IsGamepadAvailable(gamepad))
|
||||
{
|
||||
string gamepadName = GetGamepadName_(gamepad);
|
||||
var gamepadName = GetGamepadName_(gamepad);
|
||||
DrawText($"GP{gamepad}: {gamepadName}", 10, 10, 10, Color.Black);
|
||||
|
||||
// Get axis values
|
||||
var leftStickX = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftX);
|
||||
var leftStickY = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftY);
|
||||
var rightStickX = GetGamepadAxisMovement(gamepad, GamepadAxis.RightX);
|
||||
var rightStickY = GetGamepadAxisMovement(gamepad, GamepadAxis.RightY);
|
||||
var leftTrigger = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftTrigger);
|
||||
var rightTrigger = GetGamepadAxisMovement(gamepad, GamepadAxis.RightTrigger);
|
||||
|
||||
// Calculate deadzones
|
||||
if (leftStickX > -leftStickDeadzoneX && leftStickX < leftStickDeadzoneX)
|
||||
{
|
||||
leftStickX = 0.0f;
|
||||
}
|
||||
|
||||
if (leftStickY > -leftStickDeadzoneY && leftStickY < leftStickDeadzoneY)
|
||||
{
|
||||
leftStickY = 0.0f;
|
||||
}
|
||||
|
||||
if (rightStickX > -rightStickDeadzoneX && rightStickX < rightStickDeadzoneX)
|
||||
{
|
||||
rightStickX = 0.0f;
|
||||
}
|
||||
|
||||
if (rightStickY > -rightStickDeadzoneY && rightStickY < rightStickDeadzoneY)
|
||||
{
|
||||
rightStickY = 0.0f;
|
||||
}
|
||||
|
||||
if (leftTrigger < leftTriggerDeadzone)
|
||||
{
|
||||
leftTrigger = -1.0f;
|
||||
}
|
||||
|
||||
if (rightTrigger < rightTriggerDeadzone)
|
||||
{
|
||||
rightTrigger = -1.0f;
|
||||
}
|
||||
|
||||
if (gamepadName.Contains(XBOX_ALIAS_1, StringComparison.OrdinalIgnoreCase) ||
|
||||
gamepadName.Contains(XBOX_ALIAS_2, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
|
|
@ -166,31 +216,32 @@ public class InputGamepad
|
|||
}
|
||||
|
||||
// Draw axis: left joystick
|
||||
var leftGamepadColor = Color.Black;
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftThumb))
|
||||
{
|
||||
leftGamepadColor = Color.Red;
|
||||
}
|
||||
|
||||
DrawCircle(259, 152, 39, Color.Black);
|
||||
DrawCircle(259, 152, 34, Color.LightGray);
|
||||
DrawCircle(
|
||||
259 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.LeftX) * 20),
|
||||
152 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.LeftY) * 20),
|
||||
25,
|
||||
Color.Black
|
||||
);
|
||||
DrawCircle(259 + (int)(leftStickX * 20), 152 + (int)(leftStickY * 20), 25, leftGamepadColor);
|
||||
|
||||
// Draw axis: right joystick
|
||||
var rightGamepadColor = Color.Black;
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.RightThumb))
|
||||
{
|
||||
rightGamepadColor = Color.Red;
|
||||
}
|
||||
|
||||
DrawCircle(461, 237, 38, Color.Black);
|
||||
DrawCircle(461, 237, 33, Color.LightGray);
|
||||
DrawCircle(
|
||||
461 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.RightX) * 20),
|
||||
237 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.RightY) * 20),
|
||||
25, Color.Black
|
||||
);
|
||||
DrawCircle(461 + (int)(rightStickX * 20), 237 + (int)(rightStickY * 20), 25, rightGamepadColor);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
float leftTriggerX = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftTrigger);
|
||||
float rightTriggerX = GetGamepadAxisMovement(gamepad, GamepadAxis.RightTrigger);
|
||||
DrawRectangle(170, 30, 15, 70, Color.Gray);
|
||||
DrawRectangle(604, 30, 15, 70, Color.Gray);
|
||||
DrawRectangle(170, 30, 15, (int)(((1.0f + leftTriggerX) / 2.0f) * 70), Color.Red);
|
||||
DrawRectangle(604, 30, 15, (int)(((1.0f + rightTriggerX) / 2.0f) * 70), Color.Red);
|
||||
DrawRectangle(170, 30, 15, (int)(((1 + leftTrigger) / 2) * 70), Color.Red);
|
||||
DrawRectangle(604, 30, 15, (int)(((1 + rightTrigger) / 2) * 70), Color.Red);
|
||||
}
|
||||
else if (gamepadName.Contains(PS_ALIAS_1, StringComparison.OrdinalIgnoreCase) || gamepadName.Contains(PS_ALIAS_2, StringComparison.OrdinalIgnoreCase))
|
||||
{
|
||||
|
|
@ -273,45 +324,154 @@ public class InputGamepad
|
|||
}
|
||||
|
||||
// Draw axis: left joystick
|
||||
var leftGamepadColor = Color.Black;
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftThumb))
|
||||
{
|
||||
leftGamepadColor = Color.Red;
|
||||
}
|
||||
|
||||
DrawCircle(319, 255, 35, Color.Black);
|
||||
DrawCircle(319, 255, 31, Color.LightGray);
|
||||
DrawCircle(
|
||||
319 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.LeftX) * 20),
|
||||
255 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.LeftY) * 20),
|
||||
25,
|
||||
Color.Black
|
||||
);
|
||||
DrawCircle(319 + (int)(leftStickX * 20), 255 + (int)(leftStickY * 20), 25, leftGamepadColor);
|
||||
|
||||
// Draw axis: right joystick
|
||||
var rightGamepadColor = Color.Black;
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.RightThumb))
|
||||
{
|
||||
rightGamepadColor = Color.Red;
|
||||
}
|
||||
|
||||
DrawCircle(475, 255, 35, Color.Black);
|
||||
DrawCircle(475, 255, 31, Color.LightGray);
|
||||
DrawCircle(
|
||||
475 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.RightX) * 20),
|
||||
255 + (int)(GetGamepadAxisMovement(gamepad, GamepadAxis.RightY) * 20),
|
||||
25,
|
||||
Color.Black
|
||||
);
|
||||
DrawCircle(475 + (int)(rightStickX * 20), 255 + (int)(rightStickY * 20), 25, rightGamepadColor);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
float leftTriggerX = GetGamepadAxisMovement(gamepad, GamepadAxis.LeftTrigger);
|
||||
float rightTriggerX = GetGamepadAxisMovement(gamepad, GamepadAxis.RightTrigger);
|
||||
DrawRectangle(169, 48, 15, 70, Color.Gray);
|
||||
DrawRectangle(611, 48, 15, 70, Color.Gray);
|
||||
DrawRectangle(169, 48, 15, (int)(((1.0f - leftTriggerX) / 2.0f) * 70), Color.Red);
|
||||
DrawRectangle(611, 48, 15, (int)(((1.0f - rightTriggerX) / 2.0f) * 70), Color.Red);
|
||||
DrawRectangle(169, 48, 15, (int)(((1 + leftTrigger) / 2) * 70), Color.Red);
|
||||
DrawRectangle(611, 48, 15, (int)(((1 + rightTrigger) / 2) * 70), Color.Red);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("- GENERIC GAMEPAD -", 280, 180, 20, Color.Gray);
|
||||
// TODO: Draw generic gamepad
|
||||
// Draw background: generic
|
||||
DrawRectangleRounded(new Rectangle(175, 110, 460, 220), 0.3f, 16, Color.DarkGray);
|
||||
|
||||
// Draw buttons: basic
|
||||
DrawCircle(365, 170, 12, Color.RayWhite);
|
||||
DrawCircle(405, 170, 12, Color.RayWhite);
|
||||
DrawCircle(445, 170, 12, Color.RayWhite);
|
||||
DrawCircle(516, 191, 17, Color.RayWhite);
|
||||
DrawCircle(551, 227, 17, Color.RayWhite);
|
||||
DrawCircle(587, 191, 17, Color.RayWhite);
|
||||
DrawCircle(551, 155, 17, Color.RayWhite);
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleLeft))
|
||||
{
|
||||
DrawCircle(365, 170, 10, Color.Red);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.Middle))
|
||||
{
|
||||
DrawCircle(405, 170, 10, Color.Green);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.MiddleRight))
|
||||
{
|
||||
DrawCircle(445, 170, 10, Color.Blue);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceLeft))
|
||||
{
|
||||
DrawCircle(516, 191, 15, Color.Gold);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceDown))
|
||||
{
|
||||
DrawCircle(551, 227, 15, Color.Blue);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceRight))
|
||||
{
|
||||
DrawCircle(587, 191, 15, Color.Green);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.RightFaceUp))
|
||||
{
|
||||
DrawCircle(551, 155, 15, Color.Red);
|
||||
}
|
||||
|
||||
// Draw buttons: d-pad
|
||||
DrawRectangle(245, 145, 28, 88, Color.RayWhite);
|
||||
DrawRectangle(215, 174, 88, 29, Color.RayWhite);
|
||||
DrawRectangle(247, 147, 24, 84, Color.Black);
|
||||
DrawRectangle(217, 176, 84, 25, Color.Black);
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceUp))
|
||||
{
|
||||
DrawRectangle(247, 147, 24, 29, Color.Red);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceDown))
|
||||
{
|
||||
DrawRectangle(247, 147 + 54, 24, 30, Color.Red);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceLeft))
|
||||
{
|
||||
DrawRectangle(217, 176, 30, 25, Color.Red);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftFaceRight))
|
||||
{
|
||||
DrawRectangle(217 + 54, 176, 30, 25, Color.Red);
|
||||
}
|
||||
|
||||
// Draw buttons: left-right back
|
||||
DrawRectangleRounded(new Rectangle(215, 98, 100, 10), 0.5f, 16, Color.DarkGray);
|
||||
DrawRectangleRounded(new Rectangle(495, 98, 100, 10), 0.5f, 16, Color.DarkGray);
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftTrigger1))
|
||||
{
|
||||
DrawRectangleRounded(new Rectangle(215, 98, 100, 10), 0.5f, 16, Color.Red);
|
||||
}
|
||||
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.RightTrigger1))
|
||||
{
|
||||
DrawRectangleRounded(new Rectangle(495, 98, 100, 10), 0.5f, 16, Color.Red);
|
||||
}
|
||||
|
||||
// Draw axis: left joystick
|
||||
var leftGamepadColor = Color.Black;
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.LeftThumb))
|
||||
{
|
||||
leftGamepadColor = Color.Red;
|
||||
}
|
||||
|
||||
DrawCircle(345, 260, 40, Color.Black);
|
||||
DrawCircle(345, 260, 35, Color.LightGray);
|
||||
DrawCircle(345 + (int)(leftStickX * 20), 260 + (int)(leftStickY * 20), 25, leftGamepadColor);
|
||||
|
||||
// Draw axis: right joystick
|
||||
var rightGamepadColor = Color.Black;
|
||||
if (IsGamepadButtonDown(gamepad, GamepadButton.RightThumb))
|
||||
{
|
||||
rightGamepadColor = Color.Red;
|
||||
}
|
||||
|
||||
DrawCircle(465, 260, 40, Color.Black);
|
||||
DrawCircle(465, 260, 35, Color.LightGray);
|
||||
DrawCircle(465 + (int)(rightStickX * 20), 260 + (int)(rightStickY * 20), 25, rightGamepadColor);
|
||||
|
||||
// Draw axis: left-right triggers
|
||||
DrawRectangle(151, 110, 15, 70, Color.Gray);
|
||||
DrawRectangle(644, 110, 15, 70, Color.Gray);
|
||||
DrawRectangle(151, 110, 15, (int)(((1 + leftTrigger) / 2) * 70), Color.Red);
|
||||
DrawRectangle(644, 110, 15, (int)(((1 + rightTrigger) / 2) * 70), Color.Red);
|
||||
}
|
||||
|
||||
DrawText($"DETECTED AXIS [{GetGamepadAxisCount(gamepad)}]:", 10, 50, 10, Color.Maroon);
|
||||
|
||||
for (int i = 0; i < GetGamepadAxisCount(gamepad); i++)
|
||||
for (var i = 0; i < GetGamepadAxisCount(gamepad); i++)
|
||||
{
|
||||
DrawText(
|
||||
$"AXIS {i}: {GetGamepadAxisMovement(gamepad, (GamepadAxis)i)}",
|
||||
$"AXIS {i}: {GetGamepadAxisMovement(gamepad, (GamepadAxis)i):F2}",
|
||||
20,
|
||||
70 + 20 * i,
|
||||
10,
|
||||
|
|
@ -319,10 +479,10 @@ public class InputGamepad
|
|||
);
|
||||
}
|
||||
|
||||
// Draw vibrate button
|
||||
DrawRectangleRec(vibrateButton, Color.SkyBlue);
|
||||
DrawText("VIBRATE", (int)(vibrateButton.X + 14), (int)(vibrateButton.Y + 1), 10, Color.DarkGray);
|
||||
|
||||
|
||||
if (GetGamepadButtonPressed() != (int)GamepadButton.Unknown)
|
||||
{
|
||||
DrawText($"DETECTED BUTTON: {GetGamepadButtonPressed()}", 10, 430, 10, Color.Red);
|
||||
|
|
@ -342,12 +502,37 @@ public class InputGamepad
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texPs3Pad);
|
||||
UnloadTexture(texXboxPad);
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint); // Set MSAA 4X hint before windows creation
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gamepad");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new InputGamepad();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -18,35 +18,41 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputGestures
|
||||
public partial class InputGestures : IExample
|
||||
{
|
||||
public const int MaxGestureStrings = 20;
|
||||
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private Vector2 touchPosition;
|
||||
private Rectangle touchArea;
|
||||
|
||||
private int gesturesCount;
|
||||
private string[] gestureStrings;
|
||||
|
||||
private Gesture currentGesture;
|
||||
private Gesture lastGesture;
|
||||
|
||||
public string Name => "Core / Input Gestures";
|
||||
|
||||
public string Title => "raylib [core] example - input gestures";
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
touchPosition = new(0, 0);
|
||||
touchArea = new(220, 10, screenWidth - 230, screenHeight - 20);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
|
||||
gesturesCount = 0;
|
||||
gestureStrings = new string[MaxGestureStrings];
|
||||
|
||||
Vector2 touchPosition = new(0, 0);
|
||||
Rectangle touchArea = new(220, 10, screenWidth - 230, screenHeight - 20);
|
||||
|
||||
int gesturesCount = 0;
|
||||
string[] gestureStrings = new string[MaxGestureStrings];
|
||||
|
||||
Gesture currentGesture = Gesture.None;
|
||||
Gesture lastGesture = Gesture.None;
|
||||
currentGesture = Gesture.None;
|
||||
lastGesture = Gesture.None;
|
||||
|
||||
// SetGesturesEnabled(0b0000000000001001); // Enable only some gestures to be detected
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -100,7 +106,7 @@ public class InputGestures
|
|||
// Reset gestures strings
|
||||
if (gesturesCount >= MaxGestureStrings)
|
||||
{
|
||||
for (int i = 0; i < MaxGestureStrings; i++)
|
||||
for (var i = 0; i < MaxGestureStrings; i++)
|
||||
{
|
||||
gestureStrings[i] = " ";
|
||||
}
|
||||
|
|
@ -118,17 +124,17 @@ public class InputGestures
|
|||
DrawRectangleRec(touchArea, Color.Gray);
|
||||
DrawRectangle(225, 15, screenWidth - 240, screenHeight - 30, Color.RayWhite);
|
||||
|
||||
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, ColorAlpha(Color.Gray, 0.5f));
|
||||
DrawText("GESTURES TEST AREA", screenWidth - 270, screenHeight - 40, 20, Fade(Color.Gray, 0.5f));
|
||||
|
||||
for (int i = 0; i < gesturesCount; i++)
|
||||
for (var i = 0; i < gesturesCount; i++)
|
||||
{
|
||||
if (i % 2 == 0)
|
||||
{
|
||||
DrawRectangle(10, 30 + 20 * i, 200, 20, ColorAlpha(Color.LightGray, 0.5f));
|
||||
DrawRectangle(10, 30 + 20 * i, 200, 20, Fade(Color.LightGray, 0.5f));
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawRectangle(10, 30 + 20 * i, 200, 20, ColorAlpha(Color.LightGray, 0.3f));
|
||||
DrawRectangle(10, 30 + 20 * i, 200, 20, Fade(Color.LightGray, 0.3f));
|
||||
}
|
||||
|
||||
if (i < gesturesCount - 1)
|
||||
|
|
@ -153,10 +159,35 @@ public class InputGestures
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new InputGestures();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -15,80 +15,105 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
public class InputGesturesTestBed
|
||||
public partial class InputGesturesTestBed : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public const int GESTURE_LOG_SIZE = 20;
|
||||
public const int MAX_TOUCH_COUNT = 32;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
public string Name => "Core / Input Gestures Test Bed";
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
public string Title => "raylib [core] example - input gestures testbed";
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures testbed");
|
||||
|
||||
Vector2 messagePosition = new Vector2(160, 7);
|
||||
private Vector2 messagePosition;
|
||||
|
||||
// Last gesture variables definitions
|
||||
Gesture lastGesture = 0;
|
||||
Vector2 lastGesturePosition = new Vector2(165, 130);
|
||||
private Gesture lastGesture;
|
||||
private Vector2 lastGesturePosition;
|
||||
|
||||
// Gesture log variables definitions
|
||||
// NOTE: The gesture log uses an array (as an inverted circular queue) to store the performed gestures
|
||||
string[] gestureLog = new string[GESTURE_LOG_SIZE + 1];
|
||||
for (int i = 0; i < GESTURE_LOG_SIZE; i++)
|
||||
{
|
||||
gestureLog[i] = new string(new char[12]);
|
||||
}
|
||||
;
|
||||
private string[] gestureLog;
|
||||
|
||||
// NOTE: The index for the inverted circular queue (moving from last to first direction, then looping around)
|
||||
int gestureLogIndex = GESTURE_LOG_SIZE;
|
||||
Gesture previousGesture = 0;
|
||||
private int gestureLogIndex;
|
||||
private Gesture previousGesture;
|
||||
|
||||
// Log mode values:
|
||||
// - 0 shows repeated events
|
||||
// - 1 hides repeated events
|
||||
// - 2 shows repeated events but hide hold events
|
||||
// - 3 hides repeated events and hide hold events
|
||||
int logMode = 1;
|
||||
private int logMode;
|
||||
|
||||
Color gestureColor = new Color(0, 0, 0, 255);
|
||||
Rectangle logButton1 = new Rectangle(53, 7, 48, 26);
|
||||
Rectangle logButton2 = new Rectangle(108, 7, 36, 26);
|
||||
Vector2 gestureLogPosition = new Vector2(10, 10);
|
||||
private Color gestureColor;
|
||||
private Rectangle logButton1;
|
||||
private Rectangle logButton2;
|
||||
private Vector2 gestureLogPosition;
|
||||
|
||||
// Protractor variables definitions
|
||||
float angleLength = 90.0f;
|
||||
float currentAngleDegrees = 0.0f;
|
||||
Vector2 finalVector = new Vector2(0.0f, 0.0f);
|
||||
Vector2 protractorPosition = new Vector2(266.0f, 315.0f);
|
||||
private float angleLength;
|
||||
private float currentAngleDegrees;
|
||||
private Vector2 finalVector;
|
||||
private Vector2 protractorPosition;
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Init()
|
||||
{
|
||||
messagePosition = new Vector2(160, 7);
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
// Last gesture variables definitions
|
||||
lastGesture = 0;
|
||||
lastGesturePosition = new Vector2(165, 130);
|
||||
|
||||
// Gesture log variables definitions
|
||||
// NOTE: The gesture log uses an array (as an inverted circular queue) to store the performed gestures
|
||||
gestureLog = new string[GESTURE_LOG_SIZE + 1];
|
||||
for (var i = 0; i < GESTURE_LOG_SIZE; i++)
|
||||
{
|
||||
gestureLog[i] = new string(new char[12]);
|
||||
}
|
||||
|
||||
// NOTE: The index for the inverted circular queue (moving from last to first direction, then looping around)
|
||||
gestureLogIndex = GESTURE_LOG_SIZE;
|
||||
previousGesture = 0;
|
||||
|
||||
// Log mode values:
|
||||
// - 0 shows repeated events
|
||||
// - 1 hides repeated events
|
||||
// - 2 shows repeated events but hide hold events
|
||||
// - 3 hides repeated events and hide hold events
|
||||
logMode = 1;
|
||||
|
||||
gestureColor = new Color(0, 0, 0, 255);
|
||||
logButton1 = new Rectangle(53, 7, 48, 26);
|
||||
logButton2 = new Rectangle(108, 7, 36, 26);
|
||||
gestureLogPosition = new Vector2(10, 10);
|
||||
|
||||
// Protractor variables definitions
|
||||
angleLength = 90.0f;
|
||||
currentAngleDegrees = 0.0f;
|
||||
finalVector = new Vector2(0.0f, 0.0f);
|
||||
protractorPosition = new Vector2(266.0f, 315.0f);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Handle common gestures data
|
||||
int i, ii; // Iterators that will be reused by all for loops
|
||||
Gesture currentGesture = GetGestureDetected();
|
||||
float currentDragDegrees = GetGestureDragAngle();
|
||||
float currentPitchDegrees = GetGesturePinchAngle();
|
||||
int touchCount = GetTouchPointCount();
|
||||
var currentGesture = GetGestureDetected();
|
||||
var currentDragDegrees = GetGestureDragAngle();
|
||||
var currentPitchDegrees = GetGesturePinchAngle();
|
||||
var touchCount = GetTouchPointCount();
|
||||
|
||||
// Handle last gesture
|
||||
if ((currentGesture != 0) && ((int)currentGesture != 4) && (currentGesture != previousGesture))
|
||||
|
|
@ -137,7 +162,7 @@ public class InputGesturesTestBed
|
|||
}
|
||||
}
|
||||
|
||||
int fillLog = 0; // Gate variable to be used to allow or not the gesture log to be filled
|
||||
var fillLog = 0; // Gate variable to be used to allow or not the gesture log to be filled
|
||||
if (currentGesture != 0)
|
||||
{
|
||||
if (logMode == 3) // 3 hides repeated events and hide hold events
|
||||
|
|
@ -195,19 +220,18 @@ public class InputGesturesTestBed
|
|||
currentAngleDegrees = 0.0f; // Tap, Doubletap, Hold and Grab
|
||||
}
|
||||
|
||||
float currentAngleRadians =
|
||||
var currentAngleRadians =
|
||||
((currentAngleDegrees + 90.0f) * MathF.PI / 180); // Convert the current angle to Radians
|
||||
// Calculate the final vector for display
|
||||
finalVector = new Vector2(
|
||||
(angleLength * MathF.Sin(currentAngleRadians)) + protractorPosition.X,
|
||||
(angleLength * MathF.Cos(currentAngleRadians)) + protractorPosition.Y
|
||||
)
|
||||
;
|
||||
);
|
||||
|
||||
// Handle touch and mouse pointer points
|
||||
Vector2[] touchPosition = new Vector2[MAX_TOUCH_COUNT];
|
||||
var touchPosition = new Vector2[MAX_TOUCH_COUNT];
|
||||
|
||||
Vector2 mousePosition = Vector2.Zero;
|
||||
var mousePosition = Vector2.Zero;
|
||||
if (currentGesture != Gesture.None)
|
||||
{
|
||||
if (touchCount != 0)
|
||||
|
|
@ -334,9 +358,9 @@ public class InputGesturesTestBed
|
|||
DrawText("Angle", (int)protractorPosition.X + 55, (int)protractorPosition.Y + 76, 10, Color.Black);
|
||||
|
||||
// Note: Official it's using raylibs functions for string manipulation. But in C# it will end up in an unsafe handling.
|
||||
string angleString = currentAngleDegrees.ToString("F3");
|
||||
int angleStringDot = angleString.IndexOf('.');
|
||||
string angleStringTrim = angleString.Substring(0, angleStringDot + 3);
|
||||
var angleString = currentAngleDegrees.ToString("F3");
|
||||
var angleStringDot = angleString.IndexOf('.');
|
||||
var angleStringTrim = angleString[..(angleStringDot + 3)];
|
||||
|
||||
DrawText(angleStringTrim, (int)protractorPosition.X + 55, (int)protractorPosition.Y + 92, 20, gestureColor);
|
||||
DrawCircleV(protractorPosition, 80.0f, Color.White);
|
||||
|
|
@ -401,6 +425,30 @@ public class InputGesturesTestBed
|
|||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input gestures testbed");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new InputGesturesTestBed();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
|
|
@ -409,7 +457,8 @@ public class InputGesturesTestBed
|
|||
return 0;
|
||||
}
|
||||
|
||||
static string GetGestureName(int gesture)
|
||||
// Get text string for gesture value
|
||||
private static string GetGestureName(int gesture)
|
||||
{
|
||||
switch (gesture)
|
||||
{
|
||||
|
|
@ -441,7 +490,7 @@ public class InputGesturesTestBed
|
|||
}
|
||||
|
||||
// Get color for gesture value
|
||||
static Color GetGestureColor(int gesture)
|
||||
private static Color GetGestureColor(int gesture)
|
||||
{
|
||||
switch (gesture)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -18,24 +18,23 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputKeys
|
||||
public partial class InputKeys : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Input Keys";
|
||||
|
||||
public string Title => "raylib [core] example - input keys";
|
||||
|
||||
private Vector2 ballPosition;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
ballPosition = new((float)screenWidth / 2, (float)screenHeight / 2);
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - keyboard input");
|
||||
|
||||
Vector2 ballPosition = new((float)screenWidth / 2, (float)screenHeight / 2);
|
||||
|
||||
SetTargetFPS(60); // Set target frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -73,9 +72,33 @@ public class InputKeys
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input keys");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new InputKeys();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -19,29 +19,28 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputMouse
|
||||
public partial class InputMouse : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Input Mouse";
|
||||
|
||||
public string Title => "raylib [core] example - input mouse";
|
||||
|
||||
private Vector2 ballPosition;
|
||||
private Color ballColor;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
ballPosition = new(-100.0f, -100.0f);
|
||||
ballColor = Color.DarkBlue;
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - mouse input");
|
||||
|
||||
Vector2 ballPosition = new(-100.0f, -100.0f);
|
||||
Color ballColor = Color.DarkBlue;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.H))
|
||||
{
|
||||
if (IsCursorHidden())
|
||||
|
|
@ -68,6 +67,10 @@ public class InputMouse
|
|||
{
|
||||
ballColor = Color.DarkBlue;
|
||||
}
|
||||
else if (IsMouseButtonPressed(MouseButton.Side))
|
||||
{
|
||||
ballColor = Color.Purple;
|
||||
}
|
||||
else if (IsMouseButtonPressed(MouseButton.Extra))
|
||||
{
|
||||
ballColor = Color.Yellow;
|
||||
|
|
@ -105,9 +108,33 @@ public class InputMouse
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
var game = new InputMouse();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -17,25 +17,25 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputMouseWheel
|
||||
public partial class InputMouseWheel : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Mouse Wheel";
|
||||
|
||||
public string Title => "raylib [core] example - input mouse wheel";
|
||||
|
||||
private int boxPositionY;
|
||||
private int scrollSpeed; // Scrolling speed in pixels
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
boxPositionY = screenHeight / 2 - 40;
|
||||
scrollSpeed = 4; // Scrolling speed in pixels
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
|
||||
|
||||
int boxPositionY = screenHeight / 2 - 40;
|
||||
int scrollSpeed = 4; // Scrolling speed in pixels
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -50,15 +50,39 @@ public class InputMouseWheel
|
|||
DrawRectangle(screenWidth / 2 - 40, boxPositionY, 80, 80, Color.Maroon);
|
||||
|
||||
DrawText("Use mouse wheel to move the cube up and down!", 10, 10, 20, Color.Gray);
|
||||
DrawText($"Box position Y: {boxPositionY}", 10, 40, 20, Color.LightGray);
|
||||
DrawText($"Box position Y: {boxPositionY:000}", 10, 40, 20, Color.LightGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input mouse wheel");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new InputMouseWheel();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -20,30 +20,30 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class InputMultitouch
|
||||
public partial class InputMultitouch : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int MaxTouchPoints = 10;
|
||||
|
||||
public string Name => "Core / Input Multitouch";
|
||||
|
||||
public string Title => "raylib [core] example - input multitouch";
|
||||
|
||||
private Vector2[] touchPositions;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
touchPositions = new Vector2[MaxTouchPoints];
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
|
||||
|
||||
const int MaxTouchPoints = 10;
|
||||
Vector2[] touchPositions = new Vector2[MaxTouchPoints];
|
||||
|
||||
SetTargetFPS(60);
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Get the touch point count ( how many fingers are touching the screen )
|
||||
int tCount = GetTouchPointCount();
|
||||
var tCount = GetTouchPointCount();
|
||||
|
||||
// Clamp touch points available ( set the maximum touch points allowed )
|
||||
if (tCount > MaxTouchPoints)
|
||||
|
|
@ -52,7 +52,7 @@ public class InputMultitouch
|
|||
}
|
||||
|
||||
// Get touch points positions
|
||||
for (int i = 0; i < tCount; i++)
|
||||
for (var i = 0; i < tCount; i++)
|
||||
{
|
||||
touchPositions[i] = GetTouchPosition(i);
|
||||
}
|
||||
|
|
@ -63,7 +63,7 @@ public class InputMultitouch
|
|||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
for (int i = 0; i < tCount; i++)
|
||||
for (var i = 0; i < tCount; i++)
|
||||
{
|
||||
// Make sure point is not (0, 0) as this means there is no touch for it
|
||||
if ((touchPositions[i].X > 0) && (touchPositions[i].Y > 0))
|
||||
|
|
@ -85,9 +85,33 @@ public class InputMultitouch
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input multitouch");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
var game = new InputMultitouch();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -16,12 +16,12 @@
|
|||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
public enum PadButton
|
||||
{
|
||||
BUTTON_NONE = -1,
|
||||
|
|
@ -32,21 +32,31 @@ public enum PadButton
|
|||
BUTTON_MAX
|
||||
}
|
||||
|
||||
public class InputVirtualControls
|
||||
public partial class InputVirtualControls : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Input Virtual Controls";
|
||||
|
||||
public string Title => "raylib [core] example - input virtual controls";
|
||||
|
||||
private Vector2 padPosition;
|
||||
private float buttonRadius;
|
||||
private Vector2[] buttonPositions;
|
||||
private Vector2[][] arrowTris;
|
||||
private Color[] buttonLabelColors;
|
||||
private int pressedButton;
|
||||
private Vector2 inputPosition;
|
||||
private Vector2 playerPosition;
|
||||
private float playerSpeed;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
padPosition = new Vector2(100, 350);
|
||||
buttonRadius = 30;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input virtual controls");
|
||||
|
||||
Vector2 padPosition = new Vector2(100, 350);
|
||||
float buttonRadius = 30;
|
||||
|
||||
Vector2[] buttonPositions =
|
||||
buttonPositions =
|
||||
[
|
||||
new Vector2(
|
||||
padPosition.X,padPosition.Y - buttonRadius * 1.5f
|
||||
|
|
@ -62,7 +72,7 @@ public class InputVirtualControls
|
|||
) // Down
|
||||
];
|
||||
|
||||
Vector2[][] arrowTris = [
|
||||
arrowTris = [
|
||||
// Up
|
||||
[
|
||||
new Vector2(
|
||||
|
|
@ -114,24 +124,21 @@ public class InputVirtualControls
|
|||
]
|
||||
;
|
||||
|
||||
Color[] buttonLabelColors = [
|
||||
buttonLabelColors = [
|
||||
Color.Yellow, // Up
|
||||
Color.Blue, // Left
|
||||
Color.Red, // Right
|
||||
Color.Green // Down
|
||||
];
|
||||
|
||||
int pressedButton = (int)PadButton.BUTTON_NONE;
|
||||
Vector2 inputPosition = new Vector2(0, 0);
|
||||
pressedButton = (int)PadButton.BUTTON_NONE;
|
||||
inputPosition = new Vector2(0, 0);
|
||||
|
||||
Vector2 playerPosition = new Vector2((float)screenWidth / 2, (float)screenHeight / 2);
|
||||
float playerSpeed = 75f;
|
||||
playerPosition = new Vector2((float)screenWidth / 2, (float)screenHeight / 2);
|
||||
playerSpeed = 75f;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//--------------------------------------------------------------------------
|
||||
|
|
@ -152,10 +159,10 @@ public class InputVirtualControls
|
|||
((GetTouchPointCount() == 0) && IsMouseButtonDown(MouseButton.Left)))
|
||||
{
|
||||
// Find nearest D-Pad button to the input position
|
||||
for (int i = 0; i < (int)PadButton.BUTTON_MAX; i++)
|
||||
for (var i = 0; i < (int)PadButton.BUTTON_MAX; i++)
|
||||
{
|
||||
float distX = MathF.Abs(buttonPositions[i].X - inputPosition.X);
|
||||
float distY = MathF.Abs(buttonPositions[i].Y - inputPosition.Y);
|
||||
var distX = MathF.Abs(buttonPositions[i].X - inputPosition.X);
|
||||
var distY = MathF.Abs(buttonPositions[i].Y - inputPosition.Y);
|
||||
|
||||
if ((distX + distY < buttonRadius))
|
||||
{
|
||||
|
|
@ -183,8 +190,6 @@ public class InputVirtualControls
|
|||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
;
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -197,7 +202,7 @@ public class InputVirtualControls
|
|||
DrawCircleV(playerPosition, 50, Color.Maroon);
|
||||
|
||||
// Draw GUI
|
||||
for (int i = 0; i < (int)PadButton.BUTTON_MAX; i++)
|
||||
for (var i = 0; i < (int)PadButton.BUTTON_MAX; i++)
|
||||
{
|
||||
DrawCircleV(buttonPositions[i], buttonRadius, (i == pressedButton) ? Color.DarkGray : Color.Black);
|
||||
|
||||
|
|
@ -215,6 +220,30 @@ public class InputVirtualControls
|
|||
//--------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - input virtual controls");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new InputVirtualControls();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
|
|
|
|||
|
|
@ -1,133 +1,166 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib example - loading thread
|
||||
* raylib [core] example - loading thread
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* NOTE: raylib is NOT thread-safe: the loading thread only updates plain data
|
||||
* (progress counter and loaded flag); all raylib calls happen on the main thread.
|
||||
*
|
||||
* Example originally created with raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System.Diagnostics;
|
||||
using System.Threading;
|
||||
using static Raylib_cs.Raylib;
|
||||
using static Raylib_cs.Color;
|
||||
using static Raylib_cs.KeyboardKey;
|
||||
|
||||
namespace Examples.Core;
|
||||
|
||||
enum State
|
||||
public partial class LoadingThread : IExample
|
||||
{
|
||||
STATE_WAITING,
|
||||
STATE_LOADING,
|
||||
STATE_FINISHED
|
||||
}
|
||||
|
||||
public class LoadingThread
|
||||
{
|
||||
// C# bool is atomic. Used for synchronization
|
||||
// https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/language-specification/variables#atomicity-of-variable-references
|
||||
// Data Loaded completion indicator
|
||||
static bool dataLoaded = false;
|
||||
|
||||
// Data progress accumulator
|
||||
static int dataProgress = 0;
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
|
||||
public string Name => "Core / Loading Thread";
|
||||
|
||||
// Loading data thread id
|
||||
Thread thread = new(new ThreadStart(LoadDataThread));
|
||||
public string Title => "raylib [core] example - loading thread";
|
||||
|
||||
State state = State.STATE_WAITING;
|
||||
int framesCounter = 0;
|
||||
enum State
|
||||
{
|
||||
Waiting,
|
||||
Loading,
|
||||
Finished
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Loading data thread; a Thread can only be started once, so a fresh one
|
||||
// is created for every load
|
||||
Thread loadingThread;
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
// Data loaded completion indicator; volatile so the main thread sees the
|
||||
// background thread's writes
|
||||
volatile bool dataLoaded;
|
||||
|
||||
// Data progress accumulator (0..500, the progress bar width in pixels)
|
||||
volatile int dataProgress;
|
||||
|
||||
State state;
|
||||
int framesCounter;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
loadingThread = null;
|
||||
dataLoaded = false;
|
||||
dataProgress = 0;
|
||||
|
||||
state = State.Waiting;
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch (state)
|
||||
{
|
||||
case State.STATE_WAITING:
|
||||
case State.Waiting:
|
||||
if (IsKeyPressed(KeyboardKey.Enter))
|
||||
{
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
{
|
||||
thread.Start();
|
||||
//int error = pthread_create(ref, NULL, ref, NULL);
|
||||
//if (error != 0) TraceLog(TraceLogLevel.LOG_ERROR, "Error creating loading thread");
|
||||
//else TraceLog(TraceLogLevel.LOG_INFO, "Loading thread initialized successfully");
|
||||
loadingThread = new Thread(LoadDataThread) { IsBackground = true };
|
||||
loadingThread.Start();
|
||||
TraceLog(TraceLogLevel.Info, "Loading thread initialized successfully");
|
||||
|
||||
state = State.STATE_LOADING;
|
||||
}
|
||||
state = State.Loading;
|
||||
}
|
||||
break;
|
||||
case State.STATE_LOADING:
|
||||
{
|
||||
|
||||
case State.Loading:
|
||||
framesCounter++;
|
||||
if (dataLoaded)
|
||||
{
|
||||
framesCounter = 0;
|
||||
state = State.STATE_FINISHED;
|
||||
}
|
||||
loadingThread.Join();
|
||||
TraceLog(TraceLogLevel.Info, "Loading thread terminated");
|
||||
|
||||
state = State.Finished;
|
||||
}
|
||||
break;
|
||||
case State.STATE_FINISHED:
|
||||
{
|
||||
if (IsKeyPressed(KEY_ENTER))
|
||||
|
||||
case State.Finished:
|
||||
if (IsKeyPressed(KeyboardKey.Enter))
|
||||
{
|
||||
// Reset everything to launch again
|
||||
// atomic_store(ref, false);
|
||||
dataLoaded = false;
|
||||
dataProgress = 0;
|
||||
state = State.STATE_WAITING;
|
||||
}
|
||||
|
||||
state = State.Waiting;
|
||||
}
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(RAYWHITE);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
switch (state)
|
||||
{
|
||||
case State.STATE_WAITING:
|
||||
DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, DARKGRAY);
|
||||
case State.Waiting:
|
||||
DrawText("PRESS ENTER to START LOADING DATA", 150, 170, 20, Color.DarkGray);
|
||||
break;
|
||||
case State.STATE_LOADING:
|
||||
|
||||
case State.Loading:
|
||||
DrawRectangle(150, 200, dataProgress, 60, Color.SkyBlue);
|
||||
if ((framesCounter / 15) % 2 == 0)
|
||||
{
|
||||
DrawRectangle(150, 200, dataProgress, 60, SKYBLUE);
|
||||
if ((framesCounter / 15) % 2 == 0) DrawText("LOADING DATA...", 240, 210, 40, DARKBLUE);
|
||||
DrawText("LOADING DATA...", 240, 210, 40, Color.DarkBlue);
|
||||
}
|
||||
break;
|
||||
case State.STATE_FINISHED:
|
||||
{
|
||||
DrawRectangle(150, 200, 500, 60, LIME);
|
||||
DrawText("DATA LOADED!", 250, 210, 40, GREEN);
|
||||
}
|
||||
|
||||
case State.Finished:
|
||||
DrawRectangle(150, 200, 500, 60, Color.Lime);
|
||||
DrawText("DATA LOADED!", 250, 210, 40, Color.Green);
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
|
||||
DrawRectangleLines(150, 200, 500, 60, DARKGRAY);
|
||||
DrawRectangleLines(150, 200, 500, 60, Color.DarkGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - loading thread");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LoadingThread();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
|
|
@ -137,17 +170,15 @@ public class LoadingThread
|
|||
}
|
||||
|
||||
// Loading data thread function definition
|
||||
static void LoadDataThread()
|
||||
void LoadDataThread()
|
||||
{
|
||||
int timeCounter = 0; // Time counted in ms
|
||||
// clock_t prevTime = clock(); // Previous time
|
||||
var stopwatch = Stopwatch.StartNew();
|
||||
|
||||
// We simulate data loading with a time counter for 5 seconds
|
||||
while (timeCounter < 5000)
|
||||
{
|
||||
//clock_t currentTime = clock() - prevTime;
|
||||
//timeCounter = currentTime*1000/CLOCKS_PER_SEC;
|
||||
timeCounter += 1;
|
||||
timeCounter = (int)stopwatch.ElapsedMilliseconds;
|
||||
|
||||
// We accumulate time over a global variable to be used in
|
||||
// main thread as a progress bar
|
||||
|
|
@ -158,4 +189,3 @@ public class LoadingThread
|
|||
dataLoaded = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Picking in 3d mode
|
||||
* raylib [core] example - 3d picking
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 4.0
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,41 +18,61 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class Picking3d
|
||||
public partial class Picking3d : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Picking 3D";
|
||||
|
||||
public string Title => "raylib [core] example - 3d picking";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Vector3 cubePosition;
|
||||
private Vector3 cubeSize;
|
||||
private Ray ray; // Picking line ray
|
||||
private RayCollision collision; // Ray collision hit info
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera;
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
|
||||
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.Perspective;
|
||||
camera = new Camera3D();
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 1.0f, 0.0f);
|
||||
Vector3 cubeSize = new(2.0f, 2.0f, 2.0f);
|
||||
cubePosition = new(0.0f, 1.0f, 0.0f);
|
||||
cubeSize = new(2.0f, 2.0f, 2.0f);
|
||||
|
||||
// Picking line ray
|
||||
Ray ray = new(new Vector3(0.0f, 0.0f, 0.0f), Vector3.Zero);
|
||||
RayCollision collision = new();
|
||||
ray = new(); // Picking line ray
|
||||
collision = new(); // Ray collision hit info
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
if (IsCursorHidden())
|
||||
{
|
||||
UpdateCamera(ref camera, CameraMode.FirstPerson);
|
||||
}
|
||||
|
||||
// Toggle camera controls
|
||||
if (IsMouseButtonPressed(MouseButton.Right))
|
||||
{
|
||||
if (IsCursorHidden())
|
||||
{
|
||||
EnableCursor();
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableCursor();
|
||||
}
|
||||
}
|
||||
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
|
|
@ -67,8 +91,6 @@ public class Picking3d
|
|||
{
|
||||
collision.Hit = false;
|
||||
}
|
||||
|
||||
ray = GetScreenToWorldRay(GetMousePosition(), camera);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -97,23 +119,49 @@ public class Picking3d
|
|||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Try selecting the box with mouse!", 240, 10, 20, Color.DarkGray);
|
||||
DrawText("Try clicking on the box with your mouse!", 240, 10, 20, Color.DarkGray);
|
||||
|
||||
if (collision.Hit)
|
||||
{
|
||||
int posX = (screenWidth - MeasureText("BOX SELECTED", 30)) / 2;
|
||||
var posX = (screenWidth - MeasureText("BOX SELECTED", 30)) / 2;
|
||||
DrawText("BOX SELECTED", posX, (int)(screenHeight * 0.1f), 30, Color.Green);
|
||||
}
|
||||
|
||||
DrawText("Right click mouse to toggle camera controls", 10, 430, 10, Color.Gray);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d picking");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Picking3d();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Generate random values
|
||||
* raylib [core] example - random values
|
||||
*
|
||||
* This example has been created using raylib 1.1 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.1, last time updated with raylib 1.1
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -13,28 +17,28 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class RandomValues
|
||||
public partial class RandomValues : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Random Values";
|
||||
|
||||
public string Title => "raylib [core] example - random values";
|
||||
|
||||
private int randValue; // Get a random integer number between -8 and 5 (both included)
|
||||
private int framesCounter; // Variable used to count frames
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
// SetRandomSeed(0xaabbccff); // Set a custom random seed if desired, by default: "time(NULL)"
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - generate random values");
|
||||
randValue = GetRandomValue(-8, 5); // Get a random integer number between -8 and 5 (both included)
|
||||
|
||||
// Variable used to count frames
|
||||
int framesCounter = 0;
|
||||
framesCounter = 0; // Variable used to count frames
|
||||
}
|
||||
|
||||
// Get a random integer number between -8 and 5 (both included)
|
||||
int randValue = GetRandomValue(-8, 5);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -61,9 +65,33 @@ public class RandomValues
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - random values");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new RandomValues();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Scissor test
|
||||
* raylib [core] example - scissor test
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 3.0
|
||||
*
|
||||
* Example contributed by Chris Dill (@MysteriousSpace) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Chris Dill (@MysteriousSpace)
|
||||
* 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 Chris Dill (@MysteriousSpace)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -15,25 +19,25 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class ScissorTest
|
||||
public partial class ScissorTest : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Scissor Test";
|
||||
|
||||
public string Title => "raylib [core] example - scissor test";
|
||||
|
||||
private Rectangle scissorArea;
|
||||
private bool scissorMode;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
scissorArea = new(0, 0, 300, 300);
|
||||
scissorMode = true;
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test");
|
||||
|
||||
Rectangle scissorArea = new(0, 0, 300, 300);
|
||||
bool scissorMode = true;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -74,9 +78,33 @@ public class ScissorTest
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - scissor test");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new ScissorTest();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,14 +1,18 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - smooth pixel-perfect camera
|
||||
* raylib [core] example - smooth pixelperfect
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 3.7, last time updated with raylib 4.0
|
||||
*
|
||||
* Example contributed by Giancamillo Alessandroni (@NotManyIdeasDev) and
|
||||
* reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Giancamillo Alessandroni (@NotManyIdeasDev) 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) 2021-2025 Giancamillo Alessandroni (@NotManyIdeasDev) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -18,63 +22,79 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public static class SmoothPixelPerfect
|
||||
public partial class SmoothPixelPerfect : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int virtualScreenWidth = 160;
|
||||
private const int virtualScreenHeight = 90;
|
||||
|
||||
private const float virtualRatio = (float)screenWidth / (float)virtualScreenWidth;
|
||||
|
||||
public string Name => "Core / Smooth Pixelperfect";
|
||||
|
||||
public string Title => "raylib [core] example - smooth pixelperfect";
|
||||
|
||||
private Camera2D worldSpaceCamera; // Game world camera
|
||||
private Camera2D screenSpaceCamera; // Smoothing camera
|
||||
private RenderTexture2D target;
|
||||
|
||||
private Rectangle rec01;
|
||||
private Rectangle rec02;
|
||||
private Rectangle rec03;
|
||||
|
||||
private Rectangle sourceRec;
|
||||
private Rectangle destRec;
|
||||
|
||||
private Vector2 origin;
|
||||
private float rotation;
|
||||
private float cameraX;
|
||||
private float cameraY;
|
||||
private bool smoothOn;
|
||||
private bool overscan;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const int virtualScreenWidth = 160;
|
||||
const int virtualScreenHeight = 90;
|
||||
|
||||
const float virtualRatio = (float)screenWidth / (float)virtualScreenWidth;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixel-perfect camera");
|
||||
|
||||
// Game world camera
|
||||
Camera2D worldSpaceCamera = new();
|
||||
worldSpaceCamera = new(); // Game world camera
|
||||
worldSpaceCamera.Zoom = 1.0f;
|
||||
|
||||
// Smoothing camera
|
||||
Camera2D screenSpaceCamera = new();
|
||||
screenSpaceCamera = new(); // Smoothing camera
|
||||
screenSpaceCamera.Zoom = 1.0f;
|
||||
|
||||
// This is where we'll draw all our objects.
|
||||
RenderTexture2D target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
|
||||
// Load render texture to draw all our objects
|
||||
target = LoadRenderTexture(virtualScreenWidth, virtualScreenHeight);
|
||||
|
||||
Rectangle rec01 = new(70.0f, 35.0f, 20.0f, 20.0f);
|
||||
Rectangle rec02 = new(90.0f, 55.0f, 30.0f, 10.0f);
|
||||
Rectangle rec03 = new(80.0f, 65.0f, 15.0f, 25.0f);
|
||||
rec01 = new(70.0f, 35.0f, 20.0f, 20.0f);
|
||||
rec02 = new(90.0f, 55.0f, 30.0f, 10.0f);
|
||||
rec03 = new(80.0f, 65.0f, 15.0f, 25.0f);
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
Rectangle sourceRec = new(
|
||||
sourceRec = new(
|
||||
0.0f,
|
||||
0.0f,
|
||||
(float)target.Texture.Width,
|
||||
-(float)target.Texture.Height
|
||||
);
|
||||
Rectangle destRec = new(
|
||||
-virtualRatio,
|
||||
-virtualRatio,
|
||||
screenWidth + (virtualRatio * 2),
|
||||
screenHeight + (virtualRatio * 2)
|
||||
destRec = new(
|
||||
(screenWidth - screenWidth / 1.25f) / 2.0f,
|
||||
(screenHeight - screenHeight / 1.25f) / 2.0f,
|
||||
screenWidth / 1.25f,
|
||||
screenHeight / 1.25f
|
||||
);
|
||||
|
||||
Vector2 origin = new(0.0f, 0.0f);
|
||||
origin = new(0.0f, 0.0f);
|
||||
|
||||
float rotation = 0.0f;
|
||||
rotation = 0.0f;
|
||||
|
||||
float cameraX = 0.0f;
|
||||
float cameraY = 0.0f;
|
||||
cameraX = 0.0f;
|
||||
cameraY = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
smoothOn = true;
|
||||
overscan = false;
|
||||
}
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -88,13 +108,42 @@ public static class SmoothPixelPerfect
|
|||
screenSpaceCamera.Target = new Vector2(cameraX, cameraY);
|
||||
|
||||
// Round worldSpace coordinates, keep decimals into screenSpace coordinates
|
||||
worldSpaceCamera.Target.X = (int)screenSpaceCamera.Target.X;
|
||||
worldSpaceCamera.Target.X = MathF.Truncate(screenSpaceCamera.Target.X);
|
||||
screenSpaceCamera.Target.X -= worldSpaceCamera.Target.X;
|
||||
screenSpaceCamera.Target.X *= virtualRatio;
|
||||
|
||||
worldSpaceCamera.Target.Y = (int)screenSpaceCamera.Target.Y;
|
||||
worldSpaceCamera.Target.Y = MathF.Truncate(screenSpaceCamera.Target.Y);
|
||||
screenSpaceCamera.Target.Y -= worldSpaceCamera.Target.Y;
|
||||
screenSpaceCamera.Target.Y *= virtualRatio;
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.S))
|
||||
{
|
||||
smoothOn = !smoothOn;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.O))
|
||||
{
|
||||
overscan = !overscan;
|
||||
}
|
||||
|
||||
if (overscan)
|
||||
{
|
||||
destRec = new Rectangle(
|
||||
-virtualRatio,
|
||||
-virtualRatio,
|
||||
screenWidth + (virtualRatio * 2),
|
||||
screenHeight + (virtualRatio * 2)
|
||||
);
|
||||
}
|
||||
else
|
||||
{
|
||||
destRec = new Rectangle(
|
||||
(screenWidth - screenWidth / 1.25f) / 2.0f,
|
||||
(screenHeight - screenHeight / 1.25f) / 2.0f,
|
||||
screenWidth / 1.25f,
|
||||
screenHeight / 1.25f
|
||||
);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -107,28 +156,59 @@ public static class SmoothPixelPerfect
|
|||
DrawRectanglePro(rec02, origin, -rotation, Color.Red);
|
||||
DrawRectanglePro(rec03, origin, rotation + 45.0f, Color.Blue);
|
||||
EndMode2D();
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.Red);
|
||||
ClearBackground(Color.LightGray);
|
||||
|
||||
if (smoothOn)
|
||||
{
|
||||
BeginMode2D(screenSpaceCamera);
|
||||
DrawTexturePro(target.Texture, sourceRec, destRec, origin, 0.0f, Color.White);
|
||||
EndMode2D();
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawTexturePro(target.Texture, sourceRec, destRec, origin, 0.0f, Color.White);
|
||||
}
|
||||
|
||||
DrawText($"Screen resolution: {screenWidth}x{screenHeight}", 10, 10, 20, Color.DarkBlue);
|
||||
DrawText($"World resolution: {virtualScreenWidth}x{virtualScreenHeight}", 10, 40, 20, Color.DarkGreen);
|
||||
DrawText($"Smooth: {(smoothOn ? "ON" : "OFF")}", 10, screenHeight - 60, 20, Color.Red);
|
||||
DrawText($"Overscan: {(overscan ? "ON" : "OFF")}", 10, screenHeight - 30, 20, Color.Red);
|
||||
DrawFPS(GetScreenWidth() - 95, 10);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - smooth pixelperfect");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new SmoothPixelPerfect();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - split screen
|
||||
* raylib [core] example - 3d camera split screen
|
||||
*
|
||||
* This example has been created using raylib 3.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 3.7, last time updated with raylib 4.0
|
||||
*
|
||||
* Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2021 Jeffery Myers (@JeffM2501)
|
||||
* 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) 2021-2025 Jeffery Myers (@JeffM2501)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -16,25 +20,34 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public unsafe class SplitScreen
|
||||
public partial class SplitScreen : IExample
|
||||
{
|
||||
static Texture2D TextureGrid;
|
||||
static Camera3D CameraPlayer1;
|
||||
static Camera3D CameraPlayer2;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private Camera3D CameraPlayer1;
|
||||
private Camera3D CameraPlayer2;
|
||||
|
||||
private RenderTexture2D screenPlayer1;
|
||||
private RenderTexture2D screenPlayer2;
|
||||
private Rectangle splitScreenRect;
|
||||
|
||||
public string Name => "Core / Split Screen";
|
||||
|
||||
public string Title => "raylib [core] example - 3d camera split screen";
|
||||
|
||||
// Scene drawing
|
||||
static void DrawScene()
|
||||
private void DrawScene()
|
||||
{
|
||||
int count = 5;
|
||||
var count = 5;
|
||||
float spacing = 4;
|
||||
|
||||
// Grid of cube trees on a plane to make a "world"
|
||||
// Simple world plane
|
||||
DrawPlane(new Vector3(0, 0, 0), new Vector2(50, 50), Color.Beige);
|
||||
// Draw scene: grid of cube trees on a plane to make a "world"
|
||||
DrawPlane(new Vector3(0, 0, 0), new Vector2(50, 50), Color.Beige); // Simple world plane
|
||||
|
||||
for (float x = -count * spacing; x <= count * spacing; x += spacing)
|
||||
for (var x = -count * spacing; x <= count * spacing; x += spacing)
|
||||
{
|
||||
for (float z = -count * spacing; z <= count * spacing; z += spacing)
|
||||
for (var z = -count * spacing; z <= count * spacing; z += spacing)
|
||||
{
|
||||
DrawCube(new Vector3(x, 1.5f, z), 1, 1, 1, Color.Lime);
|
||||
DrawCube(new Vector3(x, 0.5f, z), 0.25f, 1, 0.25f, Color.Brown);
|
||||
|
|
@ -46,22 +59,8 @@ public unsafe class SplitScreen
|
|||
DrawCube(CameraPlayer2.Position, 1, 1, 1, Color.Blue);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
|
||||
|
||||
// Generate a simple texture to use for trees
|
||||
Image img = GenImageChecked(256, 256, 32, 32, Color.DarkGray, Color.White);
|
||||
TextureGrid = LoadTextureFromImage(img);
|
||||
UnloadImage(img);
|
||||
SetTextureFilter(TextureGrid, TextureFilter.Anisotropic16X);
|
||||
SetTextureWrap(TextureGrid, TextureWrap.Clamp);
|
||||
|
||||
// Setup player 1 camera and screen
|
||||
CameraPlayer1.FovY = 45.0f;
|
||||
CameraPlayer1.Up.Y = 1.0f;
|
||||
|
|
@ -69,7 +68,7 @@ public unsafe class SplitScreen
|
|||
CameraPlayer1.Position.Z = -3.0f;
|
||||
CameraPlayer1.Position.Y = 1.0f;
|
||||
|
||||
RenderTexture2D screenPlayer1 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
screenPlayer1 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
|
||||
// Setup player two camera and screen
|
||||
CameraPlayer2.FovY = 45.0f;
|
||||
|
|
@ -78,27 +77,24 @@ public unsafe class SplitScreen
|
|||
CameraPlayer2.Position.X = -3.0f;
|
||||
CameraPlayer2.Position.Y = 3.0f;
|
||||
|
||||
RenderTexture2D screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight);
|
||||
|
||||
// Build a flipped rectangle the size of the split view to use for drawing later
|
||||
Rectangle splitScreenRect = new(
|
||||
splitScreenRect = new(
|
||||
0.0f,
|
||||
0.0f,
|
||||
(float)screenPlayer1.Texture.Width,
|
||||
(float)-screenPlayer1.Texture.Height
|
||||
);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// If anyone moves this frame, how far will they move based on the time since the last frame
|
||||
// this moves thigns at 10 world units per second, regardless of the actual FPS
|
||||
float offsetThisFrame = 10.0f * GetFrameTime();
|
||||
// this moves things at 10 world units per second, regardless of the actual FPS
|
||||
var offsetThisFrame = 10.0f * GetFrameTime();
|
||||
|
||||
// Move Player1 forward and backwards (no turning)
|
||||
if (IsKeyDown(KeyboardKey.W))
|
||||
|
|
@ -135,7 +131,8 @@ public unsafe class SplitScreen
|
|||
DrawScene();
|
||||
EndMode3D();
|
||||
|
||||
DrawText("PLAYER 1 W/S to move", 10, 10, 20, Color.Red);
|
||||
DrawRectangle(0, 0, GetScreenWidth() / 2, 40, Fade(Color.RayWhite, 0.8f));
|
||||
DrawText("PLAYER1: W/S to move", 10, 10, 20, Color.Maroon);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw Player2 view to the render texture
|
||||
|
|
@ -146,7 +143,8 @@ public unsafe class SplitScreen
|
|||
DrawScene();
|
||||
EndMode3D();
|
||||
|
||||
DrawText("PLAYER 2 UP/DOWN to move", 10, 10, 20, Color.Blue);
|
||||
DrawRectangle(0, 0, GetScreenWidth() / 2, 40, Fade(Color.RayWhite, 0.8f));
|
||||
DrawText("PLAYER2: UP/DOWN to move", 10, 10, 20, Color.DarkBlue);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw both views render textures to the screen side by side
|
||||
|
|
@ -156,19 +154,42 @@ public unsafe class SplitScreen
|
|||
DrawTextureRec(screenPlayer1.Texture, splitScreenRect, new Vector2(0, 0), Color.White);
|
||||
DrawTextureRec(screenPlayer2.Texture, splitScreenRect, new Vector2(screenWidth / 2.0f, 0), Color.White);
|
||||
|
||||
DrawRectangle(GetScreenWidth() / 2 - 2, 0, 4, GetScreenHeight(), Color.LightGray);
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadRenderTexture(screenPlayer1); // Unload render texture
|
||||
UnloadRenderTexture(screenPlayer2); // Unload render texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera split screen");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new SplitScreen();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(screenPlayer1);
|
||||
UnloadRenderTexture(screenPlayer2);
|
||||
UnloadTexture(TextureGrid);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - Storage save/load values
|
||||
* raylib [core] example - storage values
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.4, last time updated with raylib 4.2
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -13,34 +17,35 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class StorageValues
|
||||
public partial class StorageValues : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
private const string storageDataFile = "storage.data";
|
||||
|
||||
// NOTE: Storage positions must start with 0, directly related to file memory layout
|
||||
enum StorageData
|
||||
private enum StorageData
|
||||
{
|
||||
Score,
|
||||
HiScore
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
public string Name => "Core / Storage Values";
|
||||
|
||||
public string Title => "raylib [core] example - storage values";
|
||||
|
||||
private int score = 0;
|
||||
private int hiscore = 0;
|
||||
private int framesCounter = 0;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const string storageDataFile = "storage.data";
|
||||
score = 0;
|
||||
hiscore = 0;
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage save/load values");
|
||||
|
||||
int score = 0;
|
||||
int hiscore = 0;
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -83,9 +88,33 @@ public class StorageValues
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - storage values");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new StorageValues();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
@ -97,11 +126,11 @@ public class StorageValues
|
|||
{
|
||||
using var fileNameBuffer = fileName.ToUtf8Buffer();
|
||||
|
||||
bool success = false;
|
||||
int dataSize = 0;
|
||||
int newDataSize = 0;
|
||||
var success = false;
|
||||
var dataSize = 0;
|
||||
var newDataSize = 0;
|
||||
|
||||
byte* fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
|
||||
var fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
|
||||
byte* newFileData = null;
|
||||
|
||||
if (fileData != null)
|
||||
|
|
@ -115,13 +144,13 @@ public class StorageValues
|
|||
if (newFileData != null)
|
||||
{
|
||||
// RL_REALLOC succeded
|
||||
int* dataPtr = (int*)newFileData;
|
||||
var dataPtr = (int*)newFileData;
|
||||
dataPtr[position] = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
// RL_REALLOC failed
|
||||
int positionInBytes = position * sizeof(int);
|
||||
var positionInBytes = position * sizeof(int);
|
||||
TraceLog(
|
||||
TraceLogLevel.Warning,
|
||||
@$"FILEIO: [{fileName}] Failed to realloc data ({dataSize}),
|
||||
|
|
@ -140,7 +169,7 @@ public class StorageValues
|
|||
newDataSize = dataSize;
|
||||
|
||||
// Replace value on selected position
|
||||
int* dataPtr = (int*)newFileData;
|
||||
var dataPtr = (int*)newFileData;
|
||||
dataPtr[position] = value;
|
||||
}
|
||||
|
||||
|
|
@ -155,7 +184,7 @@ public class StorageValues
|
|||
|
||||
dataSize = (position + 1) * sizeof(int);
|
||||
fileData = (byte*)MemAlloc((uint)dataSize);
|
||||
int* dataPtr = (int*)fileData;
|
||||
var dataPtr = (int*)fileData;
|
||||
dataPtr[position] = value;
|
||||
|
||||
success = SaveFileData(fileNameBuffer.AsPointer(), fileData, dataSize);
|
||||
|
|
@ -173,9 +202,9 @@ public class StorageValues
|
|||
{
|
||||
using var fileNameBuffer = fileName.ToUtf8Buffer();
|
||||
|
||||
int value = 0;
|
||||
int dataSize = 0;
|
||||
byte* fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
|
||||
var value = 0;
|
||||
var dataSize = 0;
|
||||
var fileData = LoadFileData(fileNameBuffer.AsPointer(), &dataSize);
|
||||
|
||||
if (fileData != null)
|
||||
{
|
||||
|
|
@ -188,7 +217,7 @@ public class StorageValues
|
|||
}
|
||||
else
|
||||
{
|
||||
int* dataPtr = (int*)fileData;
|
||||
var dataPtr = (int*)fileData;
|
||||
value = dataPtr[position];
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - VR Simulator (Oculus Rift CV1 parameters)
|
||||
* raylib [core] example - vr simulator
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 4.0
|
||||
*
|
||||
* 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) 2017-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -15,51 +19,62 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class VrSimulator
|
||||
public partial class VrSimulator : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Core / VR Simulator";
|
||||
|
||||
public string Title => "raylib [core] example - vr simulator";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private VrStereoConfig config;
|
||||
private Shader distortion;
|
||||
private RenderTexture2D target;
|
||||
private Rectangle sourceRec;
|
||||
private Rectangle destRec;
|
||||
private Camera3D camera;
|
||||
private Vector3 cubePosition;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 1080;
|
||||
const int screenHeight = 600;
|
||||
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||
|
||||
// VR device parameters definition
|
||||
VrDeviceInfo device = new VrDeviceInfo
|
||||
var device = new VrDeviceInfo
|
||||
{
|
||||
// Oculus Rift CV1 parameters for simulator
|
||||
HResolution = 2160,
|
||||
VResolution = 1200,
|
||||
HScreenSize = 0.133793f,
|
||||
VScreenSize = 0.0669f,
|
||||
EyeToScreenDistance = 0.041f,
|
||||
LensSeparationDistance = 0.07f,
|
||||
InterpupillaryDistance = 0.07f,
|
||||
HResolution = 2160, // Horizontal resolution in pixels
|
||||
VResolution = 1200, // Vertical resolution in pixels
|
||||
HScreenSize = 0.133793f, // Horizontal size in meters
|
||||
VScreenSize = 0.0669f, // Vertical size in meters
|
||||
EyeToScreenDistance = 0.041f, // Distance between eye and display in meters
|
||||
LensSeparationDistance = 0.07f, // Lens separation distance in meters
|
||||
InterpupillaryDistance = 0.07f, // IPD (distance between pupils) in meters
|
||||
};
|
||||
|
||||
// NOTE: CV1 uses a Fresnel-hybrid-asymmetric lenses with specific distortion compute shaders.
|
||||
// Following parameters are an approximation to distortion stereo rendering but results differ from actual
|
||||
// device.
|
||||
unsafe
|
||||
{
|
||||
device.LensDistortionValues[0] = 1.0f;
|
||||
device.LensDistortionValues[1] = 0.22f;
|
||||
device.LensDistortionValues[2] = 0.24f;
|
||||
device.LensDistortionValues[3] = 0.0f;
|
||||
device.ChromaAbCorrection[0] = 0.996f;
|
||||
device.ChromaAbCorrection[1] = -0.004f;
|
||||
device.ChromaAbCorrection[2] = 1.014f;
|
||||
device.ChromaAbCorrection[3] = 0.0f;
|
||||
}
|
||||
// NOTE: CV1 uses fresnel-hybrid-asymmetric lenses with specific compute shaders
|
||||
// Following parameters are just an approximation to CV1 distortion stereo rendering
|
||||
device.LensDistortionValues[0] = 1.0f; // Lens distortion constant parameter 0
|
||||
device.LensDistortionValues[1] = 0.22f; // Lens distortion constant parameter 1
|
||||
device.LensDistortionValues[2] = 0.24f; // Lens distortion constant parameter 2
|
||||
device.LensDistortionValues[3] = 0.0f; // Lens distortion constant parameter 3
|
||||
device.ChromaAbCorrection[0] = 0.996f; // Chromatic aberration correction parameter 0
|
||||
device.ChromaAbCorrection[1] = -0.004f; // Chromatic aberration correction parameter 1
|
||||
device.ChromaAbCorrection[2] = 1.014f; // Chromatic aberration correction parameter 2
|
||||
device.ChromaAbCorrection[3] = 0.0f; // Chromatic aberration correction parameter 3
|
||||
|
||||
// Load VR stereo config for VR device parameteres (Oculus Rift CV1 parameters)
|
||||
VrStereoConfig config = LoadVrStereoConfig(device);
|
||||
config = LoadVrStereoConfig(device);
|
||||
|
||||
// Distortion shader (uses device lens distortion and chroma)
|
||||
Shader distortion = LoadShader(null, "resources/distortion330.fs");
|
||||
distortion = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/distortion.fs");
|
||||
|
||||
// Update distortion shader with lens and distortion-scale parameters
|
||||
Raylib.SetShaderValue(
|
||||
|
|
@ -100,8 +115,6 @@ public class VrSimulator
|
|||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
|
||||
unsafe
|
||||
{
|
||||
SetShaderValue(
|
||||
distortion,
|
||||
GetShaderLocation(distortion, "deviceWarpParam"),
|
||||
|
|
@ -114,27 +127,27 @@ public class VrSimulator
|
|||
device.ChromaAbCorrection,
|
||||
ShaderUniformDataType.Vec4
|
||||
);
|
||||
}
|
||||
|
||||
// Initialize framebuffer for stereo rendering
|
||||
// NOTE: Screen size should match HMD aspect ratio
|
||||
RenderTexture2D target = LoadRenderTexture(GetScreenWidth(), GetScreenHeight());
|
||||
target = LoadRenderTexture(device.HResolution, device.VResolution);
|
||||
|
||||
// The target's height is flipped (in the source Rectangle), due to OpenGL reasons
|
||||
sourceRec = new(0.0f, 0.0f, (float)target.Texture.Width, -(float)target.Texture.Height);
|
||||
destRec = new(0.0f, 0.0f, (float)GetScreenWidth(), (float)GetScreenHeight());
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera;
|
||||
camera.Position = new Vector3(5.0f, 2.0f, 5.0f);
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 60.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(5.0f, 2.0f, 5.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector
|
||||
camera.FovY = 60.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
SetTargetFPS(90); // Set our game to run at 90 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -143,12 +156,8 @@ public class VrSimulator
|
|||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginVrStereoMode(config);
|
||||
BeginMode3D(camera);
|
||||
|
||||
|
|
@ -160,28 +169,50 @@ public class VrSimulator
|
|||
EndVrStereoMode();
|
||||
EndTextureMode();
|
||||
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
BeginShaderMode(distortion);
|
||||
DrawTextureRec(
|
||||
target.Texture,
|
||||
new Rectangle(0, 0, (float)target.Texture.Width, (float)-target.Texture.Height),
|
||||
new Vector2(0.0f, 0.0f),
|
||||
Color.White
|
||||
);
|
||||
DrawTexturePro(target.Texture, sourceRec, destRec, new Vector2(0.0f, 0.0f), 0.0f, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadVrStereoConfig(config); // Unload stereo config
|
||||
|
||||
UnloadRenderTexture(target); // Unload stereo render fbo
|
||||
UnloadShader(distortion); // Unload distortion shader
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// NOTE: screenWidth/screenHeight should match VR device aspect ratio
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - vr simulator");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new VrSimulator();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadVrStereoConfig(config);
|
||||
UnloadRenderTexture(target);
|
||||
UnloadShader(distortion);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -2,10 +2,14 @@
|
|||
*
|
||||
* raylib [core] example - window flags
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Copyright (c) 2020 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 3.5, last time updated with raylib 3.5
|
||||
*
|
||||
* 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -15,45 +19,31 @@ using static Raylib_cs.ConfigFlags;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class WindowFlags
|
||||
public partial class WindowFlags : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / Window Flags";
|
||||
|
||||
public string Title => "raylib [core] example - window flags";
|
||||
|
||||
private Vector2 ballPosition;
|
||||
private Vector2 ballSpeed;
|
||||
private float ballRadius;
|
||||
|
||||
private int framesCounter = 0;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
ballPosition = new(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
|
||||
ballSpeed = new(5.0f, 4.0f);
|
||||
ballRadius = 20;
|
||||
|
||||
// Possible window flags
|
||||
/*
|
||||
FLAG_VSYNC_HINT
|
||||
FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling!
|
||||
FLAG_WINDOW_RESIZABLE
|
||||
FLAG_WINDOW_UNDECORATED
|
||||
FLAG_WINDOW_TRANSPARENT
|
||||
FLAG_WINDOW_HIDDEN
|
||||
FLAG_WINDOW_MINIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_MAXIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_UNFOCUSED
|
||||
FLAG_WINDOW_TOPMOST
|
||||
FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated
|
||||
FLAG_WINDOW_ALWAYS_RUN
|
||||
FLAG_MSAA_4X_HINT
|
||||
*/
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
// Set configuration flags for window creation
|
||||
SetConfigFlags(VSyncHint | Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
||||
|
||||
Vector2 ballPosition = new(GetScreenWidth() / 2, GetScreenHeight() / 2);
|
||||
Vector2 ballSpeed = new(5.0f, 4.0f);
|
||||
int ballRadius = 20;
|
||||
|
||||
int framesCounter = 0;
|
||||
//----------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
|
|
@ -188,6 +178,11 @@ public class WindowFlags
|
|||
}
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.B))
|
||||
{
|
||||
ToggleBorderlessWindowed();
|
||||
}
|
||||
|
||||
// Bouncing ball logic
|
||||
ballPosition.X += ballSpeed.X;
|
||||
ballPosition.Y += ballSpeed.Y;
|
||||
|
|
@ -224,9 +219,6 @@ public class WindowFlags
|
|||
DrawText($"Screen Size: [{GetScreenWidth()}, {GetScreenHeight()}]", 10, 40, 10, Color.Green);
|
||||
|
||||
// Draw window state info
|
||||
Color on = Color.Lime;
|
||||
Color off = Color.Maroon;
|
||||
|
||||
DrawText("Following flags can be set after window creation:", 10, 60, 10, Color.Gray);
|
||||
|
||||
DrawWindowState(FullscreenMode, "[F] FLAG_FULLSCREEN_MODE: ", 10, 80, 10);
|
||||
|
|
@ -239,29 +231,73 @@ public class WindowFlags
|
|||
DrawWindowState(TopmostWindow, "[T] FLAG_WINDOW_TOPMOST: ", 10, 220, 10);
|
||||
DrawWindowState(AlwaysRunWindow, "[A] FLAG_WINDOW_ALWAYS_RUN: ", 10, 240, 10);
|
||||
DrawWindowState(VSyncHint, "[V] FLAG_VSYNC_HINT: ", 10, 260, 10);
|
||||
DrawWindowState(BorderlessWindowMode, "[B] FLAG_BORDERLESS_WINDOWED_MODE: ", 10, 280, 10);
|
||||
|
||||
DrawText("Following flags can only be set before window creation:", 10, 300, 10, Color.Gray);
|
||||
DrawText("Following flags can only be set before window creation:", 10, 320, 10, Color.Gray);
|
||||
|
||||
DrawWindowState(HighDpiWindow, "[F] FLAG_WINDOW_HIGHDPI: ", 10, 320, 10);
|
||||
DrawWindowState(TransparentWindow, "[F] FLAG_WINDOW_TRANSPARENT: ", 10, 340, 10);
|
||||
DrawWindowState(Msaa4xHint, "[F] FLAG_MSAA_4X_HINT: ", 10, 360, 10);
|
||||
DrawWindowState(HighDpiWindow, "FLAG_WINDOW_HIGHDPI: ", 10, 340, 10);
|
||||
DrawWindowState(TransparentWindow, "FLAG_WINDOW_TRANSPARENT: ", 10, 360, 10);
|
||||
DrawWindowState(Msaa4xHint, "FLAG_MSAA_4X_HINT: ", 10, 380, 10);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
// Possible window flags
|
||||
/*
|
||||
FLAG_VSYNC_HINT
|
||||
FLAG_FULLSCREEN_MODE -> not working properly -> wrong scaling!
|
||||
FLAG_WINDOW_RESIZABLE
|
||||
FLAG_WINDOW_UNDECORATED
|
||||
FLAG_WINDOW_TRANSPARENT
|
||||
FLAG_WINDOW_HIDDEN
|
||||
FLAG_WINDOW_MINIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_MAXIMIZED -> Not supported on window creation
|
||||
FLAG_WINDOW_UNFOCUSED
|
||||
FLAG_WINDOW_TOPMOST
|
||||
FLAG_WINDOW_HIGHDPI -> errors after minimize-resize, fb size is recalculated
|
||||
FLAG_WINDOW_ALWAYS_RUN
|
||||
FLAG_MSAA_4X_HINT
|
||||
*/
|
||||
|
||||
// Set configuration flags for window creation
|
||||
//SetConfigFlags(VSyncHint | Msaa4xHint | HighDpiWindow);// | TransparentWindow);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - window flags");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
var game = new WindowFlags();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void DrawWindowState(ConfigFlags flag, string text, int posX, int posY, int fontSize)
|
||||
private static void DrawWindowState(ConfigFlags flag, string text, int posX, int posY, int fontSize)
|
||||
{
|
||||
Color onColor = Color.Lime;
|
||||
Color offColor = Color.Maroon;
|
||||
var onColor = Color.Lime;
|
||||
var offColor = Color.Maroon;
|
||||
|
||||
if (Raylib.IsWindowState(flag))
|
||||
{
|
||||
|
|
@ -273,4 +309,3 @@ public class WindowFlags
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - window scale letterbox
|
||||
* raylib [core] example - window letterbox
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 4.0
|
||||
*
|
||||
* Example contributed by Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Anata (@anatagawa) 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 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,49 +21,50 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class WindowLetterbox
|
||||
public partial class WindowLetterbox : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int windowWidth = 800;
|
||||
private const int windowHeight = 450;
|
||||
|
||||
private const int gamescreenWidth = 640;
|
||||
private const int gamescreenHeight = 480;
|
||||
|
||||
public string Name => "Core / Window Letterbox";
|
||||
|
||||
public string Title => "raylib [core] example - window letterbox";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow | ConfigFlags.VSyncHint;
|
||||
|
||||
private RenderTexture2D target;
|
||||
private Color[] colors;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
const int windowWidth = 800;
|
||||
const int windowHeight = 450;
|
||||
|
||||
// Enable config flags for resizable window and vertical synchro
|
||||
SetConfigFlags(ConfigFlags.ResizableWindow | ConfigFlags.VSyncHint);
|
||||
InitWindow(windowWidth, windowHeight, "raylib [core] example - window scale letterbox");
|
||||
SetWindowMinSize(320, 240);
|
||||
|
||||
int gameScreenWidth = 640;
|
||||
int gameScreenHeight = 480;
|
||||
|
||||
// Render texture initialization, used to hold the rendering result so we can easily resize it
|
||||
RenderTexture2D target = LoadRenderTexture(gameScreenWidth, gameScreenHeight);
|
||||
SetTextureFilter(target.Texture, TextureFilter.Bilinear);
|
||||
target = LoadRenderTexture(gamescreenWidth, gamescreenHeight);
|
||||
SetTextureFilter(target.Texture, TextureFilter.Bilinear); // Texture scale filter to use
|
||||
|
||||
Color[] colors = new Color[10];
|
||||
for (int i = 0; i < 10; i++)
|
||||
colors = new Color[10];
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
colors[i] = new Color(GetRandomValue(100, 250), GetRandomValue(50, 150), GetRandomValue(10, 100), 255);
|
||||
}
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Compute required framebuffer scaling
|
||||
float scale = MathF.Min(
|
||||
(float)GetScreenWidth() / gameScreenWidth,
|
||||
(float)GetScreenHeight() / gameScreenHeight
|
||||
var scale = MathF.Min(
|
||||
(float)GetScreenWidth() / gamescreenWidth,
|
||||
(float)GetScreenHeight() / gamescreenHeight
|
||||
);
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
// Recalculate random colors for the bars
|
||||
for (int i = 0; i < 10; i++)
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
colors[i] = new Color(
|
||||
GetRandomValue(100, 250),
|
||||
|
|
@ -71,27 +76,28 @@ public class WindowLetterbox
|
|||
}
|
||||
|
||||
// Update virtual mouse (clamped mouse value behind game screen)
|
||||
Vector2 mouse = GetMousePosition();
|
||||
Vector2 virtualMouse = Vector2.Zero;
|
||||
virtualMouse.X = (mouse.X - (GetScreenWidth() - (gameScreenWidth * scale)) * 0.5f) / scale;
|
||||
virtualMouse.Y = (mouse.Y - (GetScreenHeight() - (gameScreenHeight * scale)) * 0.5f) / scale;
|
||||
var mouse = GetMousePosition();
|
||||
var virtualMouse = Vector2.Zero;
|
||||
virtualMouse.X = (mouse.X - (GetScreenWidth() - (gamescreenWidth * scale)) * 0.5f) / scale;
|
||||
virtualMouse.Y = (mouse.Y - (GetScreenHeight() - (gamescreenHeight * scale)) * 0.5f) / scale;
|
||||
|
||||
Vector2 max = new((float)gameScreenWidth, (float)gameScreenHeight);
|
||||
Vector2 max = new((float)gamescreenWidth, (float)gamescreenHeight);
|
||||
virtualMouse = Vector2.Clamp(virtualMouse, Vector2.Zero, max);
|
||||
|
||||
// Apply the same transformation as the virtual mouse to the real mouse (i.e. to work with raygui)
|
||||
//SetMouseOffset(-(GetScreenWidth() - (gamescreenWidth*scale))*0.5f, -(GetScreenHeight() - (gamescreenHeight*scale))*0.5f);
|
||||
//SetMouseScale(1/scale, 1/scale);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.Black);
|
||||
|
||||
// Draw everything in the render texture, note this will not be rendered on screen, yet
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RayWhite);
|
||||
ClearBackground(Color.RayWhite); // Clear render texture background color
|
||||
|
||||
for (int i = 0; i < 10; i++)
|
||||
for (var i = 0; i < 10; i++)
|
||||
{
|
||||
DrawRectangle(0, (gameScreenHeight / 10) * i, gameScreenWidth, gameScreenHeight / 10, colors[i]);
|
||||
DrawRectangle(0, (gamescreenHeight / 10) * i, gamescreenWidth, gamescreenHeight / 10, colors[i]);
|
||||
}
|
||||
|
||||
DrawText(
|
||||
|
|
@ -102,12 +108,15 @@ public class WindowLetterbox
|
|||
Color.White
|
||||
);
|
||||
|
||||
DrawText($"Default Mouse: [{(int)mouse.X} {(int)mouse.Y}]", 350, 25, 20, Color.Green);
|
||||
DrawText($"Default Mouse: [{(int)mouse.X} , {(int)mouse.Y}]", 350, 25, 20, Color.Green);
|
||||
DrawText($"Virtual Mouse: [{(int)virtualMouse.X} , {(int)virtualMouse.Y}]", 350, 55, 20, Color.Yellow);
|
||||
|
||||
EndTextureMode();
|
||||
|
||||
// Draw RenderTexture2D to window, properly scaled
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.Black); // Clear screen background
|
||||
|
||||
// Draw render texture to screen, properly scaled
|
||||
Rectangle sourceRec = new(
|
||||
0.0f,
|
||||
0.0f,
|
||||
|
|
@ -115,10 +124,10 @@ public class WindowLetterbox
|
|||
(float)-target.Texture.Height
|
||||
);
|
||||
Rectangle destRec = new(
|
||||
(GetScreenWidth() - ((float)gameScreenWidth * scale)) * 0.5f,
|
||||
(GetScreenHeight() - ((float)gameScreenHeight * scale)) * 0.5f,
|
||||
(float)gameScreenWidth * scale,
|
||||
(float)gameScreenHeight * scale
|
||||
(GetScreenWidth() - ((float)gamescreenWidth * scale)) * 0.5f,
|
||||
(GetScreenHeight() - ((float)gamescreenHeight * scale)) * 0.5f,
|
||||
(float)gamescreenWidth * scale,
|
||||
(float)gamescreenHeight * scale
|
||||
);
|
||||
DrawTexturePro(target.Texture, sourceRec, destRec, new Vector2(0, 0), 0.0f, Color.White);
|
||||
|
||||
|
|
@ -126,14 +135,39 @@ public class WindowLetterbox
|
|||
//--------------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Enable config flags for resizable window and vertical synchro
|
||||
SetConfigFlags(ConfigFlags.ResizableWindow | ConfigFlags.VSyncHint);
|
||||
InitWindow(windowWidth, windowHeight, "raylib [core] example - window letterbox");
|
||||
SetWindowMinSize(320, 240);
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new WindowLetterbox();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadRenderTexture(target);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [core] example - World to screen
|
||||
* raylib [core] example - world screen
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 1.4
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,37 +18,39 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Core;
|
||||
|
||||
public class WorldScreen
|
||||
public partial class WorldScreen : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Core / World to Screen";
|
||||
|
||||
public string Title => "raylib [core] example - world screen";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Vector3 cubePosition;
|
||||
private Vector2 cubeScreenPosition = new(0.0f, 0.0f);
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Vector3 cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
Vector2 cubeScreenPosition;
|
||||
cubePosition = new(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
UpdateCamera(ref camera, CameraMode.ThirdPerson);
|
||||
|
||||
// Calculate cube screen space position (with a little offset to be in top)
|
||||
cubeScreenPosition = GetWorldToScreen(
|
||||
|
|
@ -74,24 +80,51 @@ public class WorldScreen
|
|||
20,
|
||||
Color.Black
|
||||
);
|
||||
|
||||
DrawText(
|
||||
"Text is always on top of the cube",
|
||||
(screenWidth - MeasureText("Text is always on top of the cube", 20)) / 2,
|
||||
25,
|
||||
$"Cube position in screen space coordinates: [{(int)cubeScreenPosition.X}, {(int)cubeScreenPosition.Y}]",
|
||||
10,
|
||||
10,
|
||||
20,
|
||||
Color.Gray
|
||||
Color.Lime
|
||||
);
|
||||
DrawText("Text 2d should be always on top of the cube", 10, 40, 20, Color.Gray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [core] example - world screen");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new WorldScreen();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
73
Examples/ExampleRegistry.cs
Normal file
73
Examples/ExampleRegistry.cs
Normal file
|
|
@ -0,0 +1,73 @@
|
|||
using System.Diagnostics.CodeAnalysis;
|
||||
using Examples.Core;
|
||||
using Examples.Models;
|
||||
using Examples.Shapes;
|
||||
|
||||
namespace Examples;
|
||||
|
||||
/// <summary>
|
||||
/// Discovers every <see cref="IExample"/> implementation in this assembly via reflection and
|
||||
/// derives the per-platform lists: <see cref="DesktopExamples"/> (Program.cs) and
|
||||
/// <see cref="BrowserExamples"/> (Web/Host.cs). Ordering is by category (browser dropdown
|
||||
/// grouping), then display name.
|
||||
/// </summary>
|
||||
public static class ExampleRegistry
|
||||
{
|
||||
/// <summary>Category order used for the browser dropdown and desktop run-all sequence.</summary>
|
||||
private static readonly string[] CategoryOrder =
|
||||
[
|
||||
"Core",
|
||||
"Shapes",
|
||||
"Models",
|
||||
"Textures",
|
||||
"Text",
|
||||
"Audio",
|
||||
"Shaders",
|
||||
];
|
||||
|
||||
/// <summary>Desktop examples omitted from the browser host (platform limitations).</summary>
|
||||
private static readonly Type[] DesktopExcludedFromBrowser =
|
||||
[
|
||||
typeof(DropFiles),
|
||||
typeof(LoadingThread), // System.Threading.Thread is unsupported on single-threaded wasm
|
||||
typeof(SkyboxDemo),
|
||||
];
|
||||
|
||||
/// <summary>Browser-only shape examples not registered for desktop CLI runs.</summary>
|
||||
private static readonly Type[] BrowserOnly =
|
||||
[
|
||||
typeof(DrawCircleSector),
|
||||
typeof(DrawRectangleRounded),
|
||||
typeof(DrawRing),
|
||||
];
|
||||
|
||||
private static readonly IExample[] AllExamples = DiscoverAll();
|
||||
|
||||
public static readonly IExample[] DesktopExamples =
|
||||
Array.FindAll(AllExamples, e => Array.IndexOf(BrowserOnly, e.GetType()) < 0);
|
||||
|
||||
public static readonly IExample[] BrowserExamples =
|
||||
Array.FindAll(AllExamples, e => Array.IndexOf(DesktopExcludedFromBrowser, e.GetType()) < 0);
|
||||
|
||||
[UnconditionalSuppressMessage("Trimming", "IL2026",
|
||||
Justification = "The Examples assembly is rooted via TrimmerRootAssembly in Examples.csproj.")]
|
||||
[UnconditionalSuppressMessage("Trimming", "IL2067",
|
||||
Justification = "Same as IL2026: all example types and their parameterless constructors are rooted.")]
|
||||
private static IExample[] DiscoverAll()
|
||||
{
|
||||
return typeof(IExample).Assembly
|
||||
.GetTypes()
|
||||
.Where(t => typeof(IExample).IsAssignableFrom(t) && t.IsClass && !t.IsAbstract)
|
||||
.Select(t => (IExample)Activator.CreateInstance(t))
|
||||
.OrderBy(e => Array.IndexOf(CategoryOrder, Category(e)))
|
||||
.ThenBy(e => e.Name, StringComparer.OrdinalIgnoreCase)
|
||||
.ToArray();
|
||||
}
|
||||
|
||||
// "Examples.Core" -> "Core"
|
||||
private static string Category(IExample example)
|
||||
{
|
||||
var ns = example.GetType().Namespace ?? "";
|
||||
return ns[(ns.LastIndexOf('.') + 1)..];
|
||||
}
|
||||
}
|
||||
|
|
@ -3,28 +3,70 @@
|
|||
<OutputType>Exe</OutputType>
|
||||
<TargetFrameworks>net8.0;net10.0</TargetFrameworks>
|
||||
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
|
||||
<StartupObject>Examples.Program</StartupObject>
|
||||
<StartupObject Condition="'$(RuntimeIdentifier)' != 'browser-wasm'">Examples.Program</StartupObject>
|
||||
<StartupObject Condition="'$(RuntimeIdentifier)' == 'browser-wasm'">Examples.Web.Host</StartupObject>
|
||||
<RunWorkingDirectory>$(MSBuildThisFileDirectory)</RunWorkingDirectory>
|
||||
<LangVersion>12</LangVersion>
|
||||
<ImplicitUsings>enable</ImplicitUsings>
|
||||
<IsPackable>false</IsPackable>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup Condition="'$(RuntimeIdentifier)' == 'browser-wasm'">
|
||||
<WasmMainJSPath>Web/main.js</WasmMainJSPath>
|
||||
<Nullable>disable</Nullable>
|
||||
<!-- [JSExport] is browser-only by design; these files only compile for browser-wasm. -->
|
||||
<NoWarn>$(NoWarn);CA1416</NoWarn>
|
||||
<DefineConstants>$(DefineConstants);BROWSER</DefineConstants>
|
||||
|
||||
<!-- Link the native raylib.a (shipped by the Raylib-cs package) into the wasm module. -->
|
||||
<WasmBuildNative>true</WasmBuildNative>
|
||||
<WasmAllowUndefinedSymbols>true</WasmAllowUndefinedSymbols>
|
||||
<InvariantGlobalization>true</InvariantGlobalization>
|
||||
<EmccFlags>$(EmccFlags) -sALLOW_MEMORY_GROWTH=1 -sINITIAL_MEMORY=64MB</EmccFlags>
|
||||
|
||||
<!-- Avoid wasm-opt on SDK/workload combinations where Binaryen rejects bulk-memory-opt. -->
|
||||
<EmccLinkOptimizationFlag Condition="'$(EmccLinkOptimizationFlag)' == ''">-O0</EmccLinkOptimizationFlag>
|
||||
<EmccCompileOptimizationFlag Condition="'$(EmccCompileOptimizationFlag)' == ''">-O0</EmccCompileOptimizationFlag>
|
||||
<WasmNativeStrip Condition="'$(WasmNativeStrip)' == ''">false</WasmNativeStrip>
|
||||
<WasmEmitSymbolMap Condition="'$(WasmEmitSymbolMap)' == ''">false</WasmEmitSymbolMap>
|
||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Compile Remove="Core/LoadingThread.cs"/>
|
||||
<Compile Remove="Text/Unicode.cs"/>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup Condition="'$(RuntimeIdentifier)' != 'browser-wasm'">
|
||||
<Compile Remove="Web/**/*.cs"/>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup Condition="'$(RuntimeIdentifier)' == 'browser-wasm'">
|
||||
<Compile Remove="Program.cs"/>
|
||||
<!-- Examples are discovered via reflection (ExampleRegistry);
|
||||
therefore they must be excluded from trimming. -->
|
||||
<TrimmerRootAssembly Include="Examples"/>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<Using Include="Raylib_cs"/>
|
||||
<Using Include="Raylib_cs.Raylib" Static="true"/>
|
||||
<Using Include="System.Numerics"/>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup Condition="'$(UseRaylibCsPackage)' != 'true'">
|
||||
<ProjectReference Include="..\Raylib-cs\Raylib-cs.csproj"/>
|
||||
</ItemGroup>
|
||||
|
||||
<ItemGroup Condition="'$(UseRaylibCsPackage)' == 'true'">
|
||||
<PackageReference Include="Raylib-cs" Version="$(RaylibCsVersion)"/>
|
||||
</ItemGroup>
|
||||
<Import Project="..\Raylib-cs\Raylib-cs.targets" Condition="'$(UseRaylibCsPackage)' != 'true'"/>
|
||||
|
||||
<ItemGroup Condition="'$(RuntimeIdentifier)' == 'browser-wasm'">
|
||||
<WasmExtraFilesToDeploy Include="Web/index.html" TargetPath="index.html"/>
|
||||
<WasmExtraFilesToDeploy Include="Web/main.js" TargetPath="main.js"/>
|
||||
<WasmExtraFilesToDeploy Include="Web/scaleUtils.js" TargetPath="scaleUtils.js"/>
|
||||
<WasmExtraFilesToDeploy Include="..\Raylib-cs\logo\raylib-cs.ico" TargetPath="favicon.ico"/>
|
||||
|
||||
<!-- Bundle the example assets into the wasm virtual filesystem at /resources/...
|
||||
so examples load from "resources/..." work unchanged. -->
|
||||
<WasmFilesToIncludeInFileSystem Include="resources\**\*.*"
|
||||
TargetPath="resources\%(RecursiveDir)%(Filename)%(Extension)"/>
|
||||
</ItemGroup>
|
||||
</Project>
|
||||
|
|
|
|||
46
Examples/IExample.cs
Normal file
46
Examples/IExample.cs
Normal file
|
|
@ -0,0 +1,46 @@
|
|||
namespace Examples;
|
||||
|
||||
/// <summary>
|
||||
/// A runnable raylib example. Each example class implements this interface directly: loop-spanning
|
||||
/// state from the original example's Main lives in instance fields, (re)initialized in
|
||||
/// <see cref="Init"/> so re-selecting an example resets it.
|
||||
///
|
||||
/// <para>
|
||||
/// Desktop runs the example via its <c>static Main()</c>, a thin driver that owns the window
|
||||
/// (InitWindow/CloseWindow, SetTargetFPS and friends) and drives <see cref="Init"/>,
|
||||
/// <see cref="Update"/>, and <see cref="Unload"/> around a blocking
|
||||
/// <c>while (!WindowShouldClose())</c> loop. In the browser, <c>Web/Host.cs</c> owns the single
|
||||
/// window and calls <see cref="Update"/> one frame at a time from JavaScript, so examples never
|
||||
/// block. Platform divergences (e.g. GLSL 100 vs 330 shaders) are guarded with <c>#if BROWSER</c>,
|
||||
/// preferably around a single constant so both platforms share one code path.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public interface IExample
|
||||
{
|
||||
/// <summary>Display name shown in the navigation dropdown.</summary>
|
||||
string Name { get; }
|
||||
|
||||
/// <summary>Window title, matching the example's standalone <c>Main()</c>.</summary>
|
||||
string Title { get; }
|
||||
|
||||
/// <summary>Config flags the desktop runner applies before window creation.</summary>
|
||||
ConfigFlags ConfigFlags => 0;
|
||||
|
||||
/// <summary>Target FPS the desktop runner sets after window creation.</summary>
|
||||
int TargetFps => 60;
|
||||
|
||||
/// <summary>Whether the desktop runner disables the cursor (relative mouse movement).</summary>
|
||||
bool CursorDisabled => false;
|
||||
|
||||
/// <summary>Whether the desktop runner hides the cursor.</summary>
|
||||
bool CursorHidden => false;
|
||||
|
||||
/// <summary>One-time setup.</summary>
|
||||
void Init();
|
||||
|
||||
/// <summary>Render one frame, including BeginDrawing/EndDrawing.</summary>
|
||||
void Update();
|
||||
|
||||
/// <summary>Free resources.</summary>
|
||||
void Unload();
|
||||
}
|
||||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Drawing billboards
|
||||
* raylib [models] example - billboard rendering
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 3.5
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,59 +18,67 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class BillboardDemo
|
||||
public partial class BillboardDemo : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Billboard Demo";
|
||||
|
||||
public string Title => "raylib [models] example - billboard rendering";
|
||||
|
||||
private Camera3D camera;
|
||||
private Texture2D bill;
|
||||
private Vector3 billPositionStatic;
|
||||
private Vector3 billPositionRotating;
|
||||
private Rectangle source;
|
||||
private Vector3 billUp;
|
||||
private Vector2 size;
|
||||
private Vector2 origin;
|
||||
private float distanceStatic;
|
||||
private float distanceRotating;
|
||||
private float rotation;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(5.0f, 4.0f, 5.0f);
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(5.0f, 4.0f, 5.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Our texture billboard
|
||||
Texture2D bill = LoadTexture("resources/billboard.png");
|
||||
bill = LoadTexture("resources/billboard.png"); // Our billboard texture
|
||||
billPositionStatic = new(0.0f, 2.0f, 0.0f); // Position of static billboard
|
||||
billPositionRotating = new(1.0f, 2.0f, 1.0f); // Position of rotating billboard
|
||||
|
||||
// Position of billboard billboard
|
||||
Vector3 billPositionStatic = new(0.0f, 2.0f, 0.0f);
|
||||
Vector3 billPositionRotating = new(1.0f, 2.0f, 1.0f);
|
||||
|
||||
// Entire billboard texture, source is used to take a segment from a larger texture.
|
||||
Rectangle source = new(0.0f, 0.0f, (float)bill.Width, (float)bill.Height);
|
||||
// Entire billboard texture, source is used to take a segment from a larger texture
|
||||
source = new(0.0f, 0.0f, (float)bill.Width, (float)bill.Height);
|
||||
|
||||
// NOTE: Billboard locked on axis-Y
|
||||
Vector3 billUp = new(0.0f, 1.0f, 0.0f);
|
||||
billUp = new(0.0f, 1.0f, 0.0f);
|
||||
|
||||
// Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
|
||||
size = new(source.Width / source.Height, 1.0f);
|
||||
|
||||
// Rotate around origin
|
||||
// Here we choose to rotate around the image center
|
||||
// NOTE: (-1, 1) is the range where origin.X, origin.Y is inside the texture
|
||||
Vector2 rotateOrigin = Vector2.Zero;
|
||||
origin = size * 0.5f;
|
||||
|
||||
// Distance is needed for the correct billboard draw order
|
||||
// Larger distance (further away from the camera) should be drawn prior to smaller distance.
|
||||
float distanceStatic = 0.0f;
|
||||
float distanceRotating = 0.0f;
|
||||
// Larger distance (further away from the camera) should be drawn prior to smaller distance
|
||||
distanceStatic = 0.0f;
|
||||
distanceRotating = 0.0f;
|
||||
rotation = 0.0f;
|
||||
}
|
||||
|
||||
float rotation = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
rotation += 0.4f;
|
||||
distanceStatic = Vector3.Distance(camera.Position, billPositionStatic);
|
||||
distanceRotating = Vector3.Distance(camera.Position, billPositionRotating);
|
||||
|
|
@ -79,37 +91,17 @@ public class BillboardDemo
|
|||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
// Draw order matters!
|
||||
if (distanceStatic > distanceRotating)
|
||||
{
|
||||
DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
|
||||
DrawBillboardPro(
|
||||
camera,
|
||||
bill,
|
||||
source,
|
||||
billPositionRotating,
|
||||
billUp,
|
||||
new Vector2(1.0f, 1.0f),
|
||||
rotateOrigin,
|
||||
rotation,
|
||||
Color.White
|
||||
);
|
||||
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, Color.White);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawBillboardPro(
|
||||
camera,
|
||||
bill,
|
||||
source,
|
||||
billPositionRotating,
|
||||
billUp,
|
||||
new Vector2(1.0f, 1.0f),
|
||||
rotateOrigin,
|
||||
rotation,
|
||||
Color.White
|
||||
);
|
||||
DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, Color.White);
|
||||
DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
|
||||
}
|
||||
|
||||
|
|
@ -121,14 +113,36 @@ public class BillboardDemo
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(bill); // Unload texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - billboard rendering");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new BillboardDemo();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(bill);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Detect basic 3d collisions (box vs sphere vs box)
|
||||
* raylib [models] example - box collisions
|
||||
*
|
||||
* This example has been created using raylib 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 3.5
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,42 +18,53 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class BoxCollisions
|
||||
public partial class BoxCollisions : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Box Collisions";
|
||||
|
||||
public string Title => "raylib [models] example - box collisions";
|
||||
|
||||
private Camera3D camera;
|
||||
|
||||
private Vector3 playerPosition;
|
||||
private Vector3 playerSize;
|
||||
private Color playerColor;
|
||||
|
||||
private Vector3 enemyBoxPos;
|
||||
private Vector3 enemyBoxSize;
|
||||
|
||||
private Vector3 enemySpherePos;
|
||||
private float enemySphereSize;
|
||||
|
||||
private bool collision;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
|
||||
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.Perspective;
|
||||
|
||||
Vector3 playerPosition = new(0.0f, 1.0f, 2.0f);
|
||||
Vector3 playerSize = new(1.0f, 2.0f, 1.0f);
|
||||
Color playerColor = Color.Green;
|
||||
playerPosition = new(0.0f, 1.0f, 2.0f);
|
||||
playerSize = new(1.0f, 2.0f, 1.0f);
|
||||
playerColor = Color.Green;
|
||||
|
||||
Vector3 enemyBoxPos = new(-4.0f, 1.0f, 0.0f);
|
||||
Vector3 enemyBoxSize = new(2.0f, 2.0f, 2.0f);
|
||||
enemyBoxPos = new(-4.0f, 1.0f, 0.0f);
|
||||
enemyBoxSize = new(2.0f, 2.0f, 2.0f);
|
||||
|
||||
Vector3 enemySpherePos = new(4.0f, 0.0f, 0.0f);
|
||||
float enemySphereSize = 1.5f;
|
||||
enemySpherePos = new(4.0f, 0.0f, 0.0f);
|
||||
enemySphereSize = 1.5f;
|
||||
|
||||
bool collision = false;
|
||||
collision = false;
|
||||
}
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -123,20 +138,45 @@ public class BoxCollisions
|
|||
// Draw player
|
||||
DrawCubeV(playerPosition, playerSize, playerColor);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("Move player with cursors to collide", 220, 40, 20, Color.Gray);
|
||||
DrawText("Move player with arrow keys to collide", 220, 40, 20, Color.Gray);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new BoxCollisions();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Cubicmap loading and drawing
|
||||
* raylib [models] example - cubicmap rendering
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.8, last time updated with raylib 3.5
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,49 +18,64 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class CubicmapDemo
|
||||
public partial class CubicmapDemo : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Cubicmap Demo";
|
||||
|
||||
public string Title => "raylib [models] example - cubicmap rendering";
|
||||
|
||||
private Camera3D camera;
|
||||
private Texture2D cubicmap;
|
||||
private Texture2D texture;
|
||||
private Model model;
|
||||
private Vector3 mapPosition;
|
||||
private bool pause;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(16.0f, 14.0f, 16.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(16.0f, 14.0f, 16.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Image image = LoadImage("resources/cubicmap.png");
|
||||
Texture2D cubicmap = LoadTextureFromImage(image);
|
||||
var image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||
cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
|
||||
|
||||
Mesh mesh = GenMeshCubicmap(image, new Vector3(1.0f, 1.0f, 1.0f));
|
||||
Model model = LoadModelFromMesh(mesh);
|
||||
var mesh = GenMeshCubicmap(image, new Vector3(1.0f, 1.0f, 1.0f));
|
||||
model = LoadModelFromMesh(mesh);
|
||||
|
||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
||||
texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||
|
||||
// Set map diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 mapPosition = new(-16.0f, 0.0f, -8.0f);
|
||||
UnloadImage(image);
|
||||
mapPosition = new(-16.0f, 0.0f, -8.0f); // Set model position
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadImage(image); // Unload cubesmap image from RAM, already uploaded to VRAM
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
pause = false; // Pause camera orbital rotation (and zoom)
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.P))
|
||||
{
|
||||
pause = !pause;
|
||||
}
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -89,16 +108,38 @@ public class CubicmapDemo
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(cubicmap); // Unload cubicmap texture
|
||||
UnloadTexture(texture); // Unload map texture
|
||||
UnloadModel(model); // Unload map model
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - cubicmap rendering");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new CubicmapDemo();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(cubicmap);
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -3,19 +3,28 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class DynamicMesh
|
||||
public partial class DynamicMesh : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const int triangleRows = 48;
|
||||
private const int vertexRows = triangleRows + 1;
|
||||
|
||||
public string Name => "Models / Dynamic Mesh";
|
||||
|
||||
public string Title => "raylib [models] example - dynamic mesh";
|
||||
|
||||
private Camera3D camera;
|
||||
private Mesh dynamicMesh;
|
||||
private Texture2D texture;
|
||||
private Color[] pixels;
|
||||
private Material material;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - dynamic mesh");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera = new();
|
||||
camera.Position = Vector3.One * 1.5f;
|
||||
camera.Target = camera.Position + new Vector3(1f, -0.25f, 1f);
|
||||
camera.Up = Vector3.UnitY;
|
||||
|
|
@ -23,18 +32,14 @@ public class DynamicMesh
|
|||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Generate a dynamic mesh using utils to allocate/access mesh attribute data
|
||||
const int triangleRows = 48;
|
||||
const int vertexRows = triangleRows + 1;
|
||||
Mesh dynamicMesh = new(vertexRows * vertexRows, triangleRows * triangleRows * 2);
|
||||
dynamicMesh = new(vertexRows * vertexRows, triangleRows * triangleRows * 2);
|
||||
dynamicMesh.AllocVertices();
|
||||
dynamicMesh.AllocTexCoords();
|
||||
dynamicMesh.AllocIndices();
|
||||
Span<Vector3> vertices = dynamicMesh.VerticesAs<Vector3>();
|
||||
Span<Vector2> texcoords = dynamicMesh.TexCoordsAs<Vector2>();
|
||||
Span<ushort> indices = dynamicMesh.IndicesAs<ushort>();
|
||||
var indices = dynamicMesh.IndicesAs<ushort>();
|
||||
for (int z = 0, i = 0; z < triangleRows; z++)
|
||||
{
|
||||
for (int x = 0; x < triangleRows; x++, i += 6)
|
||||
for (var x = 0; x < triangleRows; x++, i += 6)
|
||||
{
|
||||
indices[i + 0] = (ushort)(x + (z * vertexRows));
|
||||
indices[i + 1] = (ushort)(indices[i] + vertexRows);
|
||||
|
|
@ -47,32 +52,32 @@ public class DynamicMesh
|
|||
UploadMesh(ref dynamicMesh, true);
|
||||
|
||||
// Allocate the texture
|
||||
Image image = GenImageColor(triangleRows, triangleRows, Color.Blank);
|
||||
Texture2D texture = LoadTextureFromImage(image);
|
||||
Color[] pixels = new Color[texture.Width * texture.Height];
|
||||
var image = GenImageColor(triangleRows, triangleRows, Color.Blank);
|
||||
texture = LoadTextureFromImage(image);
|
||||
pixels = new Color[texture.Width * texture.Height];
|
||||
UnloadImage(image);
|
||||
|
||||
// Load the material
|
||||
Material material = LoadMaterialDefault();
|
||||
material = LoadMaterialDefault();
|
||||
SetMaterialTexture(ref material, MaterialMapIndex.Diffuse, texture);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
float time = (float)GetTime();
|
||||
var time = (float)GetTime();
|
||||
Random random = new(42);
|
||||
|
||||
var vertices = dynamicMesh.VerticesAs<Vector3>();
|
||||
var texcoords = dynamicMesh.TexCoordsAs<Vector2>();
|
||||
|
||||
for (int z = 0, i = 0; z < vertexRows; z++)
|
||||
{
|
||||
for (int x = 0; x < vertexRows; x++, i++)
|
||||
for (var x = 0; x < vertexRows; x++, i++)
|
||||
{
|
||||
float noiseX = SmoothNoise(time + random.Next(10000));
|
||||
float noiseZ = SmoothNoise(time + random.Next(10000));
|
||||
var noiseX = SmoothNoise(time + random.Next(10000));
|
||||
var noiseZ = SmoothNoise(time + random.Next(10000));
|
||||
vertices[i].X = x + noiseX - .5f;
|
||||
vertices[i].Y = (noiseX + noiseZ) / 2;
|
||||
vertices[i].Z = z + noiseZ - .5f;
|
||||
|
|
@ -85,7 +90,7 @@ public class DynamicMesh
|
|||
|
||||
for (int y = 0, i = 0; y < texture.Height; y++)
|
||||
{
|
||||
for (int x = 0; x < texture.Width; x++, i++)
|
||||
for (var x = 0; x < texture.Width; x++, i++)
|
||||
{
|
||||
pixels[i] = new(32, 178, 170, 255);
|
||||
pixels[i] = ColorBrightness(pixels[i], (SmoothNoise(time + random.Next(10000)) / 8) - (1 / 16f));
|
||||
|
|
@ -108,12 +113,35 @@ public class DynamicMesh
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadMaterial(material);
|
||||
// Raylib.UnloadTexture(texture); <- No need to unload the texture. UnloadMaterial(Material) already unloaded it for us
|
||||
UnloadMesh(dynamicMesh);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - dynamic mesh");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DynamicMesh();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -2,10 +2,14 @@
|
|||
*
|
||||
* raylib [models] example - first person maze
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2019 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 3.5
|
||||
*
|
||||
* 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 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,63 +18,66 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class FirstPersonMaze
|
||||
public unsafe partial class FirstPersonMaze : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / First Person Maze";
|
||||
|
||||
public string Title => "raylib [models] example - first person maze";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Texture2D cubicmap;
|
||||
private Texture2D texture;
|
||||
private Model model;
|
||||
private Color* mapPixels;
|
||||
private Vector3 mapPosition;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(0.2f, 0.4f, 0.2f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.2f, 0.4f, 0.2f); // Camera position
|
||||
camera.Target = new Vector3(0.185f, 0.4f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Image imMap = LoadImage("resources/cubicmap.png");
|
||||
Texture2D cubicmap = LoadTextureFromImage(imMap);
|
||||
Mesh mesh = GenMeshCubicmap(imMap, new Vector3(1.0f, 1.0f, 1.0f));
|
||||
Model model = LoadModelFromMesh(mesh);
|
||||
var imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
|
||||
cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
|
||||
var mesh = GenMeshCubicmap(imMap, new Vector3(1.0f, 1.0f, 1.0f));
|
||||
model = LoadModelFromMesh(mesh);
|
||||
|
||||
// NOTE: By default each cube is mapped to one part of texture atlas
|
||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
||||
texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
|
||||
|
||||
// Set map diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
// Get map image data to be used for collision detection
|
||||
Color* mapPixels = LoadImageColors(imMap);
|
||||
UnloadImage(imMap);
|
||||
mapPixels = LoadImageColors(imMap);
|
||||
UnloadImage(imMap); // Unload image from RAM
|
||||
|
||||
Vector3 mapPosition = new(-16.0f, 0.0f, -8.0f);
|
||||
Vector3 playerPosition = camera.Position;
|
||||
mapPosition = new(-16.0f, 0.0f, -8.0f); // Set model position
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Vector3 oldCamPos = camera.Position;
|
||||
var oldCamPos = camera.Position; // Store old camera position
|
||||
|
||||
UpdateCamera(ref camera, CameraMode.FirstPerson);
|
||||
|
||||
// Check player collision (we simplify to 2D collision detection)
|
||||
Vector2 playerPos = new(camera.Position.X, camera.Position.Z);
|
||||
var playerRadius = 0.1f; // Collision radius (player is modelled as a cilinder for collision)
|
||||
|
||||
// Collision radius (player is modelled as a cilinder for collision)
|
||||
float playerRadius = 0.1f;
|
||||
|
||||
int playerCellX = (int)(playerPos.X - mapPosition.X + 0.5f);
|
||||
int playerCellY = (int)(playerPos.Y - mapPosition.Z + 0.5f);
|
||||
var playerCellX = (int)(playerPos.X - mapPosition.X + 0.5f);
|
||||
var playerCellY = (int)(playerPos.Y - mapPosition.Z + 0.5f);
|
||||
|
||||
// Out-of-limits security check
|
||||
if (playerCellX < 0)
|
||||
|
|
@ -91,30 +98,26 @@ public class FirstPersonMaze
|
|||
playerCellY = cubicmap.Height - 1;
|
||||
}
|
||||
|
||||
// Check map collisions using image data and player position
|
||||
// TODO: Improvement: Just check player surrounding cells for collision
|
||||
for (int y = 0; y < cubicmap.Height; y++)
|
||||
// Check map collisions using image data and player position against surrounding cells only
|
||||
for (var y = playerCellY - 1; y <= playerCellY + 1; y++)
|
||||
{
|
||||
for (int x = 0; x < cubicmap.Width; x++)
|
||||
// Avoid map accessing out of bounds
|
||||
if ((y >= 0) && (y < cubicmap.Height))
|
||||
{
|
||||
Color* mapPixelsData = mapPixels;
|
||||
|
||||
// Collision: Color.white pixel, only check R channel
|
||||
Rectangle rec = new(
|
||||
mapPosition.X - 0.5f + x * 1.0f,
|
||||
mapPosition.Z - 0.5f + y * 1.0f,
|
||||
1.0f,
|
||||
1.0f
|
||||
);
|
||||
|
||||
bool collision = CheckCollisionCircleRec(playerPos, playerRadius, rec);
|
||||
if ((mapPixelsData[y * cubicmap.Width + x].R == 255) && collision)
|
||||
for (var x = playerCellX - 1; x <= playerCellX + 1; x++)
|
||||
{
|
||||
// NOTE: Collision: Only checking R channel for white pixel
|
||||
if (((x >= 0) && (x < cubicmap.Width)) &&
|
||||
(mapPixels[y * cubicmap.Width + x].R == 255) &&
|
||||
(CheckCollisionCircleRec(playerPos, playerRadius,
|
||||
new Rectangle(mapPosition.X - 0.5f + x * 1.0f, mapPosition.Z - 0.5f + y * 1.0f, 1.0f, 1.0f))))
|
||||
{
|
||||
// Collision detected, reset camera position
|
||||
camera.Position = oldCamPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -122,9 +125,8 @@ public class FirstPersonMaze
|
|||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Draw maze map
|
||||
BeginMode3D(camera);
|
||||
DrawModel(model, mapPosition, 1.0f, Color.White);
|
||||
DrawModel(model, mapPosition, 1.0f, Color.White); // Draw maze map
|
||||
EndMode3D();
|
||||
|
||||
DrawTextureEx(cubicmap, new Vector2(GetScreenWidth() - cubicmap.Width * 4 - 20, 20), 0.0f, 4.0f, Color.White);
|
||||
|
|
@ -139,15 +141,40 @@ public class FirstPersonMaze
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadImageColors(mapPixels); // Unload color array
|
||||
|
||||
UnloadTexture(cubicmap); // Unload cubicmap texture
|
||||
UnloadTexture(texture); // Unload map texture
|
||||
UnloadModel(model); // Unload map model
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - first person maze");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new FirstPersonMaze();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadImageColors(mapPixels);
|
||||
|
||||
UnloadTexture(cubicmap);
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Draw some basic geometric shapes (cube, sphere, cylinder...)
|
||||
* raylib [models] example - geometric shapes
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.0, last time updated with raylib 3.5
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,36 +18,30 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class GeometricShapes
|
||||
public partial class GeometricShapes : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Geometric Shapes";
|
||||
|
||||
public string Title => "raylib [models] example - geometric shapes";
|
||||
|
||||
private Camera3D camera;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
|
||||
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.Perspective;
|
||||
}
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
|
@ -65,7 +63,10 @@ public class GeometricShapes
|
|||
DrawCylinder(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, Color.Gold);
|
||||
DrawCylinderWires(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, Color.Pink);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
DrawCapsule(new Vector3(-3.0f, 1.5f, -4.0f), new Vector3(-4.0f, -1.0f, -4.0f), 1.2f, 8, 8, Color.Violet);
|
||||
DrawCapsuleWires(new Vector3(-3.0f, 1.5f, -4.0f), new Vector3(-4.0f, -1.0f, -4.0f), 1.2f, 8, 8, Color.Purple);
|
||||
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
||||
|
|
@ -75,9 +76,33 @@ public class GeometricShapes
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new GeometricShapes();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Heightmap loading and drawing
|
||||
* raylib [models] example - heightmap rendering
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.8, last time updated with raylib 3.5
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,43 +18,45 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class HeightmapDemo
|
||||
public partial class HeightmapDemo : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Heightmap Demo";
|
||||
|
||||
public string Title => "raylib [models] example - heightmap rendering";
|
||||
|
||||
private Camera3D camera;
|
||||
private Texture2D texture;
|
||||
private Model model;
|
||||
private Vector3 mapPosition;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
|
||||
|
||||
// Define our custom camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(18.0f, 16.0f, 18.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(18.0f, 21.0f, 18.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Image image = LoadImage("resources/heightmap.png");
|
||||
Texture2D texture = LoadTextureFromImage(image);
|
||||
var image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
|
||||
texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
|
||||
|
||||
Mesh mesh = GenMeshHeightmap(image, new Vector3(16, 8, 16));
|
||||
Model model = LoadModelFromMesh(mesh);
|
||||
var mesh = GenMeshHeightmap(image, new Vector3(16, 8, 16)); // Generate heightmap mesh (RAM and VRAM)
|
||||
model = LoadModelFromMesh(mesh); // Load model from generated mesh
|
||||
|
||||
// Set map diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 mapPosition = new(-8.0f, 0.0f, -8.0f);
|
||||
mapPosition = new(-8.0f, 0.0f, -8.0f); // Define model position
|
||||
|
||||
UnloadImage(image);
|
||||
UnloadImage(image); // Unload heightmap image from RAM, already uploaded to VRAM
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -79,12 +85,35 @@ public class HeightmapDemo
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(model); // Unload model
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap rendering");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new HeightmapDemo();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -25,52 +25,59 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class LoadingGltf
|
||||
public partial class LoadingGltf : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Loading GLTF";
|
||||
|
||||
public string Title => "raylib [models] example - loading gltf";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Vector3 position;
|
||||
private unsafe ModelAnimation* anims;
|
||||
private int animCount;
|
||||
private int animIndex;
|
||||
private float animCurrentFrame;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(6.0f, 6.0f, 6.0f);
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(6.0f, 6.0f, 6.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/gltf/robot.glb");
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
// Load model
|
||||
model = LoadModel("resources/models/gltf/robot.glb");
|
||||
position = new(0.0f, 0.0f, 0.0f); // Set model world position
|
||||
|
||||
// Load animation data
|
||||
var anims = LoadModelAnimations("resources/models/gltf/robot.glb");
|
||||
// Load model animations
|
||||
anims = LoadModelAnimations("resources/models/gltf/robot.glb", ref animCount);
|
||||
|
||||
// Animation playing variables
|
||||
int animIndex = 0;
|
||||
float animCurrentFrame = 0.0f;
|
||||
animIndex = 0; // Current animation playing
|
||||
animCurrentFrame = 0.0f; // Current animation frame
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Select current animation
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
animIndex = (animIndex + 1) % anims.Length;
|
||||
animIndex = (animIndex + 1) % animCount;
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
animIndex = (animIndex + anims.Length - 1) % anims.Length;
|
||||
animIndex = (animIndex + animCount - 1) % animCount;
|
||||
}
|
||||
|
||||
|
||||
|
|
@ -103,15 +110,37 @@ public class LoadingGltf
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public unsafe void Unload()
|
||||
{
|
||||
UnloadModelAnimations(anims, animCount); // Unload model animations data
|
||||
UnloadModel(model); // Unload model
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading gltf");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LoadingGltf();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModelAnimations(anims);
|
||||
UnloadModel(model);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -25,42 +25,48 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class LoadingIqm
|
||||
public partial class LoadingIqm : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Loading IQM";
|
||||
|
||||
public string Title => "raylib [models] example - loading iqm";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
private Vector3 position;
|
||||
private unsafe ModelAnimation* anims;
|
||||
private int animCount;
|
||||
private int animIndex;
|
||||
private float animCurrentFrame;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - model animation");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f);
|
||||
camera.Target = new Vector3(0.0f, 4.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(10.0f, 10.0f, 10.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 4.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera mode type
|
||||
|
||||
Model model = LoadModel("resources/models/iqm/guy.iqm");
|
||||
Texture2D texture = LoadTexture("resources/models/iqm/guytex.png");
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Diffuse, ref texture);
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
|
||||
texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Diffuse, ref texture); // Set model material map texture
|
||||
position = new(0.0f, 0.0f, 0.0f); // Set model position
|
||||
|
||||
// Load animation data
|
||||
var anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm");
|
||||
anims = LoadModelAnimations("resources/models/iqm/guyanim.iqm", ref animCount);
|
||||
|
||||
// Animation playing variables
|
||||
int animIndex = 0;
|
||||
float animCurrentFrame = 0.0f;
|
||||
animIndex = 0; // Current animation playing
|
||||
animCurrentFrame = 0.0f; // Current animation frame (supporting interpolated frames)
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -102,16 +108,38 @@ public class LoadingIqm
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public unsafe void Unload()
|
||||
{
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModelAnimations(anims, animCount); // Unload model animations data
|
||||
UnloadModel(model); // Unload model
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading iqm");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LoadingIqm();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadTexture(texture);
|
||||
UnloadModelAnimations(anims);
|
||||
UnloadModel(model);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -3,19 +3,24 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class MeshDemo
|
||||
public partial class MeshDemo : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Mesh Demo";
|
||||
|
||||
public string Title => "raylib [models] example - mesh demo";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
private float rotationAngle;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh demo");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera = new();
|
||||
camera.Position = Vector3.One * 1.5f;
|
||||
camera.Target = Vector3.Zero;
|
||||
camera.Up = Vector3.UnitY;
|
||||
|
|
@ -28,10 +33,10 @@ public class MeshDemo
|
|||
tetrahedron.AllocTexCoords();
|
||||
tetrahedron.AllocColors();
|
||||
tetrahedron.AllocIndices();
|
||||
Span<Vector3> vertices = tetrahedron.VerticesAs<Vector3>();
|
||||
Span<Vector2> texcoords = tetrahedron.TexCoordsAs<Vector2>();
|
||||
Span<Color> colors = tetrahedron.ColorsAs<Color>();
|
||||
Span<ushort> indices = tetrahedron.IndicesAs<ushort>();
|
||||
var vertices = tetrahedron.VerticesAs<Vector3>();
|
||||
var texcoords = tetrahedron.TexCoordsAs<Vector2>();
|
||||
var colors = tetrahedron.ColorsAs<Color>();
|
||||
var indices = tetrahedron.IndicesAs<ushort>();
|
||||
|
||||
// Coordinates for a regular tetrahedron
|
||||
vertices[0] = new(MathF.Sqrt(8f / 9f), 0f, -1f / 3f);
|
||||
|
|
@ -65,24 +70,21 @@ public class MeshDemo
|
|||
indices[10] = 3;
|
||||
indices[11] = 2;
|
||||
|
||||
float rotationAngle = 0f;
|
||||
rotationAngle = 0f;
|
||||
Raylib.UploadMesh(ref tetrahedron, false);
|
||||
Model model = Raylib.LoadModelFromMesh(tetrahedron);
|
||||
model = Raylib.LoadModelFromMesh(tetrahedron);
|
||||
|
||||
Image image = Raylib.GenImagePerlinNoise(16, 16, 0, 0, 1000f);
|
||||
var image = Raylib.GenImagePerlinNoise(16, 16, 0, 0, 1000f);
|
||||
Raylib.ImageBlurGaussian(ref image, 2);
|
||||
Raylib.ImageColorBrightness(ref image, 100);
|
||||
Raylib.ImageDither(ref image, 4, 4, 4, 4);
|
||||
Texture2D texture = Raylib.LoadTextureFromImage(image);
|
||||
texture = Raylib.LoadTextureFromImage(image);
|
||||
Raylib.UnloadImage(image);
|
||||
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Diffuse, ref texture);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -103,11 +105,34 @@ public class MeshDemo
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh demo");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new MeshDemo();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib example - procedural mesh generation
|
||||
* raylib [models] example - mesh generation
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (Ray San)
|
||||
* Example originally created with raylib 1.8, last time updated with raylib 4.0
|
||||
*
|
||||
* 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) 2017-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,25 +18,31 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class MeshGeneration
|
||||
public partial class MeshGeneration : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Mesh Generation";
|
||||
|
||||
public string Title => "raylib [models] example - mesh generation";
|
||||
|
||||
private Texture2D texture;
|
||||
private Model[] models;
|
||||
private Camera3D camera;
|
||||
private Vector3 position;
|
||||
private int currentModel;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
|
||||
|
||||
// We generate a isChecked image for texturing
|
||||
Image isChecked = GenImageChecked(2, 2, 1, 1, Color.Red, Color.Green);
|
||||
Texture2D texture = LoadTextureFromImage(isChecked);
|
||||
// We generate a checked image for texturing
|
||||
var isChecked = GenImageChecked(2, 2, 1, 1, Color.Red, Color.Green);
|
||||
texture = LoadTextureFromImage(isChecked);
|
||||
UnloadImage(isChecked);
|
||||
|
||||
Model[] models = new Model[9];
|
||||
models = new Model[9];
|
||||
|
||||
models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 5, 5));
|
||||
models[0] = LoadModelFromMesh(GenMeshPlane(2, 2, 4, 3));
|
||||
models[1] = LoadModelFromMesh(GenMeshCube(2.0f, 1.0f, 2.0f));
|
||||
models[2] = LoadModelFromMesh(GenMeshSphere(2, 32, 32));
|
||||
models[3] = LoadModelFromMesh(GenMeshHemiSphere(2, 16, 16));
|
||||
|
|
@ -42,15 +52,17 @@ public class MeshGeneration
|
|||
models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
|
||||
models[8] = LoadModelFromMesh(GenMeshCustom());
|
||||
|
||||
// Set isChecked texture as default diffuse component for all models material
|
||||
for (int i = 0; i < models.Length; i++)
|
||||
// NOTE: Generated meshes could be exported using ExportMesh()
|
||||
|
||||
// Set checked texture as default diffuse component for all models material
|
||||
for (var i = 0; i < models.Length; i++)
|
||||
{
|
||||
// Set map diffuse texture
|
||||
Raylib.SetMaterialTexture(ref models[i], 0, MaterialMapIndex.Albedo, ref texture);
|
||||
}
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera = new();
|
||||
camera.Position = new Vector3(5.0f, 5.0f, 5.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
|
|
@ -58,15 +70,12 @@ public class MeshGeneration
|
|||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Model drawing position
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
position = new(0.0f, 0.0f, 0.0f);
|
||||
|
||||
int currentModel = 0;
|
||||
currentModel = 0;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -74,8 +83,24 @@ public class MeshGeneration
|
|||
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
{
|
||||
// Cycle between the textures
|
||||
currentModel = (currentModel + 1) % models.Length;
|
||||
currentModel = (currentModel + 1) % models.Length; // Cycle between the textures
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KeyboardKey.Right))
|
||||
{
|
||||
currentModel++;
|
||||
if (currentModel >= models.Length)
|
||||
{
|
||||
currentModel = 0;
|
||||
}
|
||||
}
|
||||
else if (IsKeyPressed(KeyboardKey.Left))
|
||||
{
|
||||
currentModel--;
|
||||
if (currentModel < 0)
|
||||
{
|
||||
currentModel = models.Length - 1;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -87,13 +112,12 @@ public class MeshGeneration
|
|||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(models[currentModel], position, 1.0f, Color.White);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawRectangle(30, 400, 310, 30, ColorAlpha(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(30, 400, 310, 30, ColorAlpha(Color.DarkBlue, 0.5f));
|
||||
DrawRectangle(30, 400, 310, 30, Fade(Color.SkyBlue, 0.5f));
|
||||
DrawRectangleLines(30, 400, 310, 30, Fade(Color.DarkBlue, 0.5f));
|
||||
DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, Color.Blue);
|
||||
|
||||
switch (currentModel)
|
||||
|
|
@ -123,7 +147,7 @@ public class MeshGeneration
|
|||
DrawText("POLY", 680, 10, 20, Color.DarkBlue);
|
||||
break;
|
||||
case 8:
|
||||
DrawText("Custom (triagnle)", 580, 10, 20, Color.DarkBlue);
|
||||
DrawText("Custom (triangle)", 580, 10, 20, Color.DarkBlue);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
|
|
@ -133,17 +157,15 @@ public class MeshGeneration
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < models.Length; i++)
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texture); // Unload texture
|
||||
|
||||
// Unload models data (GPU VRAM)
|
||||
for (var i = 0; i < models.Length; i++)
|
||||
{
|
||||
UnloadModel(models[i]);
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Generate a simple triangle mesh from code
|
||||
|
|
@ -153,9 +175,9 @@ public class MeshGeneration
|
|||
mesh.AllocVertices();
|
||||
mesh.AllocTexCoords();
|
||||
mesh.AllocNormals();
|
||||
Span<Vector3> vertices = mesh.VerticesAs<Vector3>();
|
||||
Span<Vector2> texcoords = mesh.TexCoordsAs<Vector2>();
|
||||
Span<Vector3> normals = mesh.NormalsAs<Vector3>();
|
||||
var vertices = mesh.VerticesAs<Vector3>();
|
||||
var texcoords = mesh.TexCoordsAs<Vector2>();
|
||||
var normals = mesh.NormalsAs<Vector3>();
|
||||
|
||||
// Vertex at (0, 0, 0)
|
||||
vertices[0] = new(0, 0, 0);
|
||||
|
|
@ -177,4 +199,32 @@ public class MeshGeneration
|
|||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh generation");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new MeshGeneration();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,12 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Mesh picking in 3d mode, ground plane, triangle, mesh
|
||||
* raylib [models] example - mesh picking
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Joel Davis (@joeld42)
|
||||
* Example originally created with raylib 1.7, last time updated with raylib 4.0
|
||||
*
|
||||
* Example contributed by Joel Davis (@joeld42) and reviewed by 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) 2017-2025 Joel Davis (@joeld42) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -16,19 +21,38 @@ using static Raylib_cs.Raymath;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class MeshPicking
|
||||
public partial class MeshPicking : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Mesh Picking";
|
||||
|
||||
public string Title => "raylib [models] example - mesh picking";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Ray ray;
|
||||
private Model tower;
|
||||
private Texture2D texture;
|
||||
private Vector3 towerPos;
|
||||
private BoundingBox towerBBox;
|
||||
private Vector3 g0;
|
||||
private Vector3 g1;
|
||||
private Vector3 g2;
|
||||
private Vector3 g3;
|
||||
private Vector3 ta;
|
||||
private Vector3 tb;
|
||||
private Vector3 tc;
|
||||
private Vector3 bary;
|
||||
private Vector3 sp;
|
||||
private float sr;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(20.0f, 20.0f, 20.0f);
|
||||
camera.Target = new Vector3(0.0f, 8.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.6f, 0.0f);
|
||||
|
|
@ -36,39 +60,34 @@ public class MeshPicking
|
|||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Picking ray
|
||||
Ray ray = new();
|
||||
ray = new();
|
||||
|
||||
Model tower = LoadModel("resources/models/obj/turret.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png");
|
||||
tower = LoadModel("resources/models/obj/turret.obj");
|
||||
texture = LoadTexture("resources/models/obj/turret_diffuse.png");
|
||||
Raylib.SetMaterialTexture(ref tower, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 towerPos = new(0.0f, 0.0f, 0.0f);
|
||||
BoundingBox towerBBox = GetMeshBoundingBox(tower.Meshes[0]);
|
||||
towerPos = new(0.0f, 0.0f, 0.0f);
|
||||
towerBBox = GetMeshBoundingBox(tower.Meshes[0]);
|
||||
|
||||
// Ground quad
|
||||
Vector3 g0 = new(-50.0f, 0.0f, -50.0f);
|
||||
Vector3 g1 = new(-50.0f, 0.0f, 50.0f);
|
||||
Vector3 g2 = new(50.0f, 0.0f, 50.0f);
|
||||
Vector3 g3 = new(50.0f, 0.0f, -50.0f);
|
||||
g0 = new(-50.0f, 0.0f, -50.0f);
|
||||
g1 = new(-50.0f, 0.0f, 50.0f);
|
||||
g2 = new(50.0f, 0.0f, 50.0f);
|
||||
g3 = new(50.0f, 0.0f, -50.0f);
|
||||
|
||||
// Test triangle
|
||||
Vector3 ta = new(-25.0f, 0.5f, 0.0f);
|
||||
Vector3 tb = new(-4.0f, 2.5f, 1.0f);
|
||||
Vector3 tc = new(-8.0f, 6.5f, 0.0f);
|
||||
ta = new(-25.0f, 0.5f, 0.0f);
|
||||
tb = new(-4.0f, 2.5f, 1.0f);
|
||||
tc = new(-8.0f, 6.5f, 0.0f);
|
||||
|
||||
Vector3 bary = new(0.0f, 0.0f, 0.0f);
|
||||
bary = new(0.0f, 0.0f, 0.0f);
|
||||
|
||||
// Test sphere
|
||||
Vector3 sp = new(-30.0f, 5.0f, 5.0f);
|
||||
float sr = 4.0f;
|
||||
sp = new(-30.0f, 5.0f, 5.0f);
|
||||
sr = 4.0f;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main game loop
|
||||
//--------------------------------------------------------------------------------------
|
||||
while (!WindowShouldClose())
|
||||
public unsafe void Update()
|
||||
{
|
||||
//----------------------------------------------------------------------------------
|
||||
// Update
|
||||
|
|
@ -93,16 +112,16 @@ public class MeshPicking
|
|||
|
||||
// Display information about closest hit
|
||||
RayCollision collision = new();
|
||||
string hitObjectName = "None";
|
||||
var hitObjectName = "None";
|
||||
collision.Distance = float.MaxValue;
|
||||
collision.Hit = false;
|
||||
Color cursorColor = Color.White;
|
||||
var cursorColor = Color.White;
|
||||
|
||||
// Get ray and test against objects
|
||||
ray = GetScreenToWorldRay(GetMousePosition(), camera);
|
||||
|
||||
// Check ray collision aginst ground quad
|
||||
RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
|
||||
// Check ray collision against ground quad
|
||||
var groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3);
|
||||
if (groundHitInfo.Hit && (groundHitInfo.Distance < collision.Distance))
|
||||
{
|
||||
collision = groundHitInfo;
|
||||
|
|
@ -111,7 +130,7 @@ public class MeshPicking
|
|||
}
|
||||
|
||||
// Check ray collision against test triangle
|
||||
RayCollision triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);
|
||||
var triHitInfo = GetRayCollisionTriangle(ray, ta, tb, tc);
|
||||
if (triHitInfo.Hit && (triHitInfo.Distance < collision.Distance))
|
||||
{
|
||||
collision = triHitInfo;
|
||||
|
|
@ -122,7 +141,7 @@ public class MeshPicking
|
|||
}
|
||||
|
||||
// Check ray collision against test sphere
|
||||
RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
|
||||
var sphereHitInfo = GetRayCollisionSphere(ray, sp, sr);
|
||||
if ((sphereHitInfo.Hit) && (sphereHitInfo.Distance < collision.Distance))
|
||||
{
|
||||
collision = sphereHitInfo;
|
||||
|
|
@ -131,7 +150,7 @@ public class MeshPicking
|
|||
}
|
||||
|
||||
// Check ray collision against bounding box first, before trying the full ray-mesh test
|
||||
RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox);
|
||||
var boxHitInfo = GetRayCollisionBox(ray, towerBBox);
|
||||
if (boxHitInfo.Hit && boxHitInfo.Distance < collision.Distance)
|
||||
{
|
||||
collision = boxHitInfo;
|
||||
|
|
@ -140,7 +159,7 @@ public class MeshPicking
|
|||
|
||||
// Check ray collision against model meshes
|
||||
RayCollision meshHitInfo = new();
|
||||
for (int m = 0; m < tower.MeshCount; m++)
|
||||
for (var m = 0; m < tower.MeshCount; m++)
|
||||
{
|
||||
// NOTE: We consider the model.Transform for the collision check but
|
||||
// it can be checked against any transform matrix, used when checking against same
|
||||
|
|
@ -174,6 +193,8 @@ public class MeshPicking
|
|||
BeginMode3D(camera);
|
||||
|
||||
// Draw the tower
|
||||
// WARNING: If scale is different than 1.0f,
|
||||
// not considered by GetRayCollisionModel()
|
||||
DrawModel(tower, towerPos, 1.0f, Color.White);
|
||||
|
||||
// Draw the test triangle
|
||||
|
|
@ -196,7 +217,7 @@ public class MeshPicking
|
|||
DrawCube(collision.Point, 0.3f, 0.3f, 0.3f, cursorColor);
|
||||
DrawCubeWires(collision.Point, 0.3f, 0.3f, 0.3f, Color.Red);
|
||||
|
||||
Vector3 normalEnd = collision.Point + collision.Normal;
|
||||
var normalEnd = collision.Point + collision.Normal;
|
||||
DrawLine3D(collision.Point, normalEnd, Color.Red);
|
||||
}
|
||||
|
||||
|
|
@ -211,7 +232,7 @@ public class MeshPicking
|
|||
|
||||
if (collision.Hit)
|
||||
{
|
||||
int ypos = 70;
|
||||
var ypos = 70;
|
||||
|
||||
DrawText($"Distance: {collision.Distance}", 10, ypos, 10, Color.Black);
|
||||
|
||||
|
|
@ -219,7 +240,7 @@ public class MeshPicking
|
|||
|
||||
DrawText($"Hit Norm: {collision.Normal}", 10, ypos + 30, 10, Color.Black);
|
||||
|
||||
if (triHitInfo.Hit)
|
||||
if (triHitInfo.Hit && hitObjectName == "Triangle")
|
||||
{
|
||||
DrawText($"Barycenter: {bary}", 10, ypos + 45, 10, Color.Black);
|
||||
}
|
||||
|
|
@ -235,11 +256,36 @@ public class MeshPicking
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadModel(tower);
|
||||
UnloadTexture(texture);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new MeshPicking();
|
||||
game.Init();
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Main game loop
|
||||
//--------------------------------------------------------------------------------------
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -1,13 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Draw textured cube
|
||||
* raylib [models] example - textured cube
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 4.5, last time updated with raylib 4.5
|
||||
*
|
||||
* 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) 2022-2023 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -16,19 +18,22 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class ModelCubeTexture
|
||||
public partial class ModelCubeTexture : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Model Cube Texture";
|
||||
|
||||
public string Title => "raylib [models] example - textured cube";
|
||||
|
||||
private Camera3D camera;
|
||||
private Texture2D texture;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - draw cube texture");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
|
|
@ -36,18 +41,11 @@ public class ModelCubeTexture
|
|||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Load texture to be applied to the cubes sides
|
||||
Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
|
||||
texture = LoadTexture("resources/cubicmap_atlas.png");
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
|
@ -77,19 +75,14 @@ public class ModelCubeTexture
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texture);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Draw cube textured
|
||||
// NOTE: Cube position is the center position
|
||||
static void DrawCubeTexture(
|
||||
private static void DrawCubeTexture(
|
||||
Texture2D texture,
|
||||
Vector3 position,
|
||||
float width,
|
||||
|
|
@ -98,9 +91,9 @@ public class ModelCubeTexture
|
|||
Color color
|
||||
)
|
||||
{
|
||||
float x = position.X;
|
||||
float y = position.Y;
|
||||
float z = position.Z;
|
||||
var x = position.X;
|
||||
var y = position.Y;
|
||||
var z = position.Z;
|
||||
|
||||
// Set desired texture to be enabled while drawing following vertex data
|
||||
Rlgl.SetTexture(texture.Id);
|
||||
|
|
@ -218,7 +211,7 @@ public class ModelCubeTexture
|
|||
}
|
||||
|
||||
// Draw cube with texture piece applied to all faces
|
||||
static void DrawCubeTextureRec(
|
||||
private static void DrawCubeTextureRec(
|
||||
Texture2D texture,
|
||||
Rectangle source,
|
||||
Vector3 position,
|
||||
|
|
@ -228,11 +221,11 @@ public class ModelCubeTexture
|
|||
Color color
|
||||
)
|
||||
{
|
||||
float x = position.X;
|
||||
float y = position.Y;
|
||||
float z = position.Z;
|
||||
float texWidth = (float)texture.Width;
|
||||
float texHeight = (float)texture.Height;
|
||||
var x = position.X;
|
||||
var y = position.Y;
|
||||
var z = position.Z;
|
||||
var texWidth = (float)texture.Width;
|
||||
var texHeight = (float)texture.Height;
|
||||
|
||||
// Set desired texture to be enabled while drawing following vertex data
|
||||
Rlgl.SetTexture(texture.Id);
|
||||
|
|
@ -312,5 +305,32 @@ public class ModelCubeTexture
|
|||
|
||||
Rlgl.SetTexture(0);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - textured cube");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new ModelCubeTexture();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,20 +1,28 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Models loading
|
||||
* raylib [models] example - loading
|
||||
*
|
||||
* raylib supports multiple models file formats:
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* - OBJ > Text file, must include vertex position-texcoords-normals information,
|
||||
* if files references some .mtl materials file, it will be loaded (or try to)
|
||||
* - GLTF > Modern text/binary file format, includes lot of information and it could
|
||||
* also reference external files, raylib will try loading mesh and materials data
|
||||
* - IQM > Binary file format including mesh vertex data but also animation data,
|
||||
* raylib can load .iqm animations.
|
||||
* NOTE: raylib supports multiple models file formats:
|
||||
*
|
||||
* This example has been created using raylib 2.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* - OBJ > Text file format. Must include vertex position-texcoords-normals information,
|
||||
* if .obj references some .mtl materials file, it will be tried to be loaded
|
||||
* - GLTF/GLB > Text/binary file formats. Includes lot of information and it could
|
||||
* also reference external files, mesh and materials data will be tried to be loaded
|
||||
* - IQM > Binary file format. Includes mesh vertex data but also animation data,
|
||||
* meshes and animation data can be loaded
|
||||
* - VOX > Binary file format. MagikaVoxel mesh format:
|
||||
* https://github.com/ephtracy/voxel-model/blob/master/MagicaVoxel-file-format-vox.txt
|
||||
* - M3D > Binary file format. Model 3D format:
|
||||
* https://bztsrc.gitlab.io/model3d
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.0, last time updated with raylib 4.2
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -23,82 +31,95 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class ModelLoading
|
||||
public partial class ModelLoading : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Model Loading";
|
||||
|
||||
public string Title => "raylib [models] example - loading";
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
private Vector3 position;
|
||||
private BoundingBox bounds;
|
||||
private bool selected;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - models loading");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(50.0f, 50.0f, 50.0f);
|
||||
camera.Target = new Vector3(0.0f, 10.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(50.0f, 50.0f, 50.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 12.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera mode type
|
||||
|
||||
Model model = LoadModel("resources/models/obj/castle.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png");
|
||||
model = LoadModel("resources/models/obj/castle.obj"); // Load model
|
||||
texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture
|
||||
|
||||
// Set map diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
BoundingBox bounds = GetMeshBoundingBox(model.Meshes[0]);
|
||||
position = new(0.0f, 0.0f, 0.0f); // Set model position
|
||||
bounds = GetMeshBoundingBox(model.Meshes[0]); // Set model bounds
|
||||
|
||||
// NOTE: bounds are calculated from the original size of the model,
|
||||
// if model is scaled on drawing, bounds must be also scaled
|
||||
|
||||
bool selected = false;
|
||||
selected = false;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
#if BROWSER
|
||||
// NOTE: Drag & drop file loading (IsFileDropped) is not available in the browser
|
||||
// host, so it is skipped here. The default model stays loaded.
|
||||
#else
|
||||
// Load new models/textures on drag&drop
|
||||
if (IsFileDropped())
|
||||
{
|
||||
string[] droppedFiles = Raylib.GetDroppedFiles();
|
||||
var droppedFiles = Raylib.GetDroppedFiles();
|
||||
|
||||
if (droppedFiles.Length == 1)
|
||||
if (droppedFiles.Length == 1) // Only support one file dropped
|
||||
{
|
||||
if (IsFileExtension(droppedFiles[0], ".obj") ||
|
||||
IsFileExtension(droppedFiles[0], ".gltf") ||
|
||||
IsFileExtension(droppedFiles[0], ".glb") ||
|
||||
IsFileExtension(droppedFiles[0], ".vox") ||
|
||||
IsFileExtension(droppedFiles[0], ".iqm") ||
|
||||
IsFileExtension(droppedFiles[0], ".m3d")
|
||||
IsFileExtension(droppedFiles[0], ".m3d") // Model file formats supported
|
||||
)
|
||||
{
|
||||
UnloadModel(model);
|
||||
model = LoadModel(droppedFiles[0]);
|
||||
UnloadModel(model); // Unload previous model
|
||||
model = LoadModel(droppedFiles[0]); // Load new model
|
||||
|
||||
// Set current map diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
bounds = GetMeshBoundingBox(model.Meshes[0]);
|
||||
|
||||
// TODO: Move camera position from target enough distance to visualize model properly
|
||||
// Move camera position from target enough distance to visualize model properly
|
||||
camera.Position.X = bounds.Max.X + 10.0f;
|
||||
camera.Position.Y = bounds.Max.Y + 10.0f;
|
||||
camera.Position.Z = bounds.Max.Z + 10.0f;
|
||||
}
|
||||
else if (IsFileExtension(droppedFiles[0], ".png"))
|
||||
else if (IsFileExtension(droppedFiles[0], ".png")) // Texture file formats supported
|
||||
{
|
||||
// Unload model texture and load new one
|
||||
// Unload current model texture and load new one
|
||||
UnloadTexture(texture);
|
||||
texture = LoadTexture(droppedFiles[0]);
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Select model on mouse click
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
|
|
@ -122,13 +143,13 @@ public class ModelLoading
|
|||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 1.0f, Color.White);
|
||||
DrawModel(model, position, 1.0f, Color.White); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(20, 10.0f);
|
||||
DrawGrid(20, 10.0f); // Draw a grid
|
||||
|
||||
if (selected)
|
||||
{
|
||||
DrawBoundingBox(bounds, Color.Green);
|
||||
DrawBoundingBox(bounds, Color.Green); // Draw selection box
|
||||
}
|
||||
|
||||
EndMode3D();
|
||||
|
|
@ -147,11 +168,34 @@ public class ModelLoading
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - loading");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new ModelLoading();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Show the difference between perspective and orthographic projection
|
||||
* raylib [models] example - orthographic projection
|
||||
*
|
||||
* This program is heavily based on the geometric objects example
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* This example has been created using raylib 1.9.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 2.0, last time updated with raylib 3.7
|
||||
*
|
||||
* Copyright (c) 2018 Max Danielsson ref Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Max Danielsson (@autious) and reviewed by 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) 2018-2025 Max Danielsson (@autious) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -16,33 +20,32 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class OrthographicProjection
|
||||
public partial class OrthographicProjection : IExample
|
||||
{
|
||||
public const float FOVY_PERSPECTIVE = 45.0f;
|
||||
public const float WIDTH_ORTHOGRAPHIC = 10.0f;
|
||||
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Orthographic Projection";
|
||||
|
||||
public string Title => "raylib [models] example - orthographic projection";
|
||||
|
||||
private Camera3D camera;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 10.0f, 10.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = FOVY_PERSPECTIVE;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
}
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -82,7 +85,7 @@ public class OrthographicProjection
|
|||
DrawCylinder(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, Color.Gold);
|
||||
DrawCylinderWires(new Vector3(1.0f, 0.0f, -4.0f), 0.0f, 1.5f, 3.0f, 8, Color.Pink);
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
||||
|
|
@ -103,9 +106,33 @@ public class OrthographicProjection
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - orthographic projection");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new OrthographicProjection();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,32 +1,49 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Skybox loading and drawing
|
||||
* raylib [models] example - skybox rendering
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.8, last time updated with raylib 4.0
|
||||
*
|
||||
* 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) 2017-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class SkyboxDemo
|
||||
public partial class SkyboxDemo : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
// GLSL version used for shaders (330 desktop, 100 web/GLES)
|
||||
public const int GlslVersion = 330;
|
||||
|
||||
public string Name => "Models / Skybox Demo";
|
||||
|
||||
public string Title => "raylib [models] example - skybox rendering";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Model skybox;
|
||||
private bool useHdr;
|
||||
private Shader shdrCubemap;
|
||||
private string skyboxFileName;
|
||||
private Texture2D panorama;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox loading and drawing");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera = new();
|
||||
camera.Position = new Vector3(1.0f, 1.0f, 1.0f);
|
||||
camera.Target = new Vector3(4.0f, 1.0f, 4.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
|
|
@ -34,14 +51,19 @@ public class SkyboxDemo
|
|||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Load skybox model
|
||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
Model skybox = LoadModelFromMesh(cube);
|
||||
var cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
skybox = LoadModelFromMesh(cube);
|
||||
|
||||
bool useHdr = false;
|
||||
// Set this to true to use an HDR Texture
|
||||
// NOTE: raylib must be built with HDR Support for this to work: SUPPORT_FILEFORMAT_HDR
|
||||
useHdr = false;
|
||||
|
||||
// Load skybox shader and set required locations
|
||||
// NOTE: Some locations are automatically set at shader loading
|
||||
Shader shdrSkybox = LoadShader("resources/shaders/glsl330/skybox.vs", "resources/shaders/glsl330/skybox.fs");
|
||||
var shdrSkybox = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/skybox.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/skybox.fs"
|
||||
);
|
||||
|
||||
Raylib.SetShaderValue(
|
||||
shdrSkybox,
|
||||
|
|
@ -67,9 +89,9 @@ public class SkyboxDemo
|
|||
Raylib.SetMaterialShader(ref skybox, 0, ref shdrSkybox);
|
||||
|
||||
// Load cubemap shader and setup required shader locations
|
||||
Shader shdrCubemap = LoadShader(
|
||||
"resources/shaders/glsl330/cubemap.vs",
|
||||
"resources/shaders/glsl330/cubemap.fs"
|
||||
shdrCubemap = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/cubemap.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/cubemap.fs"
|
||||
);
|
||||
Raylib.SetShaderValue(
|
||||
shdrCubemap,
|
||||
|
|
@ -79,14 +101,12 @@ public class SkyboxDemo
|
|||
);
|
||||
|
||||
// Load skybox
|
||||
string skyboxFileName = "resources/dresden_square_2k.hdr";
|
||||
|
||||
Texture2D panorama;
|
||||
skyboxFileName = "resources/dresden_square_2k.hdr";
|
||||
|
||||
if (useHdr)
|
||||
{
|
||||
panorama = LoadTexture(skyboxFileName);
|
||||
Texture2D cubemap = GenTextureCubemap(
|
||||
var cubemap = GenTextureCubemap(
|
||||
shdrCubemap,
|
||||
panorama,
|
||||
1024,
|
||||
|
|
@ -97,19 +117,16 @@ public class SkyboxDemo
|
|||
}
|
||||
else
|
||||
{
|
||||
Image img = LoadImage("resources/skybox.png");
|
||||
Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
|
||||
// TODO: WARNING: On PLATFORM_WEB it requires a big amount of memory to process input image
|
||||
// and generate the required cubemap image to be passed to rlLoadTextureCubemap()
|
||||
var img = LoadImage("resources/skybox.png");
|
||||
var cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
|
||||
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
|
||||
UnloadImage(img);
|
||||
}
|
||||
}
|
||||
|
||||
DisableCursor();
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -118,7 +135,7 @@ public class SkyboxDemo
|
|||
// Load new cubemap texture on drag & drop
|
||||
if (IsFileDropped())
|
||||
{
|
||||
string[] files = Raylib.GetDroppedFiles();
|
||||
var files = Raylib.GetDroppedFiles();
|
||||
|
||||
if (files.Length == 1)
|
||||
{
|
||||
|
|
@ -130,7 +147,7 @@ public class SkyboxDemo
|
|||
if (useHdr)
|
||||
{
|
||||
panorama = LoadTexture(files[0]);
|
||||
Texture2D cubemap = GenTextureCubemap(
|
||||
var cubemap = GenTextureCubemap(
|
||||
shdrCubemap,
|
||||
panorama,
|
||||
1024,
|
||||
|
|
@ -141,8 +158,8 @@ public class SkyboxDemo
|
|||
}
|
||||
else
|
||||
{
|
||||
Image img = LoadImage(files[0]);
|
||||
Texture2D cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
|
||||
var img = LoadImage(files[0]);
|
||||
var cubemap = LoadTextureCubemap(img, CubemapLayout.AutoDetect);
|
||||
SetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap, ref cubemap);
|
||||
UnloadImage(img);
|
||||
}
|
||||
|
|
@ -192,13 +209,38 @@ public class SkyboxDemo
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(Raylib.GetMaterial(ref skybox, 0).Shader);
|
||||
UnloadTexture(Raylib.GetMaterialTexture(ref skybox, 0, MaterialMapIndex.Cubemap));
|
||||
|
||||
UnloadModel(skybox);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - skybox rendering");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new SkyboxDemo();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -215,10 +257,10 @@ public class SkyboxDemo
|
|||
|
||||
// STEP 1: Setup framebuffer
|
||||
//------------------------------------------------------------------------------------------
|
||||
uint rbo = Rlgl.LoadTextureDepth(size, size, true);
|
||||
var rbo = Rlgl.LoadTextureDepth(size, size, true);
|
||||
cubemap.Id = Rlgl.LoadTextureCubemap(null, size, format, 1);
|
||||
|
||||
uint fbo = Rlgl.LoadFramebuffer();
|
||||
var fbo = Rlgl.LoadFramebuffer();
|
||||
Rlgl.FramebufferAttach(
|
||||
fbo,
|
||||
rbo,
|
||||
|
|
@ -235,7 +277,7 @@ public class SkyboxDemo
|
|||
);
|
||||
|
||||
// Check if framebuffer is complete with attachments (valid)
|
||||
if (Rlgl.FramebufferComplete(fbo))
|
||||
if (Rlgl.FramebufferComplete(fbo) != 0)
|
||||
{
|
||||
Console.WriteLine($"FBO: [ID {fbo}] Framebuffer object created successfully");
|
||||
}
|
||||
|
|
@ -247,7 +289,7 @@ public class SkyboxDemo
|
|||
Rlgl.EnableShader(shader.Id);
|
||||
|
||||
// Define projection matrix and send it to shader
|
||||
Matrix4x4 matFboProjection = Raymath.MatrixPerspective(
|
||||
var matFboProjection = Raymath.MatrixPerspective(
|
||||
90.0f * DEG2RAD,
|
||||
1.0f,
|
||||
Rlgl.CULL_DISTANCE_NEAR,
|
||||
|
|
@ -256,14 +298,14 @@ public class SkyboxDemo
|
|||
Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixProjection], matFboProjection);
|
||||
|
||||
// Define view matrix for every side of the cubemap
|
||||
Matrix4x4[] fboViews = new[]
|
||||
var fboViews = new[]
|
||||
{
|
||||
Raymath.MatrixLookAt(Vector3.Zero, new Vector3(-1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
|
||||
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
|
||||
Raymath.MatrixLookAt(Vector3.Zero, new Vector3(-1.0f, 0.0f, 0.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
|
||||
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 1.0f, 0.0f), new Vector3( 0.0f, 0.0f, 1.0f)),
|
||||
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, -1.0f, 0.0f), new Vector3( 0.0f, 0.0f, -1.0f)),
|
||||
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, -1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
|
||||
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, 1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
|
||||
Raymath.MatrixLookAt(Vector3.Zero, new Vector3( 0.0f, 0.0f, -1.0f), new Vector3( 0.0f, -1.0f, 0.0f)),
|
||||
};
|
||||
|
||||
// Set viewport to current fbo dimensions
|
||||
|
|
@ -273,7 +315,7 @@ public class SkyboxDemo
|
|||
Rlgl.ActiveTextureSlot(0);
|
||||
Rlgl.EnableTexture(panorama.Id);
|
||||
|
||||
for (int i = 0; i < 6; i++)
|
||||
for (var i = 0; i < 6; i++)
|
||||
{
|
||||
// Set the view matrix for the current cube face
|
||||
Rlgl.SetUniformMatrix(shader.Locs[(int)ShaderLocationIndex.MatrixView], fboViews[i]);
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - rlgl module usage with push/pop matrix transformations
|
||||
* raylib [models] example - rlgl solar system
|
||||
*
|
||||
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* NOTE: This example uses [rlgl] module functionality (pseudo-OpenGL 1.1 style coding)
|
||||
*
|
||||
* Copyright (c) 2018 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 4.0
|
||||
*
|
||||
* 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) 2018-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,52 +21,52 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class SolarSystem
|
||||
public partial class SolarSystem : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
private const float sunRadius = 4.0f;
|
||||
private const float earthRadius = 0.6f;
|
||||
private const float earthOrbitRadius = 8.0f;
|
||||
private const float moonRadius = 0.16f;
|
||||
private const float moonOrbitRadius = 1.5f;
|
||||
|
||||
public string Name => "Models / Solar System";
|
||||
|
||||
public string Title => "raylib [models] example - rlgl solar system";
|
||||
|
||||
private Camera3D camera;
|
||||
|
||||
private float rotationSpeed;
|
||||
|
||||
private float earthRotation;
|
||||
private float earthOrbitRotation;
|
||||
private float moonRotation;
|
||||
private float moonOrbitRotation;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
const float sunRadius = 4.0f;
|
||||
const float earthRadius = 0.6f;
|
||||
const float earthOrbitRadius = 8.0f;
|
||||
const float moonRadius = 0.16f;
|
||||
const float moonOrbitRadius = 1.5f;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl module usage with push/pop matrix transformations");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(16.0f, 16.0f, 16.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(16.0f, 16.0f, 16.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// General system rotation speed
|
||||
float rotationSpeed = 0.2f;
|
||||
// Rotation of earth around itself (days) in degrees
|
||||
float earthRotation = 0.0f;
|
||||
// Rotation of earth around the Sun (years) in degrees
|
||||
float earthOrbitRotation = 0.0f;
|
||||
// Rotation of moon around itself
|
||||
float moonRotation = 0.0f;
|
||||
// Rotation of moon around earth in degrees
|
||||
float moonOrbitRotation = 0.0f;
|
||||
rotationSpeed = 0.2f; // General system rotation speed
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
earthRotation = 0.0f; // Rotation of earth around itself (days) in degrees
|
||||
earthOrbitRotation = 0.0f; // Rotation of earth around the Sun (years) in degrees
|
||||
moonRotation = 0.0f; // Rotation of moon around itself
|
||||
moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
|
||||
}
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
|
||||
earthRotation += (5.0f * rotationSpeed);
|
||||
earthOrbitRotation += (365 / 360.0f * (5.0f * rotationSpeed) * rotationSpeed);
|
||||
moonRotation += (2.0f * rotationSpeed);
|
||||
|
|
@ -88,8 +92,6 @@ public class SolarSystem
|
|||
Rlgl.Rotatef(earthOrbitRotation, 0.0f, 1.0f, 0.0f);
|
||||
// Translation for Earth orbit
|
||||
Rlgl.Translatef(earthOrbitRadius, 0.0f, 0.0f);
|
||||
// Rotation for Earth orbit around Sun inverted
|
||||
Rlgl.Rotatef(-earthOrbitRotation, 0.0f, 1.0f, 0.0f);
|
||||
|
||||
Rlgl.PushMatrix();
|
||||
// Rotation for Earth itself
|
||||
|
|
@ -105,8 +107,6 @@ public class SolarSystem
|
|||
Rlgl.Rotatef(moonOrbitRotation, 0.0f, 1.0f, 0.0f);
|
||||
// Translation for Moon orbit
|
||||
Rlgl.Translatef(moonOrbitRadius, 0.0f, 0.0f);
|
||||
// Rotation for Moon orbit around Earth inverted
|
||||
Rlgl.Rotatef(-moonOrbitRotation, 0.0f, 1.0f, 0.0f);
|
||||
// Rotation for Moon itself
|
||||
Rlgl.Rotatef(moonRotation, 0.0f, 1.0f, 0.0f);
|
||||
// Scale Moon
|
||||
|
|
@ -122,7 +122,7 @@ public class SolarSystem
|
|||
earthOrbitRadius,
|
||||
new Vector3(1, 0, 0),
|
||||
90.0f,
|
||||
ColorAlpha(Color.Red, 0.5f)
|
||||
Fade(Color.Red, 0.5f)
|
||||
);
|
||||
DrawGrid(20, 1.0f);
|
||||
|
||||
|
|
@ -135,27 +135,23 @@ public class SolarSystem
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
// Draw sphere without any matrix transformation
|
||||
// NOTE: Sphere is drawn in world position ( 0, 0, 0 ) with radius 1.0f
|
||||
static void DrawSphereBasic(Color color)
|
||||
private static void DrawSphereBasic(Color color)
|
||||
{
|
||||
int rings = 16;
|
||||
int slices = 16;
|
||||
var rings = 16;
|
||||
var slices = 16;
|
||||
|
||||
Rlgl.Begin(DrawMode.Triangles);
|
||||
Rlgl.Color4ub(color.R, color.G, color.B, color.A);
|
||||
|
||||
for (int i = 0; i < (rings + 2); i++)
|
||||
for (var i = 0; i < (rings + 2); i++)
|
||||
{
|
||||
for (int j = 0; j < slices; j++)
|
||||
for (var j = 0; j < slices; j++)
|
||||
{
|
||||
Rlgl.Vertex3f(
|
||||
MathF.Cos(DEG2RAD * (270 + (180 / (rings + 1)) * i)) * MathF.Sin(DEG2RAD * (j * 360 / slices)),
|
||||
|
|
@ -192,5 +188,32 @@ public class SolarSystem
|
|||
}
|
||||
Rlgl.End();
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - rlgl solar system");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new SolarSystem();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Waving cubes
|
||||
* raylib [models] example - waving cubes
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 3.7
|
||||
*
|
||||
* Example contributed by Codecat (@codecat) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Codecat (@codecat) 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 Codecat (@codecat) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,43 +21,42 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class WavingCubes
|
||||
public partial class WavingCubes : IExample
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
|
||||
|
||||
// Initialize the camera
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(30.0f, 20.0f, 30.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 70.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
// Specify the amount of blocks in each direction
|
||||
const int numBlocks = 15;
|
||||
private const int numBlocks = 15;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
public string Name => "Models / Waving Cubes";
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public string Title => "raylib [models] example - waving cubes";
|
||||
|
||||
private Camera3D camera;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialize the camera
|
||||
camera = new();
|
||||
camera.Position = new Vector3(30.0f, 20.0f, 30.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 70.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
double time = GetTime();
|
||||
var time = GetTime();
|
||||
|
||||
// Calculate time scale for cube position and size
|
||||
float scale = (2.0f + (float)Math.Sin(time)) * 0.7f;
|
||||
var scale = (2.0f + (float)Math.Sin(time)) * 0.7f;
|
||||
|
||||
// Move camera around the scene
|
||||
double cameraTime = time * 0.3;
|
||||
var cameraTime = time * 0.3;
|
||||
camera.Position.X = (float)Math.Cos(cameraTime) * 40.0f;
|
||||
camera.Position.Z = (float)Math.Sin(cameraTime) * 40.0f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -67,17 +70,17 @@ public class WavingCubes
|
|||
|
||||
DrawGrid(10, 5.0f);
|
||||
|
||||
for (int x = 0; x < numBlocks; x++)
|
||||
for (var x = 0; x < numBlocks; x++)
|
||||
{
|
||||
for (int y = 0; y < numBlocks; y++)
|
||||
for (var y = 0; y < numBlocks; y++)
|
||||
{
|
||||
for (int z = 0; z < numBlocks; z++)
|
||||
for (var z = 0; z < numBlocks; z++)
|
||||
{
|
||||
// Scale of the blocks depends on x/y/z positions
|
||||
float blockScale = (x + y + z) / 30.0f;
|
||||
var blockScale = (x + y + z) / 30.0f;
|
||||
|
||||
// Scatter makes the waving effect by adding blockScale over time
|
||||
float scatter = (float)Math.Sin(blockScale * 20.0f + (float)(time * 4.0f));
|
||||
var scatter = (float)Math.Sin(blockScale * 20.0f + (float)(time * 4.0f));
|
||||
|
||||
// Calculate the cube position
|
||||
Vector3 cubePos = new(
|
||||
|
|
@ -87,10 +90,12 @@ public class WavingCubes
|
|||
);
|
||||
|
||||
// Pick a color with a hue depending on cube position for the rainbow color effect
|
||||
Color cubeColor = ColorFromHSV((float)(((x + y + z) * 18) % 360), 0.75f, 0.9f);
|
||||
// NOTE: This function is quite costly to be done per cube and frame,
|
||||
// pre-catching the results into a separate array could improve performance
|
||||
var cubeColor = ColorFromHSV((float)(((x + y + z) * 18) % 360), 0.75f, 0.9f);
|
||||
|
||||
// Calculate cube size
|
||||
float cubeSize = (2.4f - scale) * blockScale;
|
||||
var cubeSize = (2.4f - scale) * blockScale;
|
||||
|
||||
// And finally, draw the cube!
|
||||
DrawCube(cubePos, cubeSize, cubeSize, cubeSize, cubeColor);
|
||||
|
|
@ -106,12 +111,35 @@ public class WavingCubes
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - waving cubes");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new WavingCubes();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [models] example - Plane rotations (yaw, pitch, roll)
|
||||
* raylib [models] example - yaw pitch roll
|
||||
*
|
||||
* This example has been created using raylib 1.8 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 1.8, last time updated with raylib 4.0
|
||||
*
|
||||
* Example contributed by Berni (@Berni8k) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2017-2021 Berni (@Berni8k) 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) 2017-2025 Berni (@Berni8k) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,42 +21,51 @@ using static Raylib_cs.Raymath;
|
|||
|
||||
namespace Examples.Models;
|
||||
|
||||
public class YawPitchRoll
|
||||
public partial class YawPitchRoll : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Models / Yaw Pitch Roll";
|
||||
|
||||
public string Title => "raylib [models] example - yaw pitch roll";
|
||||
|
||||
private Camera3D camera;
|
||||
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
|
||||
private float pitch;
|
||||
private float roll;
|
||||
private float yaw;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 50.0f, -120.0f);// Camera position perspective
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 30.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera type
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - plane rotations (yaw, pitch, roll)");
|
||||
model = LoadModel("resources/models/obj/plane.obj"); // Load model
|
||||
texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
|
||||
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(0.0f, 50.0f, -120.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 30.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
SetTextureWrap(texture, TextureWrap.Repeat); // Force Repeat to avoid issue on Web version
|
||||
|
||||
// Model loading
|
||||
Model model = LoadModel("resources/models/obj/plane.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png");
|
||||
model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = texture;
|
||||
model.Materials[0].Maps[(int)MaterialMapIndex.Diffuse].Texture = texture; // Set map diffuse texture
|
||||
|
||||
float pitch = 0.0f;
|
||||
float roll = 0.0f;
|
||||
float yaw = 0.0f;
|
||||
pitch = 0.0f;
|
||||
roll = 0.0f;
|
||||
yaw = 0.0f;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Plane roll (x-axis) controls
|
||||
// Plane pitch (x-axis) controls
|
||||
if (IsKeyDown(KeyboardKey.Down))
|
||||
{
|
||||
pitch += 0.6f;
|
||||
|
|
@ -94,7 +107,7 @@ public class YawPitchRoll
|
|||
}
|
||||
}
|
||||
|
||||
// Plane pitch (z-axis) controls
|
||||
// Plane roll (z-axis) controls
|
||||
if (IsKeyDown(KeyboardKey.Left))
|
||||
{
|
||||
roll += 1.0f;
|
||||
|
|
@ -152,11 +165,34 @@ public class YawPitchRoll
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadModel(model);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [models] example - yaw pitch roll");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new YawPitchRoll();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,195 +1,81 @@
|
|||
#nullable enable
|
||||
using System.Diagnostics;
|
||||
using Examples.Core;
|
||||
using Examples.Shapes;
|
||||
using Examples.Textures;
|
||||
using Examples.Text;
|
||||
using Examples.Models;
|
||||
using Examples.Shaders;
|
||||
using Examples.Audio;
|
||||
|
||||
namespace Examples;
|
||||
|
||||
public class ExampleInfo
|
||||
internal static class Program
|
||||
{
|
||||
public ExampleInfo(string name, Func<int> main)
|
||||
{
|
||||
this.Name = name;
|
||||
this.Main = main;
|
||||
}
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
|
||||
public Func<int> Main
|
||||
{
|
||||
get; set;
|
||||
}
|
||||
}
|
||||
|
||||
public class ExampleList
|
||||
{
|
||||
public static ExampleInfo[] AllExamples = new[]
|
||||
{
|
||||
// Core
|
||||
new ExampleInfo("DeltaTime", DeltaTime.Main),
|
||||
new ExampleInfo("InputGesturesTestBed", InputGesturesTestBed.Main),
|
||||
new ExampleInfo("InputVirtualControls", InputVirtualControls.Main),
|
||||
new ExampleInfo("Camera2dPlatformer", Camera2dPlatformer.Main),
|
||||
new ExampleInfo("Camera2dDemo", Camera2dDemo.Main),
|
||||
new ExampleInfo("Camera3dFirstPerson", Camera3dFirstPerson.Main),
|
||||
new ExampleInfo("Camera3dFree", Camera3dFree.Main),
|
||||
new ExampleInfo("Camera3dMode", Camera3dMode.Main),
|
||||
new ExampleInfo("Picking3d", Picking3d.Main),
|
||||
new ExampleInfo("BasicScreenManager", BasicScreenManager.Main),
|
||||
new ExampleInfo("BasicWindow", BasicWindow.Main),
|
||||
new ExampleInfo("CustomLogging", CustomLogging.Main),
|
||||
new ExampleInfo("DropFiles", DropFiles.Main),
|
||||
new ExampleInfo("InputGamepad", InputGamepad.Main),
|
||||
new ExampleInfo("InputGestures", InputGestures.Main),
|
||||
new ExampleInfo("InputKeys", InputKeys.Main),
|
||||
new ExampleInfo("InputMouseWheel", InputMouseWheel.Main),
|
||||
new ExampleInfo("InputMouse", InputMouse.Main),
|
||||
new ExampleInfo("InputMultitouch", InputMultitouch.Main),
|
||||
new ExampleInfo("RandomValues", RandomValues.Main),
|
||||
new ExampleInfo("ScissorTest", ScissorTest.Main),
|
||||
new ExampleInfo("SmoothPixelPerfect", SmoothPixelPerfect.Main),
|
||||
new ExampleInfo("SplitScreen", SplitScreen.Main),
|
||||
new ExampleInfo("StorageValues", StorageValues.Main),
|
||||
new ExampleInfo("VrSimulator", VrSimulator.Main),
|
||||
new ExampleInfo("WindowFlags", WindowFlags.Main),
|
||||
new ExampleInfo("WindowLetterbox", WindowLetterbox.Main),
|
||||
new ExampleInfo("WorldScreen", WorldScreen.Main),
|
||||
|
||||
// Shapes
|
||||
new ExampleInfo("BasicShapes", BasicShapes.Main),
|
||||
new ExampleInfo("BouncingBall", BouncingBall.Main),
|
||||
new ExampleInfo("CollisionArea", CollisionArea.Main),
|
||||
new ExampleInfo("ColorsPalette", ColorsPalette.Main),
|
||||
new ExampleInfo("EasingsBallAnim", EasingsBallAnim.Main),
|
||||
new ExampleInfo("EasingsBoxAnim", EasingsBoxAnim.Main),
|
||||
new ExampleInfo("EasingsRectangleArray", EasingsRectangleArray.Main),
|
||||
new ExampleInfo("FollowingEyes", FollowingEyes.Main),
|
||||
new ExampleInfo("LinesBezier", LinesBezier.Main),
|
||||
new ExampleInfo("LogoRaylibAnim", LogoRaylibAnim.Main),
|
||||
new ExampleInfo("LogoRaylibShape", LogoRaylibShape.Main),
|
||||
new ExampleInfo("RectangleScaling", RectangleScaling.Main),
|
||||
|
||||
// Textures
|
||||
new ExampleInfo("BackgroundScrolling", BackgroundScrolling.Main),
|
||||
new ExampleInfo("BlendModes", BlendModes.Main),
|
||||
new ExampleInfo("Bunnymark", Bunnymark.Main),
|
||||
new ExampleInfo("DrawTiled", DrawTiled.Main),
|
||||
new ExampleInfo("ImageDrawing", ImageDrawing.Main),
|
||||
new ExampleInfo("ImageGeneration", ImageGeneration.Main),
|
||||
new ExampleInfo("ImageLoading", ImageLoading.Main),
|
||||
new ExampleInfo("ImageProcessing", ImageProcessing.Main),
|
||||
new ExampleInfo("ImageText", ImageText.Main),
|
||||
new ExampleInfo("LogoRaylibTexture", LogoRaylibTexture.Main),
|
||||
new ExampleInfo("MousePainting", MousePainting.Main),
|
||||
new ExampleInfo("NpatchDrawing", NpatchDrawing.Main),
|
||||
new ExampleInfo("ParticlesBlending", ParticlesBlending.Main),
|
||||
new ExampleInfo("TexturedCurve", TexturedCurve.Main),
|
||||
new ExampleInfo("Polygon", Polygon.Main),
|
||||
new ExampleInfo("RawData", RawData.Main),
|
||||
new ExampleInfo("SpriteAnim", SpriteAnim.Main),
|
||||
new ExampleInfo("SpriteButton", SpriteButton.Main),
|
||||
new ExampleInfo("SpriteExplosion", SpriteExplosion.Main),
|
||||
new ExampleInfo("SrcRecDstRec", SrcRecDstRec.Main),
|
||||
new ExampleInfo("ToImage", ToImage.Main),
|
||||
|
||||
// Text
|
||||
new ExampleInfo("CodepointsLoading", CodepointsLoading.Main),
|
||||
new ExampleInfo("FontFilters", FontFilters.Main),
|
||||
new ExampleInfo("FontLoading", FontLoading.Main),
|
||||
new ExampleInfo("FontSdf", FontSdf.Main),
|
||||
new ExampleInfo("FontSpritefont", FontSpritefont.Main),
|
||||
new ExampleInfo("FormatText", FormatText.Main),
|
||||
new ExampleInfo("InputBox", InputBox.Main),
|
||||
new ExampleInfo("RaylibFonts", RaylibFonts.Main),
|
||||
new ExampleInfo("RectangleBounds", RectangleBounds.Main),
|
||||
new ExampleInfo("WritingAnim", WritingAnim.Main),
|
||||
|
||||
// Models
|
||||
new ExampleInfo("LoadingIqm", LoadingIqm.Main),
|
||||
new ExampleInfo("LoadingGltf", LoadingGltf.Main),
|
||||
new ExampleInfo("BillboardDemo", BillboardDemo.Main),
|
||||
new ExampleInfo("BoxCollisions", BoxCollisions.Main),
|
||||
new ExampleInfo("CubicmapDemo", CubicmapDemo.Main),
|
||||
new ExampleInfo("ModelCubeTexture", ModelCubeTexture.Main),
|
||||
new ExampleInfo("FirstPersonMaze", FirstPersonMaze.Main),
|
||||
new ExampleInfo("GeometricShapes", GeometricShapes.Main),
|
||||
new ExampleInfo("HeightmapDemo", HeightmapDemo.Main),
|
||||
new ExampleInfo("MeshDemo", MeshDemo.Main),
|
||||
new ExampleInfo("ModelLoading", ModelLoading.Main),
|
||||
new ExampleInfo("MeshGeneration", MeshGeneration.Main),
|
||||
new ExampleInfo("MeshPicking", MeshPicking.Main),
|
||||
new ExampleInfo("OrthographicProjection", OrthographicProjection.Main),
|
||||
new ExampleInfo("SolarSystem", SolarSystem.Main),
|
||||
new ExampleInfo("SkyboxDemo", SkyboxDemo.Main),
|
||||
new ExampleInfo("WavingCubes", WavingCubes.Main),
|
||||
new ExampleInfo("YawPitchRoll", YawPitchRoll.Main),
|
||||
new ExampleInfo("DynamicMesh", DynamicMesh.Main),
|
||||
|
||||
// Shaders
|
||||
new ExampleInfo("BasicLighting", BasicLighting.Main),
|
||||
new ExampleInfo("BasicPbr", BasicPbr.Main),
|
||||
new ExampleInfo("CustomUniform", CustomUniform.Main),
|
||||
new ExampleInfo("Eratosthenes", Eratosthenes.Main),
|
||||
new ExampleInfo("Fog", Fog.Main),
|
||||
new ExampleInfo("HotReloading", HotReloading.Main),
|
||||
new ExampleInfo("HybridRender", HybridRender.Main),
|
||||
new ExampleInfo("JuliaSet", JuliaSet.Main),
|
||||
new ExampleInfo("ModelShader", ModelShader.Main),
|
||||
new ExampleInfo("MultiSample2d", MultiSample2d.Main),
|
||||
new ExampleInfo("PaletteSwitch", PaletteSwitch.Main),
|
||||
new ExampleInfo("PostProcessing", PostProcessing.Main),
|
||||
new ExampleInfo("Raymarching", Raymarching.Main),
|
||||
new ExampleInfo("MeshInstancing", MeshInstancing.Main),
|
||||
new ExampleInfo("ShapesTextures", ShapesTextures.Main),
|
||||
new ExampleInfo("SimpleMask", SimpleMask.Main),
|
||||
new ExampleInfo("Spotlight", Spotlight.Main),
|
||||
new ExampleInfo("TextureDrawing", TextureDrawing.Main),
|
||||
new ExampleInfo("TextureOutline", TextureOutline.Main),
|
||||
new ExampleInfo("TextureWaves", TextureWaves.Main),
|
||||
new ExampleInfo("WriteDepth", WriteDepth.Main),
|
||||
|
||||
// Audio
|
||||
new ExampleInfo("ModulePlaying", ModulePlaying.Main),
|
||||
new ExampleInfo("MusicStreamDemo", MusicStreamDemo.Main),
|
||||
new ExampleInfo("SoundLoading", SoundLoading.Main),
|
||||
};
|
||||
|
||||
public static ExampleInfo GetExample(string name)
|
||||
{
|
||||
var example = Array.Find(ExampleList.AllExamples, x =>
|
||||
x.Name.Equals(name, StringComparison.OrdinalIgnoreCase)
|
||||
);
|
||||
return example;
|
||||
}
|
||||
}
|
||||
|
||||
class Program
|
||||
{
|
||||
static unsafe void Main(string[] args)
|
||||
private static unsafe void Main(string[] args)
|
||||
{
|
||||
Raylib.SetTraceLogCallback(&Logging.LogConsole);
|
||||
|
||||
if (args.Length > 0)
|
||||
{
|
||||
var example = ExampleList.GetExample(args[0]);
|
||||
example?.Main?.Invoke();
|
||||
var example = GetExample(args[0]);
|
||||
if (example == null)
|
||||
{
|
||||
Console.WriteLine($"Unknown example: {args[0]}");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var example in ExampleList.AllExamples)
|
||||
RunExample(example);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var example in ExampleRegistry.DesktopExamples)
|
||||
{
|
||||
RunExampleProcess(Environment.ProcessPath, example.Name);
|
||||
RunExampleProcess(Environment.ProcessPath!, example.GetType().Name);
|
||||
}
|
||||
}
|
||||
|
||||
static void RunExampleProcess(
|
||||
private static IExample? GetExample(string name)
|
||||
{
|
||||
return Array.Find(ExampleRegistry.DesktopExamples, x =>
|
||||
x.GetType().Name.Equals(name, StringComparison.OrdinalIgnoreCase) ||
|
||||
x.Name.Equals(name, StringComparison.OrdinalIgnoreCase)
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Drives an example the same way its standalone Main() does: window setup from the
|
||||
/// example's properties, then Init/Update/Unload around a blocking frame loop.
|
||||
/// </summary>
|
||||
private static void RunExample(IExample example)
|
||||
{
|
||||
if (example.ConfigFlags != 0)
|
||||
{
|
||||
SetConfigFlags(example.ConfigFlags);
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, example.Title);
|
||||
|
||||
if (example.CursorDisabled)
|
||||
{
|
||||
DisableCursor();
|
||||
}
|
||||
else if (example.CursorHidden)
|
||||
{
|
||||
HideCursor();
|
||||
}
|
||||
|
||||
SetTargetFPS(example.TargetFps);
|
||||
|
||||
example.Init();
|
||||
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
example.Update();
|
||||
}
|
||||
|
||||
example.Unload();
|
||||
|
||||
CloseWindow();
|
||||
}
|
||||
|
||||
private static void RunExampleProcess(
|
||||
string fileName,
|
||||
string exampleName
|
||||
)
|
||||
|
|
|
|||
|
|
@ -2,26 +2,21 @@
|
|||
*
|
||||
* raylib [shaders] example - basic lighting
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* 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).
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
||||
*
|
||||
* This example has been created using raylib 2.5 (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 4.2
|
||||
*
|
||||
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* This is based on the PBR lighting example, but greatly simplified to aid learning...
|
||||
* actually there is very little of the PBR example left!
|
||||
* When I first looked at the bewildering complexity of the PBR example I feared
|
||||
* I would never understand how I could do simple lighting with raylib however its
|
||||
* a testement to the authors of raylib (including rlights.h) that the example
|
||||
* came together fairly quickly.
|
||||
*
|
||||
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -31,52 +26,55 @@ using Examples.Shared;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class BasicLighting
|
||||
public class BasicLighting : IExample
|
||||
{
|
||||
const int GLSL_VERSION = 330;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public unsafe static int Main()
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Basic Lighting";
|
||||
|
||||
public string Title => "raylib [shaders] example - basic lighting";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Camera3D camera;
|
||||
private Shader shader;
|
||||
private Light[] lights;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(2.0f, 4.0f, 6.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(2.0f, 4.0f, 6.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load plane model from a generated mesh
|
||||
Model model = LoadModelFromMesh(GenMeshPlane(10.0f, 10.0f, 3, 3));
|
||||
Model cube = LoadModelFromMesh(GenMeshCube(2.0f, 4.0f, 2.0f));
|
||||
|
||||
Shader shader = LoadShader(
|
||||
"resources/shaders/glsl330/lighting.vs",
|
||||
"resources/shaders/glsl330/lighting.fs"
|
||||
// Load basic lighting shader
|
||||
shader = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/lighting.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/lighting.fs"
|
||||
);
|
||||
|
||||
// Get some required shader loactions
|
||||
// Get some required shader locations
|
||||
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
|
||||
// NOTE: "matModel" location name is automatically assigned on shader loading,
|
||||
// no need to get the location again if using that uniform name
|
||||
//shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel");
|
||||
|
||||
// ambient light level
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
float[] ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
|
||||
// Ambient light level (some basic lighting)
|
||||
var ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
var ambient = new[] { 0.1f, 0.1f, 0.1f, 1.0f };
|
||||
Raylib.SetShaderValue(shader, ambientLoc, ambient, ShaderUniformDataType.Vec4);
|
||||
|
||||
// Assign out lighting shader to model
|
||||
model.Materials[0].Shader = shader;
|
||||
cube.Materials[0].Shader = shader;
|
||||
|
||||
// Using 4 point lights: Color.gold, Color.red, Color.green and Color.blue
|
||||
Light[] lights = new Light[4];
|
||||
// Create lights
|
||||
lights = new Light[4];
|
||||
lights[0] = Rlights.CreateLight(
|
||||
0,
|
||||
LightType.Point,
|
||||
|
|
@ -109,17 +107,23 @@ public class BasicLighting
|
|||
Color.Blue,
|
||||
shader
|
||||
);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
Raylib.SetShaderValue(
|
||||
shader,
|
||||
shader.Locs[(int)ShaderLocationIndex.VectorView],
|
||||
camera.Position,
|
||||
ShaderUniformDataType.Vec3
|
||||
);
|
||||
|
||||
// Check key inputs to enable/disable lights
|
||||
if (IsKeyPressed(KeyboardKey.Y))
|
||||
{
|
||||
lights[0].Enabled = !lights[0].Enabled;
|
||||
|
|
@ -138,65 +142,38 @@ public class BasicLighting
|
|||
}
|
||||
|
||||
// Update light values (actually, only enable/disable them)
|
||||
Rlights.UpdateLightValues(shader, lights[0]);
|
||||
Rlights.UpdateLightValues(shader, lights[1]);
|
||||
Rlights.UpdateLightValues(shader, lights[2]);
|
||||
Rlights.UpdateLightValues(shader, lights[3]);
|
||||
|
||||
// Update the light shader with the camera view position
|
||||
Raylib.SetShaderValue(
|
||||
shader,
|
||||
shader.Locs[(int)ShaderLocationIndex.VectorView],
|
||||
camera.Position,
|
||||
ShaderUniformDataType.Vec3
|
||||
);
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
Rlights.UpdateLightValues(shader, lights[i]);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, Vector3.Zero, 1.0f, Color.White);
|
||||
DrawModel(cube, Vector3.Zero, 1.0f, Color.White);
|
||||
BeginShaderMode(shader);
|
||||
|
||||
// Draw markers to show where the lights are
|
||||
if (lights[0].Enabled)
|
||||
DrawPlane(Vector3.Zero, new Vector2(10.0f, 10.0f), Color.White);
|
||||
DrawCube(Vector3.Zero, 2.0f, 4.0f, 2.0f, Color.White);
|
||||
|
||||
EndShaderMode();
|
||||
|
||||
// Draw spheres to show where the lights are
|
||||
for (var i = 0; i < 4; i++)
|
||||
{
|
||||
DrawSphereEx(lights[0].Position, 0.2f, 8, 8, Color.Yellow);
|
||||
if (lights[i].Enabled)
|
||||
{
|
||||
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawSphereWires(lights[0].Position, 0.2f, 8, 8, ColorAlpha(Color.Yellow, 0.3f));
|
||||
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
|
||||
}
|
||||
|
||||
if (lights[1].Enabled)
|
||||
{
|
||||
DrawSphereEx(lights[1].Position, 0.2f, 8, 8, Color.Red);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawSphereWires(lights[1].Position, 0.2f, 8, 8, ColorAlpha(Color.Red, 0.3f));
|
||||
}
|
||||
|
||||
if (lights[2].Enabled)
|
||||
{
|
||||
DrawSphereEx(lights[2].Position, 0.2f, 8, 8, Color.Green);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawSphereWires(lights[2].Position, 0.2f, 8, 8, ColorAlpha(Color.Green, 0.3f));
|
||||
}
|
||||
|
||||
if (lights[3].Enabled)
|
||||
{
|
||||
DrawSphereEx(lights[3].Position, 0.2f, 8, 8, Color.Blue);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawSphereWires(lights[3].Position, 0.2f, 8, 8, ColorAlpha(Color.Blue, 0.3f));
|
||||
}
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
|
|
@ -204,19 +181,42 @@ public class BasicLighting
|
|||
EndMode3D();
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
DrawText("Use keys [Y][R][G][B] to toggle lights", 10, 40, 20, Color.DarkGray);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader); // Unload shader
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new BasicLighting();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadModel(model);
|
||||
UnloadModel(cube);
|
||||
UnloadShader(shader);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,15 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Basic PBR
|
||||
* raylib [shaders] example - basic pbr
|
||||
*
|
||||
* Example originally created with raylib 5.0, last time updated with raylib 5.1-dev
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 5.0, last time updated with raylib 5.5
|
||||
*
|
||||
* Example contributed by Afan OLOVCIC (@_DevDad) and reviewed by 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) 2023-2024 Afan OLOVCIC (@_DevDad)
|
||||
* Copyright (c) 2023-2025 Afan OLOVCIC (@_DevDad)
|
||||
*
|
||||
* Model: "Old Rusty Car" (https://skfb.ly/LxRy) by Renafox,
|
||||
* licensed under Creative Commons Attribution-NonCommercial
|
||||
|
|
@ -23,31 +25,50 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class BasicPbr
|
||||
public class BasicPbr : IExample
|
||||
{
|
||||
private const int GLSL_VERSION = 330;
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public static unsafe int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shaders / Basic PBR";
|
||||
|
||||
public string Title => "raylib [shaders] example - basic pbr";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Camera3D camera;
|
||||
private Shader shader;
|
||||
private Model car;
|
||||
private Model floor;
|
||||
private PbrLight[] lights;
|
||||
|
||||
private int metallicValueLoc;
|
||||
private int roughnessValueLoc;
|
||||
private int emissiveIntensityLoc;
|
||||
private int emissiveColorLoc;
|
||||
private int textureTilingLoc;
|
||||
|
||||
private Vector2 carTextureTiling;
|
||||
private Vector2 floorTextureTiling;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(2.0f, 4.0f, 6.0f);
|
||||
camera = new();
|
||||
camera.Position = new Vector3(2.0f, 2.0f, 6.0f);
|
||||
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.Perspective;
|
||||
|
||||
// Load PBR shader and setup all required locations
|
||||
var shader = LoadShader("resources/shaders/glsl330/pbr.vs", "resources/shaders/glsl330/pbr.fs");
|
||||
shader = LoadShader($"resources/shaders/glsl{GlslVersion}/pbr.vs", $"resources/shaders/glsl{GlslVersion}/pbr.fs");
|
||||
|
||||
shader.Locs[(int)ShaderLocationIndex.MapAlbedo] = GetShaderLocation(shader, "albedoMap");
|
||||
// WARNING: Metalness, roughness, and ambient occlusion are all packed into a MRA texture
|
||||
|
|
@ -75,23 +96,25 @@ public class BasicPbr
|
|||
SetShaderValue(shader, GetShaderLocation(shader, "ambient"), &ambientIntensity, ShaderUniformDataType.Float);
|
||||
|
||||
// Get location for shader parameters that can be modified in real time
|
||||
var emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
|
||||
var emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
|
||||
var textureTilingLoc = GetShaderLocation(shader, "tiling");
|
||||
metallicValueLoc = GetShaderLocation(shader, "metallicValue");
|
||||
roughnessValueLoc = GetShaderLocation(shader, "roughnessValue");
|
||||
emissiveIntensityLoc = GetShaderLocation(shader, "emissivePower");
|
||||
emissiveColorLoc = GetShaderLocation(shader, "emissiveColor");
|
||||
textureTilingLoc = GetShaderLocation(shader, "tiling");
|
||||
|
||||
// Load old car model using PBR maps and shader
|
||||
// WARNING: We know this model consists of a single model.meshes[0] and
|
||||
// that model.materials[0] is by default assigned to that mesh
|
||||
// There could be more complex models consisting of multiple meshes and
|
||||
// multiple materials defined for those meshes... but always 1 mesh = 1 material
|
||||
var car = LoadModel("resources/models/gltf/old_car_new.glb");
|
||||
car = LoadModel("resources/models/gltf/old_car_new.glb");
|
||||
|
||||
// Assign already setup PBR shader to model.materials[0], used by models.meshes[0]
|
||||
car.Materials[0].Shader = shader;
|
||||
|
||||
// Setup materials[0].maps default parameters
|
||||
car.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Color = Color.White;
|
||||
car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.0f;
|
||||
car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 1.0f;
|
||||
car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.0f;
|
||||
car.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f;
|
||||
car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = new Color(255, 162, 0, 255);
|
||||
|
|
@ -104,7 +127,7 @@ public class BasicPbr
|
|||
|
||||
// Load floor model mesh and assign material parameters
|
||||
// NOTE: A basic plane shape can be generated instead of being loaded from a model file
|
||||
var floor = LoadModel("resources/models/gltf/plane.glb");
|
||||
floor = LoadModel("resources/models/gltf/plane.glb");
|
||||
//Mesh floorMesh = GenMeshPlane(10, 10, 10, 10);
|
||||
//GenMeshTangents(&floorMesh); // TODO: Review tangents generation
|
||||
//Model floor = LoadModelFromMesh(floorMesh);
|
||||
|
|
@ -113,8 +136,8 @@ public class BasicPbr
|
|||
floor.Materials[0].Shader = shader;
|
||||
|
||||
floor.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Color = Color.White;
|
||||
floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.0f;
|
||||
floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.0f;
|
||||
floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value = 0.8f;
|
||||
floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value = 0.1f;
|
||||
floor.Materials[0].Maps[(int)MaterialMapIndex.Occlusion].Value = 1.0f;
|
||||
floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color = Color.Black;
|
||||
|
||||
|
|
@ -124,11 +147,11 @@ public class BasicPbr
|
|||
|
||||
// Models texture tiling parameter can be stored in the Material struct if required (CURRENTLY NOT USED)
|
||||
// NOTE: Material.params[4] are available for generic parameters storage (float)
|
||||
var carTextureTiling = new Vector2(0.5f, 0.5f);
|
||||
var floorTextureTiling = new Vector2(0.5f, 0.5f);
|
||||
carTextureTiling = new Vector2(0.5f, 0.5f);
|
||||
floorTextureTiling = new Vector2(0.5f, 0.5f);
|
||||
|
||||
// Create some lights
|
||||
var lights = new PbrLight[4];
|
||||
lights = new PbrLight[4];
|
||||
lights[0] = PbrLights.CreateLight(
|
||||
0,
|
||||
PbrLightType.Point,
|
||||
|
|
@ -167,16 +190,13 @@ public class BasicPbr
|
|||
SetShaderValue(shader, GetShaderLocation(shader, "useTexNormal"), &usage, ShaderUniformDataType.Int);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexMRA"), &usage, ShaderUniformDataType.Int);
|
||||
SetShaderValue(shader, GetShaderLocation(shader, "useTexEmissive"), &usage, ShaderUniformDataType.Int);
|
||||
}
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(&camera, CameraMode.Orbital);
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
|
||||
var cameraPos = camera.Position;
|
||||
|
|
@ -219,19 +239,31 @@ public class BasicPbr
|
|||
BeginMode3D(camera);
|
||||
|
||||
// Set floor model texture tiling and emissive color parameters on shader
|
||||
SetShaderValue(shader, textureTilingLoc, &floorTextureTiling, ShaderUniformDataType.Vec2);
|
||||
SetShaderValue(shader, textureTilingLoc, floorTextureTiling, ShaderUniformDataType.Vec2);
|
||||
var floorEmissiveColor = ColorNormalize(floor.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
|
||||
SetShaderValue(shader, emissiveColorLoc, &floorEmissiveColor, ShaderUniformDataType.Vec4);
|
||||
|
||||
// Set floor metallic and roughness values
|
||||
var floorMetallicValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value;
|
||||
SetShaderValue(shader, metallicValueLoc, &floorMetallicValue, ShaderUniformDataType.Float);
|
||||
var floorRoughnessValue = floor.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value;
|
||||
SetShaderValue(shader, roughnessValueLoc, &floorRoughnessValue, ShaderUniformDataType.Float);
|
||||
|
||||
DrawModel(floor, Vector3.Zero, 5.0f, Color.White); // Draw floor model
|
||||
|
||||
// Set old car model texture tiling, emissive color and emissive intensity parameters on shader
|
||||
SetShaderValue(shader, textureTilingLoc, &carTextureTiling, ShaderUniformDataType.Vec2);
|
||||
SetShaderValue(shader, textureTilingLoc, carTextureTiling, ShaderUniformDataType.Vec2);
|
||||
var carEmissiveColor = ColorNormalize(car.Materials[0].Maps[(int)MaterialMapIndex.Emission].Color);
|
||||
SetShaderValue(shader, emissiveColorLoc, &carEmissiveColor, ShaderUniformDataType.Vec4);
|
||||
var emissiveIntensity = 0.01f;
|
||||
SetShaderValue(shader, emissiveIntensityLoc, &emissiveIntensity, ShaderUniformDataType.Float);
|
||||
|
||||
// Set old car metallic and roughness values
|
||||
var carMetallicValue = car.Materials[0].Maps[(int)MaterialMapIndex.Metalness].Value;
|
||||
SetShaderValue(shader, metallicValueLoc, &carMetallicValue, ShaderUniformDataType.Float);
|
||||
var carRoughnessValue = car.Materials[0].Maps[(int)MaterialMapIndex.Roughness].Value;
|
||||
SetShaderValue(shader, roughnessValueLoc, &carRoughnessValue, ShaderUniformDataType.Float);
|
||||
|
||||
DrawModel(car, Vector3.Zero, 0.25f, Color.White); // Draw car model
|
||||
|
||||
// Draw spheres to show the lights positions
|
||||
|
|
@ -263,8 +295,8 @@ public class BasicPbr
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public unsafe void Unload()
|
||||
{
|
||||
// Unbind (disconnect) shader from car.material[0]
|
||||
// to avoid UnloadMaterial() trying to unload it automatically
|
||||
car.Materials[0].Shader = new();
|
||||
|
|
@ -278,7 +310,32 @@ public class BasicPbr
|
|||
UnloadModel(floor);
|
||||
|
||||
UnloadShader(shader);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic pbr");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
var game = new BasicPbr();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -287,8 +344,8 @@ public class BasicPbr
|
|||
|
||||
private static void UpdateLight(Shader shader, PbrLight light)
|
||||
{
|
||||
SetShaderValue(shader, light.EnabledLoc, light.Enabled, ShaderUniformDataType.Int);
|
||||
SetShaderValue(shader, light.TypeLoc, light.Type, ShaderUniformDataType.Int);
|
||||
SetShaderValue(shader, light.EnabledLoc, light.Enabled ? 1 : 0, ShaderUniformDataType.Int);
|
||||
SetShaderValue(shader, light.TypeLoc, (int)light.Type, ShaderUniformDataType.Int);
|
||||
|
||||
// Send to shader light position values
|
||||
SetShaderValue(shader, light.PositionLoc, light.Position, ShaderUniformDataType.Vec3);
|
||||
|
|
|
|||
|
|
@ -1,18 +1,22 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a postprocessing shader and connect a custom uniform variable
|
||||
* raylib [shaders] example - custom uniform
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* 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 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 4.0
|
||||
*
|
||||
* Copyright (c) 2015 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -21,89 +25,96 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class CustomUniform
|
||||
public class CustomUniform : IExample
|
||||
{
|
||||
public static int Main()
|
||||
#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 / Custom Uniform";
|
||||
|
||||
public string Title => "raylib [shaders] example - custom uniform";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
private Vector3 position;
|
||||
private Shader shader;
|
||||
private int swirlCenterLoc;
|
||||
private float[] swirlCenter;
|
||||
private RenderTexture2D target;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(8.0f, 8.0f, 8.0f);
|
||||
camera.Target = new Vector3(0.0f, 1.5f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(8.0f, 8.0f, 8.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 1.5f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/obj/barracks.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/barracks_diffuse.png");
|
||||
model = LoadModel("resources/models/obj/barracks.obj"); // Load OBJ model
|
||||
texture = LoadTexture("resources/models/obj/barracks_diffuse.png"); // Load model texture (diffuse map)
|
||||
|
||||
// Set model diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
position = new(0.0f, 0.0f, 0.0f); // Set model position
|
||||
|
||||
// Load postpro shader
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/swirl.fs");
|
||||
// Load postprocessing shader
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/swirl.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 swirlCenterLoc = GetShaderLocation(shader, "center");
|
||||
swirlCenterLoc = GetShaderLocation(shader, "center");
|
||||
|
||||
float[] swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 };
|
||||
swirlCenter = new float[2] { (float)screenWidth / 2, (float)screenHeight / 2 };
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Vector2 mousePosition = GetMousePosition();
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
var mousePosition = GetMousePosition();
|
||||
|
||||
swirlCenter[0] = mousePosition.X;
|
||||
swirlCenter[1] = screenHeight - mousePosition.Y;
|
||||
|
||||
// Send new value to the shader to be used on drawing
|
||||
Raylib.SetShaderValue(shader, swirlCenterLoc, swirlCenter, ShaderUniformDataType.Vec2);
|
||||
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
BeginTextureMode(target); // Enable drawing to texture
|
||||
ClearBackground(Color.RayWhite); // Clear texture background
|
||||
|
||||
// Enable drawing to texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 0.5f, Color.White);
|
||||
DrawGrid(10, 1.0f);
|
||||
|
||||
EndMode3D();
|
||||
BeginMode3D(camera); // Begin 3d mode drawing
|
||||
DrawModel(model, position, 0.5f, Color.White); // Draw 3d model with texture
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
EndMode3D(); // End 3d mode drawing, returns to orthographic 2d mode
|
||||
|
||||
DrawText("TEXT DRAWN IN RENDER TEXTURE", 200, 10, 30, Color.Red);
|
||||
EndTextureMode(); // End drawing to texture (now we have a texture available for next passes)
|
||||
|
||||
// End drawing to texture (now we have a texture available for next passes)
|
||||
EndTextureMode();
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite); // Clear screen background
|
||||
|
||||
// Enable shader using the custom uniform
|
||||
BeginShaderMode(shader);
|
||||
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
|
|
@ -116,6 +127,7 @@ public class CustomUniform
|
|||
|
||||
EndShaderMode();
|
||||
|
||||
// Draw some 2d text over drawn texture
|
||||
DrawText(
|
||||
"(c) Barracks 3D model by Alberto Cano",
|
||||
screenWidth - 220,
|
||||
|
|
@ -130,14 +142,39 @@ public class CustomUniform
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(model); // Unload model
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new CustomUniform();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
UnloadRenderTexture(target);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,8 +1,10 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Sieve of Eratosthenes
|
||||
* raylib [shaders] example - eratosthenes sieve
|
||||
*
|
||||
* Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve.
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* NOTE: Sieve of Eratosthenes, the earliest known (ancient Greek) prime number sieve
|
||||
*
|
||||
* "Sift the twos and sift the threes,
|
||||
* The Sieve of Eratosthenes.
|
||||
|
|
@ -10,16 +12,18 @@
|
|||
* the numbers that are left are prime."
|
||||
*
|
||||
* 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).
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
||||
*
|
||||
* This example has been created using raylib 2.5 (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 4.0
|
||||
*
|
||||
* Example contributed by ProfJski and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by ProfJski (@ProfJski) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 ProfJski 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 ProfJski (@ProfJski) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -28,30 +32,34 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class Eratosthenes
|
||||
public class Eratosthenes : IExample
|
||||
{
|
||||
const int GlslVersion = 330;
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shaders / Eratosthenes";
|
||||
|
||||
public string Title => "raylib [shaders] example - eratosthenes sieve";
|
||||
|
||||
private RenderTexture2D target;
|
||||
private Shader shader;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Sieve of Eratosthenes");
|
||||
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// Load Eratosthenes shader
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/eratosthenes.fs");
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/eratosthenes.fs");
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -60,21 +68,18 @@ public class Eratosthenes
|
|||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Enable drawing to texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.Black);
|
||||
BeginTextureMode(target); // Enable drawing to texture
|
||||
ClearBackground(Color.Black); // Clear the render texture
|
||||
|
||||
// Draw a rectangle in shader mode to be used as shader canvas
|
||||
// NOTE: Rectangle uses font white character texture coordinates,
|
||||
// so shader can not be applied here directly because input vertexTexCoord
|
||||
// do not represent full screen coordinates (space where want to apply shader)
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
|
||||
EndTextureMode(); // End drawing to texture (now we have a blank texture available for the shader)
|
||||
|
||||
// End drawing to texture (now we have a blank texture available for the shader)
|
||||
EndTextureMode();
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite); // Clear screen background
|
||||
|
||||
BeginShaderMode(shader);
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
|
|
@ -90,11 +95,34 @@ public class Eratosthenes
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader);
|
||||
UnloadRenderTexture(target);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - eratosthenes sieve");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Eratosthenes();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -1,27 +1,22 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - fog
|
||||
* raylib [shaders] example - fog rendering
|
||||
*
|
||||
* 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).
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
||||
*
|
||||
* This example has been created using raylib 2.5 (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 Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Chris Camacho (@codifies - http://bedroomcoders.co.uk/) notes:
|
||||
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
|
||||
* BSD-like license that allows static linking with closed source software
|
||||
*
|
||||
* This is based on the PBR lighting example, but greatly simplified to aid learning...
|
||||
* actually there is very little of the PBR example left!
|
||||
* When I first looked at the bewildering complexity of the PBR example I feared
|
||||
* I would never understand how I could do simple lighting with raylib however its
|
||||
* a testement to the authors of raylib (including rlights.h) that the example
|
||||
* came together fairly quickly.
|
||||
*
|
||||
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2019-2025 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -32,21 +27,36 @@ using Examples.Shared;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class Fog
|
||||
public class Fog : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
#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 / Fog";
|
||||
|
||||
public string Title => "raylib [shaders] example - fog rendering";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Camera3D camera;
|
||||
private Model modelA;
|
||||
private Model modelB;
|
||||
private Model modelC;
|
||||
private Texture2D texture;
|
||||
private Shader shader;
|
||||
private int fogDensityLoc;
|
||||
private float fogDensity;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera = new();
|
||||
camera.Position = new Vector3(2.0f, 2.0f, 6.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.5f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
|
|
@ -54,10 +64,10 @@ public class Fog
|
|||
camera.Projection = CameraProjection.Perspective;
|
||||
|
||||
// Load models and texture
|
||||
Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
|
||||
Model modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
|
||||
Model modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
|
||||
Texture2D texture = LoadTexture("resources/texel_checker.png");
|
||||
modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
|
||||
modelB = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
|
||||
modelC = LoadModelFromMesh(GenMeshSphere(0.5f, 32, 32));
|
||||
texture = LoadTexture("resources/texel_checker.png");
|
||||
|
||||
// Assign texture to default model material
|
||||
Raylib.SetMaterialTexture(ref modelA, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
|
@ -65,12 +75,15 @@ public class Fog
|
|||
Raylib.SetMaterialTexture(ref modelC, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
// Load shader and set up some uniforms
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/lighting.vs", "resources/shaders/glsl330/fog.fs");
|
||||
shader = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/lighting.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/fog.fs"
|
||||
);
|
||||
shader.Locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocation(shader, "matModel");
|
||||
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
|
||||
|
||||
// Ambient light level
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
var ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
Raylib.SetShaderValue(
|
||||
shader,
|
||||
ambientLoc,
|
||||
|
|
@ -78,8 +91,12 @@ public class Fog
|
|||
ShaderUniformDataType.Vec4
|
||||
);
|
||||
|
||||
float fogDensity = 0.15f;
|
||||
int fogDensityLoc = GetShaderLocation(shader, "fogDensity");
|
||||
var fogColor = ColorNormalize(Color.Gray);
|
||||
var fogColorLoc = GetShaderLocation(shader, "fogColor");
|
||||
Raylib.SetShaderValue(shader, fogColorLoc, fogColor, ShaderUniformDataType.Vec4);
|
||||
|
||||
fogDensity = 0.15f;
|
||||
fogDensityLoc = GetShaderLocation(shader, "fogDensity");
|
||||
Raylib.SetShaderValue(shader, fogDensityLoc, fogDensity, ShaderUniformDataType.Float);
|
||||
|
||||
// NOTE: All models share the same shader
|
||||
|
|
@ -89,12 +106,9 @@ public class Fog
|
|||
|
||||
// Using just 1 point lights
|
||||
Rlights.CreateLight(0, LightType.Point, new Vector3(0, 2, 6), Vector3.Zero, Color.White, shader);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -145,7 +159,7 @@ public class Fog
|
|||
DrawModel(modelB, new Vector3(-2.6f, 0, 0), 1.0f, Color.White);
|
||||
DrawModel(modelC, new Vector3(2.6f, 0, 0), 1.0f, Color.White);
|
||||
|
||||
for (int i = -20; i < 20; i += 2)
|
||||
for (var i = -20; i < 20; i += 2)
|
||||
{
|
||||
DrawModel(modelA, new Vector3(i, 0, 2), 1.0f, Color.White);
|
||||
}
|
||||
|
|
@ -153,7 +167,7 @@ public class Fog
|
|||
EndMode3D();
|
||||
|
||||
DrawText(
|
||||
$"Use up/down to change fog density [{fogDensity:F2}]",
|
||||
$"Use KEY_UP/KEY_DOWN to change fog density [{fogDensity:F2}]",
|
||||
10,
|
||||
10,
|
||||
20,
|
||||
|
|
@ -164,15 +178,40 @@ public class Fog
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadModel(modelA);
|
||||
UnloadModel(modelB);
|
||||
UnloadModel(modelC);
|
||||
|
||||
UnloadTexture(texture);
|
||||
UnloadShader(shader);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - fog rendering");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Fog();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -1,80 +1,105 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* 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
|
||||
{
|
||||
public static int Main()
|
||||
#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()
|
||||
{
|
||||
// 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);
|
||||
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 shader = LoadShader(null, fragShaderFileName);
|
||||
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");
|
||||
resolutionLoc = GetShaderLocation(shader, "resolution");
|
||||
mouseLoc = GetShaderLocation(shader, "mouse");
|
||||
timeLoc = GetShaderLocation(shader, "time");
|
||||
|
||||
float[] resolution = new[] { (float)screenWidth, (float)screenHeight };
|
||||
resolution = new[] { (float)screenWidth, (float)screenHeight };
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
|
||||
|
||||
float totalTime = 0.0f;
|
||||
bool shaderAutoReloading = false;
|
||||
totalTime = 0.0f;
|
||||
#if !BROWSER
|
||||
shaderAutoReloading = false;
|
||||
#endif
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
totalTime += GetFrameTime();
|
||||
Vector2 mouse = GetMousePosition();
|
||||
float[] mousePos = new[] { mouse.X, mouse.Y };
|
||||
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)))
|
||||
{
|
||||
long currentFragShaderModTime = GetFileModTime(fragShaderFileName);
|
||||
var currentFragShaderModTime = GetFileModTime(fragShaderFileName);
|
||||
|
||||
// Check if shader file has been modified
|
||||
if (currentFragShaderModTime != fragShaderFileModTime)
|
||||
{
|
||||
// Try reloading updated shader
|
||||
Shader updatedShader = LoadShader(null, fragShaderFileName);
|
||||
var updatedShader = LoadShader(null, fragShaderFileName);
|
||||
|
||||
// It was correctly loaded
|
||||
if (updatedShader.Id != 0) //rlGetShaderIdDefault())
|
||||
if (updatedShader.Id != Rlgl.GetShaderIdDefault())
|
||||
{
|
||||
UnloadShader(shader);
|
||||
shader = updatedShader;
|
||||
|
|
@ -101,6 +126,7 @@ public class HotReloading
|
|||
{
|
||||
shaderAutoReloading = !shaderAutoReloading;
|
||||
}
|
||||
#endif
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -113,23 +139,51 @@ public class HotReloading
|
|||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
string info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
|
||||
#if BROWSER
|
||||
DrawText("Shader generates the frame in real time", 10, 10, 10, Color.Black);
|
||||
#else
|
||||
var info = $"PRESS [A] to TOGGLE SHADER AUTOLOADING: {(shaderAutoReloading ? "AUTO" : "MANUAL")}";
|
||||
DrawText(info, 10, 10, 10, shaderAutoReloading ? Color.Red : Color.Black);
|
||||
if (!shaderAutoReloading)
|
||||
{
|
||||
DrawText("MOUSE CLICK to SHADER RE-LOADING", 10, 30, 10, Color.Black);
|
||||
}
|
||||
|
||||
// DrawText($"Shader last modification: ", 10, 430, 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
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hot reloading");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new HotReloading();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Hybrid Rendering
|
||||
* raylib [shaders] example - hybrid rendering
|
||||
*
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* Example originally created with raylib 4.2, last time updated with raylib 4.2
|
||||
*
|
||||
|
|
@ -9,7 +11,7 @@
|
|||
* 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) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
|
||||
* Copyright (c) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -19,43 +21,54 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class HybridRender
|
||||
public class HybridRender : IExample
|
||||
{
|
||||
struct RayLocs
|
||||
private struct RayLocs
|
||||
{
|
||||
public int CamPos;
|
||||
public int CamDir;
|
||||
public int ScreenCenter;
|
||||
}
|
||||
|
||||
const int GLSL_VERSION = 330;
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shaders / Hybrid Render";
|
||||
|
||||
public string Title => "raylib [shaders] example - hybrid rendering";
|
||||
|
||||
private Shader shdrRaymarch;
|
||||
private Shader shdrRaster;
|
||||
private RayLocs marchLocs;
|
||||
private RenderTexture2D target;
|
||||
private Camera3D camera;
|
||||
private float camDist;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid render");
|
||||
|
||||
// This shader calculates pixel depth and color using raymarch
|
||||
Shader shdrRaymarch = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/hybrid_raymarch.fs");
|
||||
// This Shader calculates pixel depth and color using raymarch
|
||||
shdrRaymarch = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/hybrid_raymarch.fs");
|
||||
|
||||
// This Shader is a standard rasterization fragment shader with the addition of depth writing
|
||||
// You are required to write depth for all shaders if one shader does it
|
||||
Shader shdrRaster = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/hybrid_raster.fs");
|
||||
shdrRaster = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/hybrid_raster.fs");
|
||||
|
||||
// Declare struct used to store camera locs
|
||||
RayLocs marchLocs = new();
|
||||
// Declare Struct used to store camera locs
|
||||
marchLocs = new();
|
||||
|
||||
// Fill the struct with shader locs.
|
||||
// Fill the struct with shader locs
|
||||
marchLocs.CamPos = GetShaderLocation(shdrRaymarch, "camPos");
|
||||
marchLocs.CamDir = GetShaderLocation(shdrRaymarch, "camDir");
|
||||
marchLocs.ScreenCenter = GetShaderLocation(shdrRaymarch, "screenCenter");
|
||||
|
||||
// Transfer screenCenter position to shader. Which is used to calculate ray direction.
|
||||
Vector2 screenCenter = new(screenWidth / 2, screenHeight / 2);
|
||||
// Transfer screenCenter position to shader. Which is used to calculate ray direction
|
||||
Vector2 screenCenter = new(screenWidth / 2.0f, screenHeight / 2.0f);
|
||||
SetShaderValue(
|
||||
shdrRaymarch,
|
||||
marchLocs.ScreenCenter,
|
||||
|
|
@ -63,31 +76,28 @@ public class HybridRender
|
|||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
|
||||
// Use customized function to create writable depth texture buffer
|
||||
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
|
||||
// Use Customized function to create writable depth texture buffer
|
||||
target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera;
|
||||
camera.Position = new Vector3(0.5f, 1.0f, 1.5f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.5f, 1.0f, 1.5f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Camera FOV is pre-calculated in the camera Distance.
|
||||
float camDist = 1.0f / (MathF.Tan(camera.FovY * 0.5f * Raylib.DEG2RAD));
|
||||
// Camera FOV is pre-calculated in the camera distance
|
||||
camDist = 1.0f / (MathF.Tan(camera.FovY * 0.5f * Raylib.DEG2RAD));
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Update Camera Postion in the ray march shader.
|
||||
// Update Camera Postion in the ray march shader
|
||||
SetShaderValue(
|
||||
shdrRaymarch,
|
||||
marchLocs.CamPos,
|
||||
|
|
@ -95,8 +105,8 @@ public class HybridRender
|
|||
ShaderUniformDataType.Vec3
|
||||
);
|
||||
|
||||
// Update Camera Looking Vector. Vector length determines FOV.
|
||||
Vector3 camDir = Vector3.Normalize(camera.Target - camera.Position) * camDist;
|
||||
// Update Camera Looking Vector. Vector length determines FOV
|
||||
var camDir = Vector3.Normalize(camera.Target - camera.Position) * camDist;
|
||||
SetShaderValue(shdrRaymarch, marchLocs.CamDir, camDir, ShaderUniformDataType.Vec3);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -107,7 +117,7 @@ public class HybridRender
|
|||
ClearBackground(Color.White);
|
||||
|
||||
// Raymarch Scene
|
||||
// Manually enable Depth Test to handle multiple rendering methods.
|
||||
// Manually enable Depth Test to handle multiple rendering methods
|
||||
Rlgl.EnableDepthTest();
|
||||
BeginShaderMode(shdrRaymarch);
|
||||
DrawRectangleRec(new Rectangle(0, 0, screenWidth, screenHeight), Color.White);
|
||||
|
|
@ -142,12 +152,35 @@ public class HybridRender
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadRenderTextureDepthTex(target);
|
||||
UnloadShader(shdrRaymarch);
|
||||
UnloadShader(shdrRaster);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - hybrid rendering");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new HybridRender();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -203,7 +236,7 @@ public class HybridRender
|
|||
);
|
||||
|
||||
// Check if fbo is complete with attachments (valid)
|
||||
if (Rlgl.FramebufferComplete(target.Id))
|
||||
if (Rlgl.FramebufferComplete(target.Id) != 0)
|
||||
{
|
||||
TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,18 +1,22 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - julia sets
|
||||
* raylib [shaders] example - julia set
|
||||
*
|
||||
* 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).
|
||||
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3)
|
||||
*
|
||||
* This example has been created using raylib 2.5 (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 4.0
|
||||
*
|
||||
* Example contributed by eggmund (@eggmund) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Josh Colclough (@joshcol9232) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 eggmund (@eggmund) 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 Josh Colclough (@joshcol9232) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -21,12 +25,27 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class JuliaSet
|
||||
public class JuliaSet : IExample
|
||||
{
|
||||
const int GlslVersion = 330;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
private const float zoomSpeed = 1.01f;
|
||||
private const float offsetSpeedMul = 2.0f;
|
||||
|
||||
private const float startingZoom = 0.75f;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Julia Set";
|
||||
|
||||
public string Title => "raylib [shaders] example - julia set";
|
||||
|
||||
// A few good julia sets
|
||||
static float[][] PointsOfInterest = new float[][] {
|
||||
private float[][] PointsOfInterest = new float[][] {
|
||||
new float[] { -0.348827f, 0.607167f },
|
||||
new float[] { -0.786268f, 0.169728f },
|
||||
new float[] { -0.8f, 0.156f },
|
||||
|
|
@ -35,38 +54,38 @@ public class JuliaSet
|
|||
new float[] { -0.70176f, -0.3842f },
|
||||
};
|
||||
|
||||
public static int Main()
|
||||
private Shader shader;
|
||||
private RenderTexture2D target;
|
||||
private float[] c;
|
||||
private float[] offset;
|
||||
private float zoom;
|
||||
private int cLoc;
|
||||
private int zoomLoc;
|
||||
private int offsetLoc;
|
||||
private int incrementSpeed;
|
||||
private bool showControls;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const float zoomSpeed = 1.01f;
|
||||
const float offsetSpeedMul = 2.0f;
|
||||
|
||||
const float startingZoom = 0.75f;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia sets");
|
||||
|
||||
// Load julia set shader
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/julia_set.fs");
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/julia_set.fs");
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
|
||||
// c constant to use in z^2 + c
|
||||
float[] c = { PointsOfInterest[0][0], PointsOfInterest[0][1] };
|
||||
c = new float[] { PointsOfInterest[0][0], PointsOfInterest[0][1] };
|
||||
|
||||
// Offset and zoom to draw the julia set at. (centered on screen and default size)
|
||||
float[] offset = { 0, 0 };
|
||||
float zoom = startingZoom;
|
||||
offset = new float[] { 0, 0 };
|
||||
zoom = startingZoom;
|
||||
|
||||
// Get variable (uniform) locations on the shader to connect with the program
|
||||
// NOTE: If uniform variable could not be found in the shader, function returns -1
|
||||
int cLoc = GetShaderLocation(shader, "c");
|
||||
int zoomLoc = GetShaderLocation(shader, "zoom");
|
||||
int offsetLoc = GetShaderLocation(shader, "offset");
|
||||
cLoc = GetShaderLocation(shader, "c");
|
||||
zoomLoc = GetShaderLocation(shader, "zoom");
|
||||
offsetLoc = GetShaderLocation(shader, "offset");
|
||||
|
||||
// Upload the shader uniform values!
|
||||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
||||
|
|
@ -74,15 +93,12 @@ public class JuliaSet
|
|||
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
||||
|
||||
// Multiplier of speed to change c value
|
||||
int incrementSpeed = 0;
|
||||
incrementSpeed = 0;
|
||||
// Show controls
|
||||
bool showControls = true;
|
||||
showControls = true;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -128,11 +144,12 @@ public class JuliaSet
|
|||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
||||
}
|
||||
|
||||
// If "R" is pressed, reset zoom and offset
|
||||
if (IsKeyPressed(KeyboardKey.R))
|
||||
{
|
||||
zoom = startingZoom;
|
||||
offset[0] = 1f;
|
||||
offset[1] = 1f;
|
||||
offset[0] = 0.0f;
|
||||
offset[1] = 0.0f;
|
||||
Raylib.SetShaderValue(shader, zoomLoc, zoom, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, offsetLoc, offset, ShaderUniformDataType.Vec2);
|
||||
}
|
||||
|
|
@ -171,8 +188,8 @@ public class JuliaSet
|
|||
zoom *= 1.0f / zoomSpeed;
|
||||
}
|
||||
|
||||
Vector2 mousePos = GetMousePosition();
|
||||
Vector2 offsetVelocity = Vector2.Zero;
|
||||
var mousePos = GetMousePosition();
|
||||
var offsetVelocity = Vector2.Zero;
|
||||
|
||||
offsetVelocity.X = (mousePos.X / screenWidth - 0.5f) * offsetSpeedMul / zoom;
|
||||
offsetVelocity.Y = (mousePos.Y / screenHeight - 0.5f) * offsetSpeedMul / zoom;
|
||||
|
|
@ -186,33 +203,35 @@ public class JuliaSet
|
|||
}
|
||||
|
||||
// Increment c value with time
|
||||
float amount = GetFrameTime() * incrementSpeed * 0.0005f;
|
||||
c[0] += amount;
|
||||
c[1] += amount;
|
||||
var dc = GetFrameTime() * incrementSpeed * 0.0005f;
|
||||
c[0] += dc;
|
||||
c[1] += dc;
|
||||
|
||||
Raylib.SetShaderValue(shader, cLoc, c, ShaderUniformDataType.Vec2);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
// Using a render texture to draw Julia set
|
||||
// Enable drawing to texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.Black);
|
||||
|
||||
// Draw a rectangle in shader mode to be used as shader canvas
|
||||
// NOTE: Rectangle uses font Color.white character texture coordinates,
|
||||
// NOTE: Rectangle uses font white character texture coordinates,
|
||||
// so shader can not be applied here directly because input vertexTexCoord
|
||||
// do not represent full screen coordinates (space where want to apply shader)
|
||||
DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Color.Black);
|
||||
EndTextureMode();
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.Black);
|
||||
|
||||
// Draw the saved texture and rendered julia set with shader
|
||||
// NOTE: We do not invert texture on Y, already considered inside shader
|
||||
BeginShaderMode(shader);
|
||||
DrawTexture(target.Texture, 0, 0, Color.White);
|
||||
// WARNING: If FLAG_WINDOW_HIGHDPI is enabled, HighDPI monitor scaling should be considered
|
||||
// when rendering the RenderTexture2D to fit in the HighDPI scaled Window
|
||||
DrawTextureEx(target.Texture, new Vector2(0.0f, 0.0f), 0.0f, 1.0f, Color.White);
|
||||
EndShaderMode();
|
||||
|
||||
if (showControls)
|
||||
|
|
@ -221,7 +240,7 @@ public class JuliaSet
|
|||
DrawText("Press KEY_F1 to toggle these controls", 10, 30, 10, Color.RayWhite);
|
||||
DrawText("Press KEYS [1 - 6] to change point of interest", 10, 45, 10, Color.RayWhite);
|
||||
DrawText("Press KEY_LEFT | KEY_RIGHT to change speed", 10, 60, 10, Color.RayWhite);
|
||||
DrawText("Press KEY_SPACE to pause movement animation", 10, 75, 10, Color.RayWhite);
|
||||
DrawText("Press KEY_SPACE to stop movement animation", 10, 75, 10, Color.RayWhite);
|
||||
DrawText("Press KEY_R to recenter the camera", 10, 90, 10, Color.RayWhite);
|
||||
}
|
||||
|
||||
|
|
@ -229,11 +248,34 @@ public class JuliaSet
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader);
|
||||
UnloadRenderTexture(target);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - julia set");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new JuliaSet();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -1,112 +1,97 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - rlgl module usage for instanced meshes
|
||||
* raylib [shaders] example - mesh instancing
|
||||
*
|
||||
* This example uses [rlgl] module funtionality (pseudo-OpenGL 1.1 style coding)
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* This example has been created using raylib 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 3.7, last time updated with raylib 4.2
|
||||
*
|
||||
* Example contributed by @seanpringle and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by seanpringle (@seanpringle) and reviewed by Max (@moliad) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2020 @seanpringle
|
||||
* 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 seanpringle (@seanpringle), Max (@moliad) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
using System;
|
||||
using System.Numerics;
|
||||
using static Raylib_cs.Raylib;
|
||||
using Examples.Shared;
|
||||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class MeshInstancing
|
||||
public class MeshInstancing : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
private const int MaxInstances = 10000;
|
||||
|
||||
public string Name => "Shaders / Mesh Instancing";
|
||||
|
||||
public string Title => "raylib [shaders] example - mesh instancing";
|
||||
|
||||
private Camera3D camera;
|
||||
private Mesh cube;
|
||||
private Matrix4x4[] transforms;
|
||||
private Shader shader;
|
||||
private Material matInstances;
|
||||
private Material matDefault;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
const int fps = 60;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - rlgl mesh instanced");
|
||||
|
||||
// Speed of jump animation
|
||||
int speed = 30;
|
||||
// Count of separate groups jumping around
|
||||
int groups = 2;
|
||||
// Maximum amplitude of jump
|
||||
float amp = 10;
|
||||
// Global variance in jump height
|
||||
float variance = 0.8f;
|
||||
// Individual cube's computed loop timer
|
||||
float loop = 0.0f;
|
||||
|
||||
// Used for various 3D coordinate & vector ops
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
float z = 0.0f;
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(-125.0f, 125.0f, -125.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(-125.0f, 125.0f, -125.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Number of instances to display
|
||||
const int instances = 10000;
|
||||
Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
// Define mesh to be instanced
|
||||
cube = GenMeshCube(1.0f, 1.0f, 1.0f);
|
||||
|
||||
// Rotation state of instances
|
||||
Matrix4x4[] rotations = new Matrix4x4[instances];
|
||||
// Per-frame rotation animation of instances
|
||||
Matrix4x4[] rotationsInc = new Matrix4x4[instances];
|
||||
// Locations of instances
|
||||
Matrix4x4[] translations = new Matrix4x4[instances];
|
||||
// Define transforms to be uploaded to GPU for instances
|
||||
transforms = new Matrix4x4[MaxInstances]; // Pre-multiplied transformations passed to rlgl
|
||||
|
||||
// Scatter random cubes around
|
||||
for (int i = 0; i < instances; i++)
|
||||
// Translate and rotate cubes randomly
|
||||
for (var i = 0; i < MaxInstances; i++)
|
||||
{
|
||||
x = GetRandomValue(-50, 50);
|
||||
y = GetRandomValue(-50, 50);
|
||||
z = GetRandomValue(-50, 50);
|
||||
translations[i] = Matrix4x4.CreateTranslation(x, y, z);
|
||||
var translation = Matrix4x4.CreateTranslation(
|
||||
GetRandomValue(-50, 50),
|
||||
GetRandomValue(-50, 50),
|
||||
GetRandomValue(-50, 50)
|
||||
);
|
||||
var axis = Vector3.Normalize(new Vector3(
|
||||
GetRandomValue(0, 360),
|
||||
GetRandomValue(0, 360),
|
||||
GetRandomValue(0, 360)
|
||||
));
|
||||
var angle = GetRandomValue(0, 180) * DEG2RAD;
|
||||
var rotation = Matrix4x4.CreateFromAxisAngle(axis, angle);
|
||||
|
||||
x = GetRandomValue(0, 360);
|
||||
y = GetRandomValue(0, 360);
|
||||
z = GetRandomValue(0, 360);
|
||||
Vector3 axis = Vector3.Normalize(new Vector3(x, y, z));
|
||||
float angle = (float)GetRandomValue(0, 10) * DEG2RAD;
|
||||
|
||||
rotationsInc[i] = Matrix4x4.CreateFromAxisAngle(axis, angle);
|
||||
rotations[i] = Matrix4x4.Identity;
|
||||
transforms[i] = Matrix4x4.Transpose(Matrix4x4.Multiply(rotation, translation));
|
||||
}
|
||||
|
||||
// Pre-multiplied transformations passed to rlgl
|
||||
Matrix4x4[] transforms = new Matrix4x4[instances];
|
||||
Shader shader = LoadShader(
|
||||
"resources/shaders/glsl330/lighting_instancing.vs",
|
||||
"resources/shaders/glsl330/lighting.fs"
|
||||
// Load lighting shader
|
||||
shader = LoadShader(
|
||||
$"resources/shaders/glsl{GlslVersion}/lighting_instancing.vs",
|
||||
$"resources/shaders/glsl{GlslVersion}/lighting.fs"
|
||||
);
|
||||
// Get shader locations
|
||||
shader.Locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
|
||||
shader.Locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
|
||||
|
||||
// Get some shader loactions
|
||||
unsafe
|
||||
{
|
||||
int* locs = (int*)shader.Locs;
|
||||
locs[(int)ShaderLocationIndex.MatrixMvp] = GetShaderLocation(shader, "mvp");
|
||||
locs[(int)ShaderLocationIndex.VectorView] = GetShaderLocation(shader, "viewPos");
|
||||
locs[(int)ShaderLocationIndex.MatrixModel] = GetShaderLocationAttrib(
|
||||
shader,
|
||||
"instanceTransform"
|
||||
);
|
||||
}
|
||||
|
||||
// Ambient light level
|
||||
int ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
// Set shader value: ambient light level
|
||||
var ambientLoc = GetShaderLocation(shader, "ambient");
|
||||
Raylib.SetShaderValue(
|
||||
shader,
|
||||
ambientLoc,
|
||||
|
|
@ -114,211 +99,105 @@ public class MeshInstancing
|
|||
ShaderUniformDataType.Vec4
|
||||
);
|
||||
|
||||
// Create one light
|
||||
Rlights.CreateLight(
|
||||
0,
|
||||
LightType.Directorional,
|
||||
new Vector3(50, 50, 0),
|
||||
new Vector3(50.0f, 50.0f, 0.0f),
|
||||
Vector3.Zero,
|
||||
Color.White,
|
||||
shader
|
||||
);
|
||||
|
||||
Material material = LoadMaterialDefault();
|
||||
material.Shader = shader;
|
||||
unsafe
|
||||
{
|
||||
material.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
|
||||
// NOTE: We are assigning the intancing shader to material.shader
|
||||
// to be used on mesh drawing with DrawMeshInstanced()
|
||||
matInstances = LoadMaterialDefault();
|
||||
matInstances.Shader = shader;
|
||||
matInstances.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Red;
|
||||
|
||||
// Load default material (using raylib intenral default shader) for non-instanced mesh drawing
|
||||
// WARNING: Default shader enables vertex color attribute BUT GenMeshCube() does not generate vertex colors, so,
|
||||
// when drawing the color attribute is disabled and a default color value is provided as input for thevertex attribute
|
||||
matDefault = LoadMaterialDefault();
|
||||
matDefault.Maps[(int)MaterialMapIndex.Diffuse].Color = Color.Blue;
|
||||
}
|
||||
|
||||
int textPositionY = 300;
|
||||
|
||||
// Simple frames counter to manage animation
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(fps);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public unsafe void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
|
||||
textPositionY = 300;
|
||||
framesCounter += 1;
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Up))
|
||||
{
|
||||
amp += 0.5f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Down))
|
||||
{
|
||||
amp = (amp <= 1) ? 1.0f : (amp - 1.0f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Left))
|
||||
{
|
||||
variance = (variance <= 0.0f) ? 0.0f : (variance - 0.01f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Right))
|
||||
{
|
||||
variance = (variance >= 1.0f) ? 1.0f : (variance + 0.01f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.One))
|
||||
{
|
||||
groups = 1;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Two))
|
||||
{
|
||||
groups = 2;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Three))
|
||||
{
|
||||
groups = 3;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Four))
|
||||
{
|
||||
groups = 4;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Five))
|
||||
{
|
||||
groups = 5;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Six))
|
||||
{
|
||||
groups = 6;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Seven))
|
||||
{
|
||||
groups = 7;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Eight))
|
||||
{
|
||||
groups = 8;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Nine))
|
||||
{
|
||||
groups = 9;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.W))
|
||||
{
|
||||
groups = 7;
|
||||
amp = 25;
|
||||
speed = 18;
|
||||
variance = 0.70f;
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Equal))
|
||||
{
|
||||
speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KpAdd))
|
||||
{
|
||||
speed = (speed <= (int)(fps * 0.25f)) ? (int)(fps * 0.25f) : (int)(speed * 0.95f);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Minus))
|
||||
{
|
||||
speed = (int)MathF.Max(speed * 1.02f, speed + 1);
|
||||
}
|
||||
|
||||
if (IsKeyDown(KeyboardKey.KpSubtract))
|
||||
{
|
||||
speed = (int)MathF.Max(speed * 1.02f, speed + 1);
|
||||
}
|
||||
UpdateCamera(ref camera, CameraMode.Orbital);
|
||||
|
||||
// Update the light shader with the camera view position
|
||||
float[] cameraPos = { camera.Position.X, camera.Position.Y, camera.Position.Z };
|
||||
Raylib.SetShaderValue(
|
||||
shader,
|
||||
(int)ShaderLocationIndex.VectorView,
|
||||
shader.Locs[(int)ShaderLocationIndex.VectorView],
|
||||
cameraPos,
|
||||
ShaderUniformDataType.Vec3
|
||||
);
|
||||
|
||||
// Apply per-instance transformations
|
||||
for (int i = 0; i < instances; i++)
|
||||
{
|
||||
rotations[i] = Matrix4x4.Multiply(rotations[i], rotationsInc[i]);
|
||||
transforms[i] = Matrix4x4.Multiply(rotations[i], translations[i]);
|
||||
|
||||
// Get the animation cycle's framesCounter for this instance
|
||||
loop = (float)((framesCounter + (int)(((float)(i % groups) / groups) * speed)) % speed) / speed;
|
||||
|
||||
// Calculate the y according to loop cycle
|
||||
y = (MathF.Sin(loop * MathF.PI * 2)) * amp * ((1 - variance) + (variance * (float)(i % (groups * 10)) / (groups * 10)));
|
||||
|
||||
// Clamp to floor
|
||||
y = (y < 0) ? 0.0f : y;
|
||||
|
||||
transforms[i] = Matrix4x4.Multiply(transforms[i], Matrix4x4.CreateTranslation(0.0f, y, 0.0f));
|
||||
transforms[i] = Matrix4x4.Transpose(transforms[i]);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
DrawMeshInstanced(cube, material, transforms, instances);
|
||||
|
||||
// Draw cube mesh with default material (BLUE)
|
||||
DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(-10.0f, 0.0f, 0.0f)));
|
||||
|
||||
// Draw meshes instanced using material containing instancing shader (RED + lighting),
|
||||
// transforms[] for the instances should be provided, they are dynamically
|
||||
// updated in GPU every frame, so we can animate the different mesh instances
|
||||
DrawMeshInstanced(cube, matInstances, transforms, MaxInstances);
|
||||
|
||||
// Draw cube mesh with default material (BLUE)
|
||||
DrawMesh(cube, matDefault, Matrix4x4.Transpose(Matrix4x4.CreateTranslation(10.0f, 0.0f, 0.0f)));
|
||||
|
||||
EndMode3D();
|
||||
|
||||
DrawText("A CUBE OF DANCING CUBES!", 490, 10, 20, Color.Maroon);
|
||||
DrawText("PRESS KEYS:", 10, textPositionY, 20, Color.Black);
|
||||
|
||||
DrawText("1 - 9", 10, textPositionY += 25, 10, Color.Black);
|
||||
DrawText(": Number of groups", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {groups}", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("UP", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": increase amplitude", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {amp}%.2f", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("DOWN", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": decrease amplitude", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("LEFT", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": decrease variance", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {variance}.2f", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("RIGHT", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": increase variance", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("+/=", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": increase speed", 50, textPositionY, 10, Color.Black);
|
||||
DrawText($": {speed} = {((float)fps / speed)} loops/sec", 160, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("-", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": decrease speed", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawText("W", 10, textPositionY += 15, 10, Color.Black);
|
||||
DrawText(": Wild setup!", 50, textPositionY, 10, Color.Black);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
// Detach shader so UnloadMaterial does not also unload it, then free everything.
|
||||
matInstances.Shader = new();
|
||||
UnloadMaterial(matInstances);
|
||||
UnloadMaterial(matDefault);
|
||||
UnloadMesh(cube);
|
||||
UnloadShader(shader);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - mesh instancing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new MeshInstancing();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,18 +1,22 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a shader to a 3d model
|
||||
* raylib [shaders] example - model shader
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* 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 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 3.7
|
||||
*
|
||||
* Copyright (c) 2014 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -21,43 +25,55 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class ModelShader
|
||||
public class ModelShader : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Model Shader";
|
||||
|
||||
public string Title => "raylib [shaders] example - model shader";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
private Shader shader;
|
||||
private Vector3 position;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(4.0f, 4.0f, 4.0f);
|
||||
camera.Target = new Vector3(0.0f, 1.0f, -1.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(4.0f, 4.0f, 4.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 1.0f, -1.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/obj/watermill.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/watermill_diffuse.png");
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs");
|
||||
model = LoadModel("resources/models/obj/watermill.obj"); // Load OBJ model
|
||||
texture = LoadTexture("resources/models/obj/watermill_diffuse.png"); // Load model texture
|
||||
|
||||
Raylib.SetMaterialShader(ref model, 0, ref shader);
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
// Load shader for model
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/grayscale.fs");
|
||||
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
Raylib.SetMaterialShader(ref model, 0, ref shader); // Set shader effect to 3d model
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture); // Bind texture to model
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
position = new(0.0f, 0.0f, 0.0f); // Set model position
|
||||
}
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -67,13 +83,14 @@ public class ModelShader
|
|||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
BeginMode3D(camera);
|
||||
|
||||
DrawModel(model, position, 0.2f, Color.White);
|
||||
DrawModel(model, position, 0.2f, Color.White); // Draw 3d model with texture
|
||||
|
||||
DrawGrid(10, 1.0f);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
||||
|
|
@ -85,22 +102,45 @@ public class ModelShader
|
|||
Color.Gray
|
||||
);
|
||||
|
||||
DrawText($"Camera3D position: ({camera.Position})", 600, 20, 10, Color.Black);
|
||||
DrawText($"Camera3D target: ({camera.Position})", 600, 40, 10, Color.Gray);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(model); // Unload model
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new ModelShader();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,18 +1,22 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Multiple sample2D with default batch system
|
||||
* raylib [shaders] example - multi sample2d
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* 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 3.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 3.5, 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)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -20,39 +24,49 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class MultiSample2d
|
||||
public class MultiSample2d : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Multi Sample 2D";
|
||||
|
||||
public string Title => "raylib [shaders] example - multi sample2d";
|
||||
|
||||
private Texture2D texRed;
|
||||
private Texture2D texBlue;
|
||||
private Shader shader;
|
||||
private int texBlueLoc;
|
||||
private int dividerLoc;
|
||||
private float dividerValue;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib - multiple sample2D");
|
||||
|
||||
Image imRed = GenImageColor(800, 450, new Color(255, 0, 0, 255));
|
||||
Texture2D texRed = LoadTextureFromImage(imRed);
|
||||
var imRed = GenImageColor(800, 450, new Color(255, 0, 0, 255));
|
||||
texRed = LoadTextureFromImage(imRed);
|
||||
UnloadImage(imRed);
|
||||
|
||||
Image imBlue = GenImageColor(800, 450, new Color(0, 0, 255, 255));
|
||||
Texture2D texBlue = LoadTextureFromImage(imBlue);
|
||||
var imBlue = GenImageColor(800, 450, new Color(0, 0, 255, 255));
|
||||
texBlue = LoadTextureFromImage(imBlue);
|
||||
UnloadImage(imBlue);
|
||||
|
||||
Shader shader = LoadShader(null, "resources/shaders/glsl330/color_mix.fs");
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/color_mix.fs");
|
||||
|
||||
// Get an additional sampler2D location to be enabled on drawing
|
||||
int texBlueLoc = GetShaderLocation(shader, "texture1");
|
||||
texBlueLoc = GetShaderLocation(shader, "texture1");
|
||||
|
||||
// Get shader uniform for divider
|
||||
int dividerLoc = GetShaderLocation(shader, "divider");
|
||||
float dividerValue = 0.5f;
|
||||
dividerLoc = GetShaderLocation(shader, "divider");
|
||||
dividerValue = 0.5f;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -84,30 +98,55 @@ public class MultiSample2d
|
|||
|
||||
BeginShaderMode(shader);
|
||||
|
||||
// WARNING: Additional samplers are enabled for all draw calls in the batch,
|
||||
// EndShaderMode() forces batch drawing and consequently resets active textures
|
||||
// to let other sampler2D to be activated on consequent drawings (if required)
|
||||
// WARNING: Additional textures (sampler2D) are enabled for ALL draw calls in the batch,
|
||||
// but EndShaderMode() forces batch drawing and resets active textures, this way
|
||||
// other textures (sampler2D) can be activated on consequent drawings (if required)
|
||||
// The downside of this approach is that SetShaderValue() must be called inside the loop,
|
||||
// to be set again after every EndShaderMode() reset
|
||||
SetShaderValueTexture(shader, texBlueLoc, texBlue);
|
||||
|
||||
// We are drawing texRed using default sampler2D texture0 but
|
||||
// an additional texture units is enabled for texBlue (sampler2D texture1)
|
||||
// We are drawing texRed using default [sampler2D texture0] but
|
||||
// an additional texture units is enabled for texBlue [sampler2D texture1]
|
||||
DrawTexture(texRed, 0, 0, Color.White);
|
||||
|
||||
EndShaderMode();
|
||||
EndShaderMode(); // Texture sampler2D is reseted, needs to be set again for next frame
|
||||
|
||||
int y = GetScreenHeight() - 40;
|
||||
var y = GetScreenHeight() - 40;
|
||||
DrawText("Use KEY_LEFT/KEY_RIGHT to move texture mixing in shader!", 80, y, 20, Color.RayWhite);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader);
|
||||
UnloadTexture(texRed);
|
||||
UnloadTexture(texBlue);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - multi sample2d");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new MultiSample2d();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
|
|
@ -64,38 +79,33 @@ public class PaletteSwitch
|
|||
}
|
||||
};
|
||||
|
||||
static string[] PaletteText = new string[] {
|
||||
private string[] PaletteText = new string[] {
|
||||
"3-BIT RGB",
|
||||
"AMMO-8 (GameBoy-like)",
|
||||
"RKBV (2-strip film)"
|
||||
};
|
||||
|
||||
public static int Main()
|
||||
private Shader shader;
|
||||
private int paletteLoc;
|
||||
private int currentPalette;
|
||||
private int lineHeight;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
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");
|
||||
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");
|
||||
paletteLoc = GetShaderLocation(shader, "palette");
|
||||
|
||||
int currentPalette = 0;
|
||||
int lineHeight = screenHeight / ColorsPerPalette;
|
||||
currentPalette = 0;
|
||||
lineHeight = screenHeight / ColorsPerPalette;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -117,7 +127,7 @@ public class PaletteSwitch
|
|||
currentPalette = Palettes.Length - 1;
|
||||
}
|
||||
|
||||
// Send new value to the shader to be used on drawing.
|
||||
// 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,
|
||||
|
|
@ -135,7 +145,7 @@ public class PaletteSwitch
|
|||
|
||||
BeginShaderMode(shader);
|
||||
|
||||
for (int i = 0; i < ColorsPerPalette; i++)
|
||||
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
|
||||
|
|
@ -154,11 +164,34 @@ public class PaletteSwitch
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader); // Unload shader
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - palette switch");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new PaletteSwitch();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,18 +1,22 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a postprocessing shader to a scene
|
||||
* raylib [shaders] example - postprocessing
|
||||
*
|
||||
* 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 1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 4.0
|
||||
*
|
||||
* Copyright (c) 2015 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -21,11 +25,24 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class PostProcessing
|
||||
public class PostProcessing : IExample
|
||||
{
|
||||
public const int GLSL_VERSION = 330;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
enum PostproShader
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Post Processing";
|
||||
|
||||
public string Title => "raylib [shaders] example - postprocessing";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private enum PostproShader
|
||||
{
|
||||
FxGrayScale = 0,
|
||||
FxPosterization,
|
||||
|
|
@ -43,7 +60,7 @@ public class PostProcessing
|
|||
Max
|
||||
}
|
||||
|
||||
static string[] postproShaderText = new string[] {
|
||||
private string[] postproShaderText = new string[] {
|
||||
"GRAYSCALE",
|
||||
"POSTERIZATION",
|
||||
"DREAM_VISION",
|
||||
|
|
@ -59,40 +76,39 @@ public class PostProcessing
|
|||
//"FXAA"
|
||||
};
|
||||
|
||||
public static int Main()
|
||||
private Camera3D camera;
|
||||
private Model model;
|
||||
private Texture2D texture;
|
||||
private Vector3 position;
|
||||
private Shader[] shaders;
|
||||
private int currentShader;
|
||||
private RenderTexture2D target;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
// Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(2.0f, 3.0f, 2.0f);
|
||||
camera.Target = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 45.0f;
|
||||
camera.Projection = CameraProjection.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(2.0f, 3.0f, 2.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 1.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
Model model = LoadModel("resources/models/obj/church.obj");
|
||||
Texture2D texture = LoadTexture("resources/models/obj/church_diffuse.png");
|
||||
model = LoadModel("resources/models/church.obj"); // Load OBJ model
|
||||
texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
|
||||
|
||||
// Set model diffuse texture
|
||||
Raylib.SetMaterialTexture(ref model, 0, MaterialMapIndex.Albedo, ref texture);
|
||||
|
||||
Vector3 position = new(0.0f, 0.0f, 0.0f);
|
||||
position = new(0.0f, 0.0f, 0.0f); // Set model position
|
||||
|
||||
// Load all postpro shaders
|
||||
// NOTE 1: All postpro shader use the base vertex shader (DEFAULT_VERTEX_SHADER)
|
||||
// NOTE 2: We load the correct shader depending on GLSL version
|
||||
Shader[] shaders = new Shader[(int)PostproShader.Max];
|
||||
shaders = new Shader[(int)PostproShader.Max];
|
||||
|
||||
// NOTE: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
string shaderPath = "resources/shaders/glsl330";
|
||||
var shaderPath = $"resources/shaders/glsl{GlslVersion}";
|
||||
shaders[(int)PostproShader.FxGrayScale] = LoadShader(null, $"{shaderPath}/grayscale.fs");
|
||||
shaders[(int)PostproShader.FxPosterization] = LoadShader(null, $"{shaderPath}/posterization.fs");
|
||||
shaders[(int)PostproShader.FxDreamVision] = LoadShader(null, $"{shaderPath}/dream_vision.fs");
|
||||
|
|
@ -106,16 +122,13 @@ public class PostProcessing
|
|||
shaders[(int)PostproShader.FxBloom] = LoadShader(null, $"{shaderPath}/bloom.fs");
|
||||
shaders[(int)PostproShader.FxBlur] = LoadShader(null, $"{shaderPath}/blur.fs");
|
||||
|
||||
int currentShader = (int)PostproShader.FxGrayScale;
|
||||
currentShader = (int)PostproShader.FxGrayScale;
|
||||
|
||||
// Create a RenderTexture2D to be used for render to texture
|
||||
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
target = LoadRenderTexture(screenWidth, screenHeight);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -160,7 +173,7 @@ public class PostProcessing
|
|||
// End drawing to texture (now we have a texture available for next passes)
|
||||
EndTextureMode();
|
||||
|
||||
// Render previously generated texture using selected postpro shader
|
||||
// Render generated texture using selected postprocessing shader
|
||||
BeginShaderMode(shaders[currentShader]);
|
||||
|
||||
// NOTE: Render texture must be y-flipped due to default OpenGL coordinates (left-bottom)
|
||||
|
|
@ -173,7 +186,7 @@ public class PostProcessing
|
|||
|
||||
EndShaderMode();
|
||||
|
||||
DrawRectangle(0, 9, 580, 30, ColorAlpha(Color.LightGray, 0.7f));
|
||||
DrawRectangle(0, 9, 580, 30, Fade(Color.LightGray, 0.7f));
|
||||
|
||||
DrawText("(c) Church 3D model by Alberto Cano", screenWidth - 200, screenHeight - 20, 10, Color.Gray);
|
||||
|
||||
|
|
@ -187,18 +200,44 @@ public class PostProcessing
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
for (int i = 0; i < (int)PostproShader.Max; i++)
|
||||
public void Unload()
|
||||
{
|
||||
// Unload all postpro shaders
|
||||
for (var i = 0; i < (int)PostproShader.Max; i++)
|
||||
{
|
||||
UnloadShader(shaders[i]);
|
||||
}
|
||||
|
||||
UnloadTexture(texture);
|
||||
UnloadModel(model);
|
||||
UnloadRenderTexture(target);
|
||||
UnloadTexture(texture); // Unload texture
|
||||
UnloadModel(model); // Unload model
|
||||
UnloadRenderTexture(target); // Unload render texture
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint); // Enable Multi Sampling Anti Aliasing 4x (if available)
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new PostProcessing();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,18 +1,18 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Raymarching shapes generation
|
||||
* raylib [shaders] example - raymarching rendering
|
||||
*
|
||||
* 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.
|
||||
* Example complexity rating: [★★★★] 4/4
|
||||
*
|
||||
* 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
|
||||
* 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
|
||||
*
|
||||
* This example has been created using raylib 2.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 2.0, last time updated with raylib 4.2
|
||||
*
|
||||
* Copyright (c) 2018 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) 2018-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -22,68 +22,83 @@ using static Raylib_cs.ConfigFlags;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class Raymarching
|
||||
public class Raymarching : IExample
|
||||
{
|
||||
#if BROWSER
|
||||
public const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
public const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public static int Main()
|
||||
public string Name => "Shaders / Raymarching";
|
||||
|
||||
public string Title => "raylib [shaders] example - raymarching rendering";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.ResizableWindow;
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private int screenWidth;
|
||||
private int screenHeight;
|
||||
|
||||
private Camera3D camera;
|
||||
private Shader shader;
|
||||
private int viewEyeLoc;
|
||||
private int viewCenterLoc;
|
||||
private int runTimeLoc;
|
||||
private int resolutionLoc;
|
||||
private float runTime;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
int screenWidth = 800;
|
||||
int screenHeight = 450;
|
||||
screenWidth = GetScreenWidth();
|
||||
screenHeight = GetScreenHeight();
|
||||
|
||||
SetConfigFlags(ResizableWindow);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - raymarching shapes");
|
||||
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(2.5f, 2.5f, 3.0f);
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.7f);
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
camera.FovY = 65.0f;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(2.5f, 2.5f, 3.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.7f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 65.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Load raymarching shader
|
||||
// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/raymarching.fs");
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/raymarching.fs");
|
||||
|
||||
// Get shader locations for required uniforms
|
||||
int viewEyeLoc = GetShaderLocation(shader, "viewEye");
|
||||
int viewCenterLoc = GetShaderLocation(shader, "viewCenter");
|
||||
int runTimeLoc = GetShaderLocation(shader, "runTime");
|
||||
int resolutionLoc = GetShaderLocation(shader, "resolution");
|
||||
viewEyeLoc = GetShaderLocation(shader, "viewEye");
|
||||
viewCenterLoc = GetShaderLocation(shader, "viewCenter");
|
||||
runTimeLoc = GetShaderLocation(shader, "runTime");
|
||||
resolutionLoc = GetShaderLocation(shader, "resolution");
|
||||
|
||||
float[] resolution = { (float)screenWidth, (float)screenHeight };
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
|
||||
|
||||
float runTime = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
{
|
||||
// Check if screen is resized
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsWindowResized())
|
||||
{
|
||||
screenWidth = GetScreenWidth();
|
||||
screenHeight = GetScreenHeight();
|
||||
resolution = new float[] { (float)screenWidth, (float)screenHeight };
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
|
||||
runTime = 0.0f;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.Free);
|
||||
UpdateCamera(ref camera, CameraMode.FirstPerson);
|
||||
|
||||
float deltaTime = GetFrameTime();
|
||||
var deltaTime = GetFrameTime();
|
||||
runTime += deltaTime;
|
||||
|
||||
// Set shader required uniform values
|
||||
Raylib.SetShaderValue(shader, viewEyeLoc, camera.Position, ShaderUniformDataType.Vec3);
|
||||
Raylib.SetShaderValue(shader, viewCenterLoc, camera.Target, ShaderUniformDataType.Vec3);
|
||||
Raylib.SetShaderValue(shader, runTimeLoc, runTime, ShaderUniformDataType.Float);
|
||||
|
||||
// Check if screen is resized
|
||||
if (IsWindowResized())
|
||||
{
|
||||
screenWidth = GetScreenWidth();
|
||||
screenHeight = GetScreenHeight();
|
||||
var resolution = new float[] { (float)screenWidth, (float)screenHeight };
|
||||
Raylib.SetShaderValue(shader, resolutionLoc, resolution, ShaderUniformDataType.Vec2);
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -109,11 +124,36 @@ public class Raymarching
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader); // Unload shader
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ResizableWindow);
|
||||
InitWindow(800, 450, "raylib [shaders] example - raymarching rendering");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Raymarching();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,18 +1,22 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Apply a shader to some shape or texture
|
||||
* raylib [shaders] example - shapes textures
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* 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 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.7, last time updated with raylib 3.7
|
||||
*
|
||||
* Copyright (c) 2015 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -21,36 +25,36 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class ShapesTextures
|
||||
public class ShapesTextures : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Shapes Textures";
|
||||
|
||||
public string Title => "raylib [shaders] example - shapes textures";
|
||||
|
||||
private Texture2D fudesumi;
|
||||
private Shader shader;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
fudesumi = LoadTexture("resources/fudesumi.png");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
|
||||
// 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 null (NULL) for vertex shader forces usage of internal default vertex shader
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/grayscale.fs");
|
||||
}
|
||||
|
||||
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
|
||||
|
||||
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
Shader shader = LoadShader(
|
||||
"resources/shaders/glsl330/base.vs",
|
||||
"resources/shaders/glsl330/grayscale.fs"
|
||||
);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
|
@ -107,15 +111,37 @@ public class ShapesTextures
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(fudesumi); // Unload texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes textures");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new ShapesTextures();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
UnloadTexture(fudesumi);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Simple shader mask
|
||||
* raylib [shaders] example - simple mask
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example contributed by Chris Camacho (@codifies) and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 3.7
|
||||
*
|
||||
* Copyright (c) 2019 Chris Camacho (@codifies) and Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by 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 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
|
|
@ -24,54 +28,72 @@ using static Raylib_cs.Raymath;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class SimpleMask
|
||||
public class SimpleMask : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Simple Mask";
|
||||
|
||||
public string Title => "raylib [shaders] example - simple mask";
|
||||
|
||||
public bool CursorDisabled => true;
|
||||
|
||||
private Camera3D camera;
|
||||
private Model model1;
|
||||
private Model model2;
|
||||
private Model model3;
|
||||
private Shader shader;
|
||||
private Texture2D texDiffuse;
|
||||
private Texture2D texMask;
|
||||
private int shaderFrame;
|
||||
private int framesCounter;
|
||||
private Vector3 rotation;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib - simple shader mask");
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera = new();
|
||||
camera.Position = new Vector3(0.0f, 1.0f, 2.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(0.0f, 1.0f, 2.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.0f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
// Define our three models to show the shader on
|
||||
Mesh torus = GenMeshTorus(.3f, 1, 16, 32);
|
||||
Model model1 = LoadModelFromMesh(torus);
|
||||
var torus = GenMeshTorus(.3f, 1, 16, 32);
|
||||
model1 = LoadModelFromMesh(torus);
|
||||
|
||||
Mesh cube = GenMeshCube(.8f, .8f, .8f);
|
||||
Model model2 = LoadModelFromMesh(cube);
|
||||
var cube = GenMeshCube(.8f, .8f, .8f);
|
||||
model2 = LoadModelFromMesh(cube);
|
||||
|
||||
// Generate model to be shaded just to see the gaps in the other two
|
||||
Mesh sphere = GenMeshSphere(1, 16, 16);
|
||||
Model model3 = LoadModelFromMesh(sphere);
|
||||
var sphere = GenMeshSphere(1, 16, 16);
|
||||
model3 = LoadModelFromMesh(sphere);
|
||||
|
||||
// Load the shader
|
||||
Shader shader = LoadShader("resources/shaders/glsl330/mask.vs", "resources/shaders/glsl330/mask.fs");
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/mask.fs");
|
||||
|
||||
// Load and apply the diffuse texture (colour map)
|
||||
Texture2D texDiffuse = LoadTexture("resources/plasma.png");
|
||||
texDiffuse = LoadTexture("resources/plasma.png");
|
||||
|
||||
Material* materials = model1.Materials;
|
||||
MaterialMap* maps = materials[0].Maps;
|
||||
var materials = model1.Materials;
|
||||
var maps = materials[0].Maps;
|
||||
model1.Materials[0].Maps[(int)MaterialMapIndex.Albedo].Texture = texDiffuse;
|
||||
|
||||
materials = model2.Materials;
|
||||
maps = materials[0].Maps;
|
||||
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
|
||||
// as they are bound as cube maps
|
||||
Texture2D texMask = LoadTexture("resources/mask.png");
|
||||
// Using MATERIAL_MAP_EMISSION as a spare slot to use for 2nd texture
|
||||
// NOTE: Don't use MATERIAL_MAP_IRRADIANCE, MATERIAL_MAP_PREFILTER or MATERIAL_MAP_CUBEMAP as they are bound as cube maps
|
||||
texMask = LoadTexture("resources/mask.png");
|
||||
|
||||
materials = model1.Materials;
|
||||
maps = (MaterialMap*)materials[0].Maps;
|
||||
|
|
@ -81,11 +103,11 @@ public class SimpleMask
|
|||
maps = (MaterialMap*)materials[0].Maps;
|
||||
maps[(int)MaterialMapIndex.Emission].Texture = texMask;
|
||||
|
||||
int* locs = shader.Locs;
|
||||
var locs = shader.Locs;
|
||||
locs[(int)ShaderLocationIndex.MapEmission] = GetShaderLocation(shader, "mask");
|
||||
|
||||
// Frame is incremented each frame to animate the shader
|
||||
int shaderFrame = GetShaderLocation(shader, "framesCounter");
|
||||
shaderFrame = GetShaderLocation(shader, "frame");
|
||||
|
||||
// Apply the shader to the two models
|
||||
materials = model1.Materials;
|
||||
|
|
@ -94,19 +116,16 @@ public class SimpleMask
|
|||
materials = (Material*)model2.Materials;
|
||||
materials[0].Shader = shader;
|
||||
|
||||
int framesCounter = 0;
|
||||
framesCounter = 0;
|
||||
rotation = new(0, 0, 0); // Model rotation angles
|
||||
}
|
||||
|
||||
// Model rotation angles
|
||||
Vector3 rotation = new(0, 0, 0);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
UpdateCamera(ref camera, CameraMode.FirstPerson);
|
||||
|
||||
framesCounter++;
|
||||
rotation.X += 0.01f;
|
||||
rotation.Y += 0.005f;
|
||||
|
|
@ -117,8 +136,6 @@ public class SimpleMask
|
|||
|
||||
// Rotate one of the models
|
||||
model1.Transform = MatrixRotateXYZ(rotation);
|
||||
|
||||
UpdateCamera(ref camera, CameraMode.Custom);
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -131,11 +148,11 @@ public class SimpleMask
|
|||
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);
|
||||
DrawGrid(10, 1.0f); // Draw a grid
|
||||
|
||||
EndMode3D();
|
||||
|
||||
string frameText = $"Frame: {framesCounter}";
|
||||
var frameText = $"Frame: {framesCounter}";
|
||||
DrawRectangle(16, 698, MeasureText(frameText, 20) + 8, 42, Color.Blue);
|
||||
DrawText(frameText, 20, 700, 20, Color.White);
|
||||
|
||||
|
|
@ -145,18 +162,42 @@ public class SimpleMask
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadModel(model1);
|
||||
UnloadModel(model2);
|
||||
UnloadModel(model3);
|
||||
|
||||
UnloadTexture(texDiffuse);
|
||||
UnloadTexture(texMask);
|
||||
UnloadTexture(texDiffuse); // Unload default diffuse texture
|
||||
UnloadTexture(texMask); // Unload texture mask
|
||||
|
||||
UnloadShader(shader);
|
||||
UnloadShader(shader); // Unload shader
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - simple mask");
|
||||
|
||||
DisableCursor(); // Limit cursor to relative movement inside the window
|
||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new SimpleMask();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,29 +1,32 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Simple shader mask
|
||||
* raylib [shaders] example - spotlight rendering
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example contributed by Chris Camacho (@chriscamacho - http://bedroomcoders.co.uk/)
|
||||
* and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 3.7
|
||||
*
|
||||
* Copyright (c) 2019 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Chris Camacho (@chriscamacho) and reviewed by 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 Chris Camacho (@chriscamacho) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************
|
||||
*
|
||||
* The shader makes alpha holes in the forground to give the apearance of a top
|
||||
* The shader makes alpha holes in the forground to give the appearance of a top
|
||||
* down look at a spotlight casting a pool of light...
|
||||
*
|
||||
* The right hand side of the screen there is just enough light to see whats
|
||||
* going on without the spot light, great for a stealth type game where you
|
||||
* have to avoid the spotlights.
|
||||
* have to avoid the spotlights
|
||||
*
|
||||
* The left hand side of the screen is in pitch dark except for where the spotlights are.
|
||||
* The left hand side of the screen is in pitch dark except for where the spotlights are
|
||||
*
|
||||
* Although this example doesn't scale like the letterbox example, you could integrate
|
||||
* the two techniques, but by scaling the actual colour of the render texture rather
|
||||
* than using alpha as a mask.
|
||||
* than using alpha as a mask
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -33,14 +36,29 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class Spotlight
|
||||
public class Spotlight : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
// NOTE: It must be the same as define in shader
|
||||
const int MaxSpots = 3;
|
||||
const int MaxStars = 400;
|
||||
private const int MaxSpots = 3;
|
||||
private const int MaxStars = 400;
|
||||
|
||||
public string Name => "Shaders / Spotlight";
|
||||
|
||||
public string Title => "raylib [shaders] example - spotlight rendering";
|
||||
|
||||
public bool CursorHidden => true;
|
||||
|
||||
// Spot data
|
||||
struct Spot
|
||||
private struct Spot
|
||||
{
|
||||
public Vector2 pos;
|
||||
public Vector2 vel;
|
||||
|
|
@ -54,53 +72,51 @@ public class Spotlight
|
|||
}
|
||||
|
||||
// Stars in the star field have a position and velocity
|
||||
struct Star
|
||||
private struct Star
|
||||
{
|
||||
public Vector2 pos;
|
||||
public Vector2 vel;
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
private Texture2D texRay;
|
||||
private Star[] stars;
|
||||
private int frameCounter;
|
||||
private Shader shdrSpot;
|
||||
private Spot[] spots;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
texRay = LoadTexture("resources/raysan.png");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib - shader spotlight");
|
||||
HideCursor();
|
||||
stars = new Star[MaxStars];
|
||||
|
||||
Texture2D texRay = LoadTexture("resources/raysan.png");
|
||||
|
||||
Star[] stars = new Star[MaxStars];
|
||||
|
||||
for (int n = 0; n < MaxStars; n++)
|
||||
for (var n = 0; n < MaxStars; n++)
|
||||
{
|
||||
ResetStar(ref stars[n]);
|
||||
}
|
||||
|
||||
// Progress all the stars on, so they don't all start in the centre
|
||||
for (int m = 0; m < screenWidth / 2.0; m++)
|
||||
for (var m = 0; m < screenWidth / 2.0; m++)
|
||||
{
|
||||
for (int n = 0; n < MaxStars; n++)
|
||||
for (var n = 0; n < MaxStars; n++)
|
||||
{
|
||||
UpdateStar(ref stars[n]);
|
||||
}
|
||||
}
|
||||
|
||||
int frameCounter = 0;
|
||||
frameCounter = 0;
|
||||
|
||||
// Use default vert shader
|
||||
Shader shdrSpot = LoadShader(null, "resources/shaders/glsl330/spotlight.fs");
|
||||
shdrSpot = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/spotlight.fs");
|
||||
|
||||
// Get the locations of spots in the shader
|
||||
Spot[] spots = new Spot[MaxSpots];
|
||||
spots = new Spot[MaxSpots];
|
||||
|
||||
for (int i = 0; i < MaxSpots; i++)
|
||||
for (var i = 0; i < MaxSpots; i++)
|
||||
{
|
||||
string posName = $"spots[{i}].pos";
|
||||
string innerName = $"spots[{i}].inner";
|
||||
string radiusName = $"spots[{i}].radius";
|
||||
var posName = $"spots[{i}].pos";
|
||||
var innerName = $"spots[{i}].inner";
|
||||
var radiusName = $"spots[{i}].radius";
|
||||
|
||||
spots[i].posLoc = GetShaderLocation(shdrSpot, posName);
|
||||
spots[i].innerLoc = GetShaderLocation(shdrSpot, innerName);
|
||||
|
|
@ -108,14 +124,14 @@ public class Spotlight
|
|||
}
|
||||
|
||||
// Tell the shader how wide the screen is so we can have
|
||||
// a pitch Color.black half and a dimly lit half.
|
||||
int wLoc = GetShaderLocation(shdrSpot, "screenWidth");
|
||||
float sw = (float)GetScreenWidth();
|
||||
// a pitch black half and a dimly lit half
|
||||
var wLoc = GetShaderLocation(shdrSpot, "screenWidth");
|
||||
var sw = (float)GetScreenWidth();
|
||||
Raylib.SetShaderValue(shdrSpot, wLoc, sw, ShaderUniformDataType.Float);
|
||||
|
||||
// Randomise the locations and velocities of the spotlights
|
||||
// and initialise the shader locations
|
||||
for (int i = 0; i < MaxSpots; i++)
|
||||
// Randomize the locations and velocities of the spotlights
|
||||
// and initialize the shader locations
|
||||
for (var i = 0; i < MaxSpots; i++)
|
||||
{
|
||||
spots[i].pos.X = GetRandomValue(64, screenWidth - 64);
|
||||
spots[i].pos.Y = GetRandomValue(64, screenHeight - 64);
|
||||
|
|
@ -123,8 +139,8 @@ public class Spotlight
|
|||
|
||||
while ((MathF.Abs(spots[i].vel.X) + MathF.Abs(spots[i].vel.Y)) < 2)
|
||||
{
|
||||
spots[i].vel.X = GetRandomValue(-40, 40) / 10.0f;
|
||||
spots[i].vel.Y = GetRandomValue(-40, 40) / 10.0f;
|
||||
spots[i].vel.X = GetRandomValue(-400, 40) / 25.0f;
|
||||
spots[i].vel.Y = GetRandomValue(-400, 40) / 25.0f;
|
||||
}
|
||||
|
||||
spots[i].inner = 28.0f * (i + 1);
|
||||
|
|
@ -149,29 +165,26 @@ public class Spotlight
|
|||
ShaderUniformDataType.Float
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
frameCounter++;
|
||||
|
||||
// Move the stars, resetting them if the go offscreen
|
||||
for (int n = 0; n < MaxStars; n++)
|
||||
for (var n = 0; n < MaxStars; n++)
|
||||
{
|
||||
UpdateStar(ref stars[n]);
|
||||
}
|
||||
|
||||
// Update the spots, send them to the shader
|
||||
for (int i = 0; i < MaxSpots; i++)
|
||||
for (var i = 0; i < MaxSpots; i++)
|
||||
{
|
||||
if (i == 0)
|
||||
{
|
||||
Vector2 mp = GetMousePosition();
|
||||
var mp = GetMousePosition();
|
||||
spots[i].pos.X = mp.X;
|
||||
spots[i].pos.Y = screenHeight - mp.Y;
|
||||
}
|
||||
|
|
@ -215,13 +228,13 @@ public class Spotlight
|
|||
ClearBackground(Color.DarkBlue);
|
||||
|
||||
// Draw stars and bobs
|
||||
for (int n = 0; n < MaxStars; n++)
|
||||
for (var n = 0; n < MaxStars; n++)
|
||||
{
|
||||
// MathF.Single pixel is just too small these days!
|
||||
// Single pixel is just too small these days!
|
||||
DrawRectangle((int)stars[n].pos.X, (int)stars[n].pos.Y, 2, 2, Color.White);
|
||||
}
|
||||
|
||||
for (int i = 0; i < 16; i++)
|
||||
for (var i = 0; i < 16; i++)
|
||||
{
|
||||
DrawTexture(
|
||||
texRay,
|
||||
|
|
@ -242,25 +255,20 @@ public class Spotlight
|
|||
DrawFPS(10, 10);
|
||||
|
||||
DrawText("Move the mouse!", 10, 30, 20, Color.Green);
|
||||
DrawText("Pitch Color.Black", (int)(screenWidth * 0.2f), screenHeight / 2, 20, Color.Green);
|
||||
DrawText("Pitch Black", (int)(screenWidth * 0.2f), screenHeight / 2, 20, Color.Green);
|
||||
DrawText("Dark", (int)(screenWidth * 0.66f), screenHeight / 2, 20, Color.Green);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texRay);
|
||||
UnloadShader(shdrSpot);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
static void ResetStar(ref Star s)
|
||||
private static void ResetStar(ref Star s)
|
||||
{
|
||||
s.pos = new Vector2(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
|
||||
|
||||
|
|
@ -270,10 +278,10 @@ public class Spotlight
|
|||
s.vel.Y = (float)GetRandomValue(-1000, 1000) / 100.0f;
|
||||
} while (!((MathF.Abs(s.vel.X) + (MathF.Abs(s.vel.Y)) > 1)));
|
||||
|
||||
s.pos += s.pos + (s.vel * new Vector2(8.0f, 8.0f));
|
||||
s.pos += s.vel * new Vector2(8.0f, 8.0f);
|
||||
}
|
||||
|
||||
static void UpdateStar(ref Star s)
|
||||
private static void UpdateStar(ref Star s)
|
||||
{
|
||||
s.pos += s.vel;
|
||||
|
||||
|
|
@ -283,4 +291,33 @@ public class Spotlight
|
|||
ResetStar(ref s);
|
||||
}
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - spotlight rendering");
|
||||
HideCursor();
|
||||
|
||||
SetTargetFPS(60); // Set to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new Spotlight();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,15 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - Texture drawing
|
||||
* raylib [shaders] example - texture rendering
|
||||
*
|
||||
* This example illustrates how to draw on a blank texture using a shader
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* This example has been created using raylib 2.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 2.0, last time updated with raylib 3.7
|
||||
*
|
||||
* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Michał Ciesielski (@ciessielski) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Michał Ciesielski 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 Michał Ciesielski (@ciessielski) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,36 +19,41 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class TextureDrawing
|
||||
public class TextureDrawing : IExample
|
||||
{
|
||||
const int GlslVersion = 330;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public static int Main()
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Texture Drawing";
|
||||
|
||||
public string Title => "raylib [shaders] example - texture rendering";
|
||||
|
||||
private Texture2D texture;
|
||||
private Shader shader;
|
||||
private float time;
|
||||
private int timeLoc;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
|
||||
|
||||
// Load blank texture to fill on shader
|
||||
Image imBlank = GenImageColor(1024, 1024, Color.Blank);
|
||||
Texture2D texture = LoadTextureFromImage(imBlank);
|
||||
var imBlank = GenImageColor(1024, 1024, Color.Blank);
|
||||
texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
|
||||
UnloadImage(imBlank);
|
||||
|
||||
// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
|
||||
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/cubes_panning.fs");
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/cubes_panning.fs");
|
||||
|
||||
float time = 0.0f;
|
||||
int timeLoc = GetShaderLocation(shader, "uTime");
|
||||
time = 0.0f;
|
||||
timeLoc = GetShaderLocation(shader, "uTime");
|
||||
Raylib.SetShaderValue(shader, timeLoc, time, ShaderUniformDataType.Float);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -59,14 +66,9 @@ public class TextureDrawing
|
|||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
// Enable our custom shader for next shapes/textures drawings
|
||||
BeginShaderMode(shader);
|
||||
|
||||
// Drawing blank texture, all magic happens on shader
|
||||
DrawTexture(texture, 0, 0, Color.White);
|
||||
|
||||
// Disable our custom shader, return to default shader
|
||||
EndShaderMode();
|
||||
BeginShaderMode(shader); // Enable our custom shader for next shapes/textures drawings
|
||||
DrawTexture(texture, 0, 0, Color.White); // Drawing BLANK texture, all rendering magic happens on shader
|
||||
EndShaderMode(); // Disable our custom shader, return to default shader
|
||||
|
||||
DrawText("BACKGROUND is PAINTED and ANIMATED on SHADER!", 10, 10, 20, Color.Maroon);
|
||||
|
||||
|
|
@ -74,11 +76,35 @@ public class TextureDrawing
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader);
|
||||
UnloadTexture(texture);
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture rendering");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new TextureDrawing();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,15 +1,20 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [textures] example - Texture drawing
|
||||
* raylib [shaders] example - texture outline
|
||||
*
|
||||
* This example illustrates how to draw on a blank texture using a shader
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* This example has been created using raylib 2.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* 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
|
||||
*
|
||||
* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 4.0, last time updated with raylib 4.0
|
||||
*
|
||||
* Copyright (c) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5)
|
||||
* Example contributed by Serenity Skiff (@GoldenThumbs) and reviewed by 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) 2021-2025 Serenity Skiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,32 +22,41 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class TextureOutline
|
||||
public class TextureOutline : IExample
|
||||
{
|
||||
const int GLSL_VERSION = 330;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public static int Main()
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Texture Outline";
|
||||
|
||||
public string Title => "raylib [shaders] example - texture outline";
|
||||
|
||||
private Texture2D texture;
|
||||
private Shader shdrOutline;
|
||||
private float outlineSize;
|
||||
private int outlineSizeLoc;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
texture = LoadTexture("resources/fudesumi.png");
|
||||
shdrOutline = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/outline.fs");
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
|
||||
outlineSize = 2.0f;
|
||||
|
||||
Texture2D texture = LoadTexture("resources/fudesumi.png");
|
||||
Shader shdrOutline = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/outline.fs");
|
||||
|
||||
float outlineSize = 2.0f;
|
||||
|
||||
// Normalized red color
|
||||
float[] outlineColor = new[] { 1.0f, 0.0f, 0.0f, 1.0f };
|
||||
// Normalized RED color
|
||||
var outlineColor = new[] { 1.0f, 0.0f, 0.0f, 1.0f };
|
||||
float[] textureSize = { (float)texture.Width, (float)texture.Height };
|
||||
|
||||
// Get shader locations
|
||||
int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
|
||||
int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
|
||||
int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
|
||||
outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
|
||||
var outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
|
||||
var textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
|
||||
|
||||
// Set shader values (they can be changed later)
|
||||
Raylib.SetShaderValue(
|
||||
|
|
@ -63,12 +77,9 @@ public class TextureOutline
|
|||
textureSize,
|
||||
ShaderUniformDataType.Vec2
|
||||
);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -97,8 +108,8 @@ public class TextureOutline
|
|||
EndShaderMode();
|
||||
|
||||
DrawText("Shader-based\ntexture\noutline", 10, 10, 20, Color.Gray);
|
||||
|
||||
DrawText($"Outline size: {outlineSize} px", 10, 120, 20, Color.Maroon);
|
||||
DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, Color.Gray);
|
||||
DrawText($"Outline size: {(int)outlineSize} px", 10, 120, 20, Color.Maroon);
|
||||
|
||||
DrawFPS(710, 10);
|
||||
|
||||
|
|
@ -106,12 +117,35 @@ public class TextureOutline
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadTexture(texture);
|
||||
UnloadShader(shdrOutline);
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new TextureOutline();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,20 +1,24 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Texture Waves
|
||||
* raylib [shaders] example - texture waves
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* 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 2.5 (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 Anata (@anatagawa) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2019 Anata (@anatagawa) 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 Anata (@anatagawa) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -22,40 +26,49 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class TextureWaves
|
||||
public class TextureWaves : IExample
|
||||
{
|
||||
const int GlslVersion = 330;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public static int Main()
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Texture Waves";
|
||||
|
||||
public string Title => "raylib [shaders] example - texture waves";
|
||||
|
||||
private Texture2D texture;
|
||||
private Shader shader;
|
||||
private int secondsLoc;
|
||||
private float seconds;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
|
||||
|
||||
// Load texture texture to apply shaders
|
||||
Texture2D texture = LoadTexture("resources/space.png");
|
||||
texture = LoadTexture("resources/space.png");
|
||||
|
||||
// Load shader and setup location points and values
|
||||
Shader shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/wave.fs");
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/wave.fs");
|
||||
|
||||
int secondsLoc = GetShaderLocation(shader, "secondes");
|
||||
int freqXLoc = GetShaderLocation(shader, "freqX");
|
||||
int freqYLoc = GetShaderLocation(shader, "freqY");
|
||||
int ampXLoc = GetShaderLocation(shader, "ampX");
|
||||
int ampYLoc = GetShaderLocation(shader, "ampY");
|
||||
int speedXLoc = GetShaderLocation(shader, "speedX");
|
||||
int speedYLoc = GetShaderLocation(shader, "speedY");
|
||||
secondsLoc = GetShaderLocation(shader, "seconds");
|
||||
var freqXLoc = GetShaderLocation(shader, "freqX");
|
||||
var freqYLoc = GetShaderLocation(shader, "freqY");
|
||||
var ampXLoc = GetShaderLocation(shader, "ampX");
|
||||
var ampYLoc = GetShaderLocation(shader, "ampY");
|
||||
var speedXLoc = GetShaderLocation(shader, "speedX");
|
||||
var speedYLoc = GetShaderLocation(shader, "speedY");
|
||||
|
||||
// Shader uniform values that can be updated at any time
|
||||
float freqX = 25.0f;
|
||||
float freqY = 25.0f;
|
||||
float ampX = 5.0f;
|
||||
float ampY = 5.0f;
|
||||
float speedX = 8.0f;
|
||||
float speedY = 8.0f;
|
||||
var freqX = 25.0f;
|
||||
var freqY = 25.0f;
|
||||
var ampX = 5.0f;
|
||||
var ampY = 5.0f;
|
||||
var speedX = 8.0f;
|
||||
var speedY = 8.0f;
|
||||
|
||||
float[] screenSize = { (float)GetScreenWidth(), (float)GetScreenHeight() };
|
||||
Raylib.SetShaderValue(
|
||||
|
|
@ -71,13 +84,10 @@ public class TextureWaves
|
|||
Raylib.SetShaderValue(shader, speedXLoc, speedX, ShaderUniformDataType.Float);
|
||||
Raylib.SetShaderValue(shader, speedYLoc, speedY, ShaderUniformDataType.Float);
|
||||
|
||||
float seconds = 0.0f;
|
||||
seconds = 0.0f;
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -102,12 +112,35 @@ public class TextureWaves
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadShader(shader); // Unload shader
|
||||
UnloadTexture(texture); // Unload texture
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new TextureWaves();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadShader(shader);
|
||||
UnloadTexture(texture);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,8 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shaders] example - Depth buffer writing
|
||||
* raylib [shaders] example - depth writing
|
||||
*
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 4.2, last time updated with raylib 4.2
|
||||
*
|
||||
|
|
@ -9,7 +11,7 @@
|
|||
* 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) 2022-2023 Buğra Alptekin Sarı (@BugraAlptekinSari)
|
||||
* Copyright (c) 2022-2025 Buğra Alptekin Sarı (@BugraAlptekinSari)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -18,38 +20,44 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shaders;
|
||||
|
||||
public class WriteDepth
|
||||
public class WriteDepth : IExample
|
||||
{
|
||||
const int GLSL_VERSION = 330;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public static int Main()
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Shaders / Write Depth";
|
||||
|
||||
public string Title => "raylib [shaders] example - depth writing";
|
||||
|
||||
private Camera3D camera;
|
||||
private RenderTexture2D target;
|
||||
private Shader shader;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - write depth buffer");
|
||||
|
||||
// The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
|
||||
Shader shader = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/write_depth.fs");
|
||||
|
||||
// Use customized function to create writable depth texture buffer
|
||||
RenderTexture2D target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
|
||||
|
||||
// Define the camera to look into our 3d world
|
||||
Camera3D camera;
|
||||
camera.Position = new Vector3(2.0f, 2.0f, 3.0f);
|
||||
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.Perspective;
|
||||
camera = new();
|
||||
camera.Position = new Vector3(2.0f, 2.0f, 3.0f); // Camera position
|
||||
camera.Target = new Vector3(0.0f, 0.5f, 0.0f); // Camera looking at point
|
||||
camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
|
||||
camera.FovY = 45.0f; // Camera field-of-view Y
|
||||
camera.Projection = CameraProjection.Perspective; // Camera projection type
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
// Load custom render texture with writable depth texture buffer
|
||||
target = LoadRenderTextureDepthTex(screenWidth, screenHeight);
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
// Load depth writing shader
|
||||
// NOTE: The shader inverts the depth buffer by writing into it by `gl_FragDepth = 1 - gl_FragCoord.z;`
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/depth_write.fs");
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -59,7 +67,7 @@ public class WriteDepth
|
|||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw into our custom render texture (framebuffer)
|
||||
// Draw into our custom render texture
|
||||
BeginTextureMode(target);
|
||||
ClearBackground(Color.White);
|
||||
|
||||
|
|
@ -76,7 +84,7 @@ public class WriteDepth
|
|||
EndMode3D();
|
||||
EndTextureMode();
|
||||
|
||||
// Draw custom render texture
|
||||
// Draw into screen our custom render texture
|
||||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
|
|
@ -92,12 +100,35 @@ public class WriteDepth
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Unload()
|
||||
{
|
||||
UnloadRenderTextureDepthTex(target);
|
||||
UnloadShader(shader);
|
||||
}
|
||||
|
||||
CloseWindow();
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - depth writing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new WriteDepth();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
@ -152,7 +183,7 @@ public class WriteDepth
|
|||
);
|
||||
|
||||
// Check if fbo is complete with attachments (valid)
|
||||
if (Rlgl.FramebufferComplete(target.Id))
|
||||
if (Rlgl.FramebufferComplete(target.Id) != 0)
|
||||
{
|
||||
TraceLog(TraceLogLevel.Info, $"FBO: [ID {target.Id}] Framebuffer object created successfully");
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - Draw basic shapes 2d (rectangle, circle, line...)
|
||||
* raylib [shapes] example - basic shapes
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.0, last time updated with raylib 4.2
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,26 +18,27 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class BasicShapes
|
||||
public partial class BasicShapes : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Basic Shapes";
|
||||
|
||||
public string Title => "raylib [shapes] example - basic shapes";
|
||||
|
||||
private float rotation;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
rotation = 0.0f;
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes drawing");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
rotation += 0.2f;
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -43,37 +48,71 @@ public class BasicShapes
|
|||
|
||||
DrawText("some basic shapes available on raylib", 20, 20, 20, Color.DarkGray);
|
||||
|
||||
DrawLine(18, 42, screenWidth - 18, 42, Color.Black);
|
||||
|
||||
DrawCircle(screenWidth / 4, 120, 35, Color.DarkBlue);
|
||||
DrawCircleGradient(new Vector2(screenWidth / 4, 220), 60, Color.Green, Color.SkyBlue);
|
||||
DrawCircleLines(screenWidth / 4, 340, 80, Color.DarkBlue);
|
||||
// Circle shapes and lines
|
||||
DrawCircle(screenWidth / 5, 120, 35, Color.DarkBlue);
|
||||
DrawCircleGradient(new Vector2(screenWidth / 5.0f, 220.0f), 60, Color.Green, Color.SkyBlue);
|
||||
DrawCircleLines(screenWidth / 5, 340, 80, Color.DarkBlue);
|
||||
DrawEllipse(screenWidth / 5, 120, 25, 20, Color.Yellow);
|
||||
DrawEllipseLines(screenWidth / 5, 120, 30, 25, Color.Yellow);
|
||||
|
||||
// Rectangle shapes and lines
|
||||
DrawRectangle(screenWidth / 4 * 2 - 60, 100, 120, 60, Color.Red);
|
||||
DrawRectangleGradientH(screenWidth / 4 * 2 - 90, 170, 180, 130, Color.Maroon, Color.Gold);
|
||||
DrawRectangleLines(screenWidth / 4 * 2 - 40, 320, 80, 60, Color.Orange);
|
||||
DrawRectangleLines(screenWidth / 4 * 2 - 40, 320, 80, 60, Color.Orange); // NOTE: Uses QUADS internally, not lines
|
||||
|
||||
// Triangle shapes and lines
|
||||
DrawTriangle(
|
||||
new Vector2(screenWidth / 4 * 3, 80),
|
||||
new Vector2(screenWidth / 4 * 3 - 60, 150),
|
||||
new Vector2(screenWidth / 4 * 3 + 60, 150), Color.Violet
|
||||
new Vector2(screenWidth / 4.0f * 3.0f, 80.0f),
|
||||
new Vector2(screenWidth / 4.0f * 3.0f - 60.0f, 150.0f),
|
||||
new Vector2(screenWidth / 4.0f * 3.0f + 60.0f, 150.0f), Color.Violet
|
||||
);
|
||||
|
||||
DrawTriangleLines(
|
||||
new Vector2(screenWidth / 4 * 3, 160),
|
||||
new Vector2(screenWidth / 4 * 3 - 20, 230),
|
||||
new Vector2(screenWidth / 4 * 3 + 20, 230), Color.DarkBlue
|
||||
new Vector2(screenWidth / 4.0f * 3.0f, 160.0f),
|
||||
new Vector2(screenWidth / 4.0f * 3.0f - 20.0f, 230.0f),
|
||||
new Vector2(screenWidth / 4.0f * 3.0f + 20.0f, 230.0f), Color.DarkBlue
|
||||
);
|
||||
|
||||
DrawPoly(new Vector2(screenWidth / 4 * 3, 320), 6, 80, 0, Color.Brown);
|
||||
// Polygon shapes and lines
|
||||
DrawPoly(new Vector2(screenWidth / 4.0f * 3, 330), 6, 80, rotation, Color.Brown);
|
||||
DrawPolyLines(new Vector2(screenWidth / 4.0f * 3, 330), 6, 90, rotation, Color.Brown);
|
||||
DrawPolyLinesEx(new Vector2(screenWidth / 4.0f * 3, 330), 6, 85, rotation, 6, Color.Beige);
|
||||
|
||||
// NOTE: We draw all LINES based shapes together to optimize internal drawing,
|
||||
// this way, all LINES are rendered in a single draw pass
|
||||
DrawLine(18, 42, screenWidth - 18, 42, Color.Black);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - basic shapes");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new BasicShapes();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -2,10 +2,16 @@
|
|||
*
|
||||
* raylib [shapes] example - bouncing ball
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2013 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Ramon Santamaria (@raysan5), reviewed by Jopestpe (@jopestpe)
|
||||
*
|
||||
* 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) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,32 +20,46 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class BouncingBall
|
||||
public partial class BouncingBall : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Bouncing Ball";
|
||||
|
||||
public string Title => "raylib [shapes] example - bouncing ball";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Vector2 ballPosition;
|
||||
private Vector2 ballSpeed;
|
||||
private int ballRadius;
|
||||
private float gravity;
|
||||
|
||||
private bool useGravity;
|
||||
private bool pause;
|
||||
private int framesCounter;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
ballPosition = new(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f);
|
||||
ballSpeed = new(5.0f, 4.0f);
|
||||
ballRadius = 20;
|
||||
gravity = 0.2f;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
|
||||
useGravity = true;
|
||||
pause = false;
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
Vector2 ballPosition = new(GetScreenWidth() / 2, GetScreenHeight() / 2);
|
||||
Vector2 ballSpeed = new(5.0f, 4.0f);
|
||||
int ballRadius = 20;
|
||||
|
||||
bool pause = false;
|
||||
int framesCounter = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//----------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
if (IsKeyPressed(KeyboardKey.G))
|
||||
{
|
||||
useGravity = !useGravity;
|
||||
}
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
pause = !pause;
|
||||
|
|
@ -50,6 +70,11 @@ public class BouncingBall
|
|||
ballPosition.X += ballSpeed.X;
|
||||
ballPosition.Y += ballSpeed.Y;
|
||||
|
||||
if (useGravity)
|
||||
{
|
||||
ballSpeed.Y += gravity;
|
||||
}
|
||||
|
||||
// Check walls collision for bouncing
|
||||
if ((ballPosition.X >= (GetScreenWidth() - ballRadius)) || (ballPosition.X <= ballRadius))
|
||||
{
|
||||
|
|
@ -57,12 +82,12 @@ public class BouncingBall
|
|||
}
|
||||
if ((ballPosition.Y >= (GetScreenHeight() - ballRadius)) || (ballPosition.Y <= ballRadius))
|
||||
{
|
||||
ballSpeed.Y *= -1.0f;
|
||||
ballSpeed.Y *= -0.95f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
framesCounter += 1;
|
||||
framesCounter++;
|
||||
}
|
||||
//-----------------------------------------------------
|
||||
|
||||
|
|
@ -71,26 +96,60 @@ public class BouncingBall
|
|||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawCircleV(ballPosition, ballRadius, Color.Maroon);
|
||||
DrawCircleV(ballPosition, (float)ballRadius, Color.Maroon);
|
||||
DrawText("PRESS SPACE to PAUSE BALL MOVEMENT", 10, GetScreenHeight() - 25, 20, Color.LightGray);
|
||||
|
||||
if (useGravity)
|
||||
{
|
||||
DrawText("GRAVITY: ON (Press G to disable)", 10, GetScreenHeight() - 50, 20, Color.DarkGreen);
|
||||
}
|
||||
else
|
||||
{
|
||||
DrawText("GRAVITY: OFF (Press G to enable)", 10, GetScreenHeight() - 50, 20, Color.Red);
|
||||
}
|
||||
|
||||
// On pause, we draw a blinking message
|
||||
if (pause && ((framesCounter / 30) % 2) == 0)
|
||||
if (pause && ((framesCounter / 30) % 2) != 0)
|
||||
{
|
||||
DrawText("PAUSED", 350, 200, 30, Color.Gray);
|
||||
}
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - bouncing ball");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
var game = new BouncingBall();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,10 +2,14 @@
|
|||
*
|
||||
* raylib [shapes] example - collision area
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* 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) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -13,36 +17,41 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class CollisionArea
|
||||
public partial class CollisionArea : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Collision Area";
|
||||
|
||||
public string Title => "raylib [shapes] example - collision area";
|
||||
|
||||
private Rectangle boxA;
|
||||
private int boxASpeedX;
|
||||
private Rectangle boxB;
|
||||
private Rectangle boxCollision;
|
||||
private int screenUpperLimit;
|
||||
private bool pause;
|
||||
private bool collision;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
|
||||
|
||||
// Box A: Moving box
|
||||
Rectangle boxA = new(10, GetScreenHeight() / 2 - 50, 200, 100);
|
||||
int boxASpeedX = 4;
|
||||
boxA = new(10, GetScreenHeight() / 2.0f - 50, 200, 100);
|
||||
boxASpeedX = 4;
|
||||
|
||||
// Box B: Mouse moved box
|
||||
Rectangle boxB = new(GetScreenWidth() / 2 - 30, GetScreenHeight() / 2 - 30, 60, 60);
|
||||
Rectangle boxCollision = new();
|
||||
boxB = new(GetScreenWidth() / 2.0f - 30, GetScreenHeight() / 2.0f - 30, 60, 60);
|
||||
|
||||
int screenUpperLimit = 40;
|
||||
boxCollision = new(); // Collision rectangle
|
||||
|
||||
// Movement pause
|
||||
bool pause = false;
|
||||
bool collision = false;
|
||||
screenUpperLimit = 40; // Top menu limits
|
||||
|
||||
SetTargetFPS(60);
|
||||
//----------------------------------------------------------
|
||||
pause = false; // Movement pause
|
||||
collision = false; // Collision detection
|
||||
}
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//-----------------------------------------------------
|
||||
|
|
@ -113,24 +122,51 @@ public class CollisionArea
|
|||
DrawRectangleRec(boxCollision, Color.Lime);
|
||||
|
||||
// Draw collision message
|
||||
int cx = GetScreenWidth() / 2 - MeasureText("COLLISION!", 20) / 2;
|
||||
int cy = screenUpperLimit / 2 - 10;
|
||||
var cx = GetScreenWidth() / 2 - MeasureText("COLLISION!", 20) / 2;
|
||||
var cy = screenUpperLimit / 2 - 10;
|
||||
DrawText("COLLISION!", cx, cy, 20, Color.Black);
|
||||
|
||||
// Draw collision area
|
||||
string text = $"Collision Area: {(int)boxCollision.Width * (int)boxCollision.Height}";
|
||||
var text = $"Collision Area: {(int)boxCollision.Width * (int)boxCollision.Height}";
|
||||
DrawText(text, GetScreenWidth() / 2 - 100, screenUpperLimit + 10, 20, Color.Black);
|
||||
}
|
||||
|
||||
// Draw help instructions
|
||||
DrawText("Press SPACE to PAUSE/RESUME", 20, screenHeight - 35, 20, Color.LightGray);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
EndDrawing();
|
||||
//-----------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//---------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - collision area");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//----------------------------------------------------------
|
||||
|
||||
var game = new CollisionArea();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//---------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//----------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - Colors palette
|
||||
* raylib [shapes] example - colors palette
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.0, last time updated with raylib 2.5
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,18 +18,26 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class ColorsPalette
|
||||
public partial class ColorsPalette : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public const int MaxColorsCount = 21; // Number of colors available
|
||||
|
||||
public string Name => "Shapes / Colors Palette";
|
||||
|
||||
public string Title => "raylib [shapes] example - colors palette";
|
||||
|
||||
private Color[] colors;
|
||||
private string[] colorNames;
|
||||
private Rectangle[] colorsRecs;
|
||||
private int[] colorState;
|
||||
private Vector2 mousePoint;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
|
||||
|
||||
Color[] colors = new[]
|
||||
colors = new[]
|
||||
{
|
||||
Color.DarkGray,
|
||||
Color.Maroon,
|
||||
|
|
@ -50,7 +62,7 @@ public class ColorsPalette
|
|||
Color.Beige
|
||||
};
|
||||
|
||||
string[] colorNames = new[]
|
||||
colorNames = new[]
|
||||
{
|
||||
"DARKGRAY",
|
||||
"MAROON",
|
||||
|
|
@ -76,10 +88,10 @@ public class ColorsPalette
|
|||
};
|
||||
|
||||
// Rectangles array
|
||||
Rectangle[] colorsRecs = new Rectangle[colors.Length];
|
||||
colorsRecs = new Rectangle[colors.Length];
|
||||
|
||||
// Fills colorsRecs data (for every rectangle)
|
||||
for (int i = 0; i < colorsRecs.Length; i++)
|
||||
for (var i = 0; i < colorsRecs.Length; i++)
|
||||
{
|
||||
colorsRecs[i].X = 20 + 100 * (i % 7) + 10 * (i % 7);
|
||||
colorsRecs[i].Y = 80 + 100 * (i / 7) + 10 * (i / 7);
|
||||
|
|
@ -88,21 +100,18 @@ public class ColorsPalette
|
|||
}
|
||||
|
||||
// Color state: 0-DEFAULT, 1-MOUSE_HOVER
|
||||
int[] colorState = new int[colors.Length];
|
||||
colorState = new int[colors.Length];
|
||||
|
||||
Vector2 mousePoint = new(0.0f, 0.0f);
|
||||
mousePoint = new(0.0f, 0.0f);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
mousePoint = GetMousePosition();
|
||||
|
||||
for (int i = 0; i < colors.Length; i++)
|
||||
for (var i = 0; i < colors.Length; i++)
|
||||
{
|
||||
if (CheckCollisionPointRec(mousePoint, colorsRecs[i]))
|
||||
{
|
||||
|
|
@ -129,10 +138,9 @@ public class ColorsPalette
|
|||
Color.Gray
|
||||
);
|
||||
|
||||
// Draw all rectangles
|
||||
for (int i = 0; i < colorsRecs.Length; i++)
|
||||
for (var i = 0; i < colorsRecs.Length; i++) // Draw all rectangles
|
||||
{
|
||||
DrawRectangleRec(colorsRecs[i], ColorAlpha(colors[i], colorState[i] != 0 ? 0.6f : 1.0f));
|
||||
DrawRectangleRec(colorsRecs[i], Fade(colors[i], colorState[i] != 0 ? 0.6f : 1.0f));
|
||||
|
||||
if (IsKeyDown(KeyboardKey.Space) || colorState[i] != 0)
|
||||
{
|
||||
|
|
@ -143,7 +151,7 @@ public class ColorsPalette
|
|||
20,
|
||||
Color.Black
|
||||
);
|
||||
DrawRectangleLinesEx(colorsRecs[i], 6, ColorAlpha(Color.Black, 0.3f));
|
||||
DrawRectangleLinesEx(colorsRecs[i], 6, Fade(Color.Black, 0.3f));
|
||||
DrawText(
|
||||
colorNames[i],
|
||||
(int)(colorsRecs[i].X + colorsRecs[i].Width - MeasureText(colorNames[i], 10) - 12),
|
||||
|
|
@ -158,12 +166,35 @@ public class ColorsPalette
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - colors palette");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new ColorsPalette();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - draw circle sector (with gui options)
|
||||
* raylib [shapes] example - circle sector drawing
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Vlad Adrian (@demizdor) 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,30 +21,34 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class DrawCircleSector
|
||||
public partial class DrawCircleSector : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Draw Circle Sector";
|
||||
|
||||
public string Title => "raylib [shapes] example - circle sector drawing";
|
||||
|
||||
private Vector2 center;
|
||||
private float outerRadius;
|
||||
private float startAngle;
|
||||
private float endAngle;
|
||||
private float segments;
|
||||
private float minSegments;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
center = new((GetScreenWidth() - 300) / 2.0f, GetScreenHeight() / 2.0f);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw circle sector");
|
||||
outerRadius = 180.0f;
|
||||
startAngle = 0.0f;
|
||||
endAngle = 180.0f;
|
||||
segments = 10.0f;
|
||||
minSegments = 4;
|
||||
}
|
||||
|
||||
Vector2 center = new((GetScreenWidth() - 300) / 2, GetScreenHeight() / 2);
|
||||
|
||||
float outerRadius = 180.0f;
|
||||
int startAngle = 0;
|
||||
int endAngle = 180;
|
||||
int segments = 0;
|
||||
int minSegments = 4;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -52,31 +60,31 @@ public class DrawCircleSector
|
|||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(500, 0, 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
|
||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
|
||||
DrawLine(500, 0, 500, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
|
||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
|
||||
|
||||
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, ColorAlpha(Color.Maroon, 0.3f));
|
||||
DrawCircleSector(center, outerRadius, startAngle, endAngle, (int)segments, Fade(Color.Maroon, 0.3f));
|
||||
DrawCircleSectorLines(
|
||||
center,
|
||||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
segments,
|
||||
ColorAlpha(Color.Maroon, 0.6f)
|
||||
(int)segments,
|
||||
Fade(Color.Maroon, 0.6f)
|
||||
);
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
/*startAngle = GuiSliderBar(new Rectangle( 600, 40, 120, 20), "StartAngle", startAngle, 0, 720, true );
|
||||
endAngle = GuiSliderBar(new Rectangle( 600, 70, 120, 20), "EndAngle", endAngle, 0, 720, true);
|
||||
/*GuiSliderBar(new Rectangle( 600, 40, 120, 20), "StartAngle", TextFormat("%.2f", startAngle), ref startAngle, 0, 720);
|
||||
GuiSliderBar(new Rectangle( 600, 70, 120, 20), "EndAngle", TextFormat("%.2f", endAngle), ref endAngle, 0, 720);
|
||||
|
||||
outerRadius = GuiSliderBar(new Rectangle( 600, 140, 120, 20), "Radius", outerRadius, 0, 200, true);
|
||||
segments = GuiSliderBar(new Rectangle( 600, 170, 120, 20), "Segments", segments, 0, 100, true);*/
|
||||
GuiSliderBar(new Rectangle( 600, 140, 120, 20), "Radius", TextFormat("%.2f", outerRadius), ref outerRadius, 0, 200);
|
||||
GuiSliderBar(new Rectangle( 600, 170, 120, 20), "Segments", TextFormat("%.2f", segments), ref segments, 0, 100);*/
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
|
||||
Color color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
|
||||
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
|
||||
minSegments = MathF.Truncate(MathF.Ceiling((endAngle - startAngle) / 90));
|
||||
var color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
|
||||
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 200, 10, color);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
|
@ -84,12 +92,35 @@ public class DrawCircleSector
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - circle sector drawing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DrawCircleSector();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - draw rectangle rounded (with gui options)
|
||||
* raylib [shapes] example - rounded rectangle drawing
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Vlad Adrian (@demizdor) 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -15,37 +19,44 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class DrawRectangleRounded
|
||||
public partial class DrawRectangleRounded : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Draw Rectangle Rounded";
|
||||
|
||||
public string Title => "raylib [shapes] example - rounded rectangle drawing";
|
||||
|
||||
private float roundness;
|
||||
private float width;
|
||||
private float height;
|
||||
private float segments;
|
||||
private float lineThick;
|
||||
|
||||
private bool drawRect;
|
||||
private bool drawRoundedRect;
|
||||
private bool drawRoundedLines;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
roundness = 0.2f;
|
||||
width = 200.0f;
|
||||
height = 100.0f;
|
||||
segments = 0.0f;
|
||||
lineThick = 1.0f;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw rectangle rounded");
|
||||
drawRect = false;
|
||||
drawRoundedRect = true;
|
||||
drawRoundedLines = false;
|
||||
}
|
||||
|
||||
float roundness = 0.2f;
|
||||
int width = 400;
|
||||
int height = 200;
|
||||
int segments = 0;
|
||||
int lineThick = 10;
|
||||
|
||||
bool drawRect = false;
|
||||
bool drawRoundedRect = false;
|
||||
bool drawRoundedLines = true;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
Rectangle rec = new(
|
||||
(GetScreenWidth() - width - 250) / 2.0f,
|
||||
((float)GetScreenWidth() - width - 250) / 2,
|
||||
(GetScreenHeight() - height) / 2.0f,
|
||||
(float)width,
|
||||
(float)height
|
||||
|
|
@ -57,36 +68,36 @@ public class DrawRectangleRounded
|
|||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(560, 0, 560, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
|
||||
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
|
||||
DrawLine(560, 0, 560, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
|
||||
DrawRectangle(560, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
|
||||
|
||||
if (drawRect)
|
||||
{
|
||||
DrawRectangleRec(rec, ColorAlpha(Color.Gold, 0.6f));
|
||||
DrawRectangleRec(rec, Fade(Color.Gold, 0.6f));
|
||||
}
|
||||
if (drawRoundedRect)
|
||||
{
|
||||
DrawRectangleRounded(rec, roundness, segments, ColorAlpha(Color.Maroon, 0.2f));
|
||||
DrawRectangleRounded(rec, roundness, (int)segments, Fade(Color.Maroon, 0.2f));
|
||||
}
|
||||
if (drawRoundedLines)
|
||||
{
|
||||
DrawRectangleRoundedLinesEx(rec, roundness, segments, (float)lineThick, ColorAlpha(Color.Maroon, 0.4f));
|
||||
DrawRectangleRoundedLinesEx(rec, roundness, (int)segments, lineThick, Fade(Color.Maroon, 0.4f));
|
||||
}
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
/*width = GuiSliderBar(new Rectangle( 640, 40, 105, 20 ), "Width", width, 0, GetScreenWidth() - 300, true );
|
||||
height = GuiSliderBar(new Rectangle( 640, 70, 105, 20 ), "Height", height, 0, GetScreenHeight() - 50, true);
|
||||
roundness = GuiSliderBar(new Rectangle( 640, 140, 105, 20 ), "Roundness", roundness, 0.0f, 1.0f, true);
|
||||
lineThick = GuiSliderBar(new Rectangle( 640, 170, 105, 20 ), "Thickness", lineThick, 0, 20, true);
|
||||
segments = GuiSliderBar(new Rectangle( 640, 240, 105, 20), "Segments", segments, 0, 60, true);
|
||||
/*GuiSliderBar(new Rectangle( 640, 40, 105, 20 ), "Width", TextFormat("%.2f", width), ref width, 0, (float)GetScreenWidth() - 300);
|
||||
GuiSliderBar(new Rectangle( 640, 70, 105, 20 ), "Height", TextFormat("%.2f", height), ref height, 0, (float)GetScreenHeight() - 50);
|
||||
GuiSliderBar(new Rectangle( 640, 140, 105, 20 ), "Roundness", TextFormat("%.2f", roundness), ref roundness, 0.0f, 1.0f);
|
||||
GuiSliderBar(new Rectangle( 640, 170, 105, 20 ), "Thickness", TextFormat("%.2f", lineThick), ref lineThick, 0, 20);
|
||||
GuiSliderBar(new Rectangle( 640, 240, 105, 20), "Segments", TextFormat("%.2f", segments), ref segments, 0, 60);
|
||||
|
||||
drawRoundedRect = GuiCheckBox(new Rectangle( 640, 320, 20, 20 ), "DrawRoundedRect", drawRoundedRect);
|
||||
drawRoundedLines = GuiCheckBox(new Rectangle( 640, 350, 20, 20 ), "DrawRoundedLines", drawRoundedLines);
|
||||
drawRect = GuiCheckBox(new Rectangle( 640, 380, 20, 20), "DrawRect", drawRect);*/
|
||||
GuiCheckBox(new Rectangle( 640, 320, 20, 20 ), "DrawRoundedRect", ref drawRoundedRect);
|
||||
GuiCheckBox(new Rectangle( 640, 350, 20, 20 ), "DrawRoundedLines", ref drawRoundedLines);
|
||||
GuiCheckBox(new Rectangle( 640, 380, 20, 20), "DrawRect", ref drawRect);*/
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
string text = $"MODE: {((segments >= 4) ? "MANUAL" : "AUTO")}";
|
||||
var text = $"MODE: {((segments >= 4) ? "MANUAL" : "AUTO")}";
|
||||
DrawText(text, 640, 280, 10, (segments >= 4) ? Color.Maroon : Color.DarkGray);
|
||||
DrawFPS(10, 10);
|
||||
|
||||
|
|
@ -94,12 +105,35 @@ public class DrawRectangleRounded
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rounded rectangle drawing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DrawRectangleRounded();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - draw ring (with gui options)
|
||||
* raylib [shapes] example - ring drawing
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Vlad Adrian (@demizdor) 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -17,36 +21,45 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class DrawRing
|
||||
public partial class DrawRing : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Draw Ring";
|
||||
|
||||
public string Title => "raylib [shapes] example - ring drawing";
|
||||
|
||||
private Vector2 center;
|
||||
|
||||
private float innerRadius;
|
||||
private float outerRadius;
|
||||
|
||||
private float startAngle;
|
||||
private float endAngle;
|
||||
private float segments;
|
||||
|
||||
private bool drawRing;
|
||||
private bool drawRingLines;
|
||||
private bool drawCircleLines;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
center = new((GetScreenWidth() - 300) / 2.0f, GetScreenHeight() / 2.0f);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - draw ring");
|
||||
innerRadius = 80.0f;
|
||||
outerRadius = 190.0f;
|
||||
|
||||
Vector2 center = new((GetScreenWidth() - 300) / 2, GetScreenHeight() / 2);
|
||||
startAngle = 0.0f;
|
||||
endAngle = 360.0f;
|
||||
segments = 0.0f;
|
||||
|
||||
float innerRadius = 80.0f;
|
||||
float outerRadius = 190.0f;
|
||||
drawRing = true;
|
||||
drawRingLines = false;
|
||||
drawCircleLines = false;
|
||||
}
|
||||
|
||||
int startAngle = 0;
|
||||
int endAngle = 360;
|
||||
int segments = 0;
|
||||
int minSegments = 4;
|
||||
|
||||
bool drawRing = true;
|
||||
bool drawRingLines = false;
|
||||
bool drawCircleLines = false;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -58,8 +71,8 @@ public class DrawRing
|
|||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawLine(500, 0, 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.6f));
|
||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), ColorAlpha(Color.LightGray, 0.3f));
|
||||
DrawLine(500, 0, 500, GetScreenHeight(), Fade(Color.LightGray, 0.6f));
|
||||
DrawRectangle(500, 0, GetScreenWidth() - 500, GetScreenHeight(), Fade(Color.LightGray, 0.3f));
|
||||
|
||||
if (drawRing)
|
||||
{
|
||||
|
|
@ -69,8 +82,8 @@ public class DrawRing
|
|||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
segments,
|
||||
ColorAlpha(Color.Maroon, 0.3f)
|
||||
(int)segments,
|
||||
Fade(Color.Maroon, 0.3f)
|
||||
);
|
||||
}
|
||||
if (drawRingLines)
|
||||
|
|
@ -81,8 +94,8 @@ public class DrawRing
|
|||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
segments,
|
||||
ColorAlpha(Color.Black, 0.4f)
|
||||
(int)segments,
|
||||
Fade(Color.Black, 0.4f)
|
||||
);
|
||||
}
|
||||
if (drawCircleLines)
|
||||
|
|
@ -92,28 +105,28 @@ public class DrawRing
|
|||
outerRadius,
|
||||
startAngle,
|
||||
endAngle,
|
||||
segments,
|
||||
ColorAlpha(Color.Black, 0.4f)
|
||||
(int)segments,
|
||||
Fade(Color.Black, 0.4f)
|
||||
);
|
||||
}
|
||||
|
||||
// Draw GUI controls
|
||||
//------------------------------------------------------------------------------
|
||||
/*startAngle = GuiSliderBar(new Rectangle( 600, 40, 120, 20 ), "StartAngle", startAngle, -450, 450, true);
|
||||
endAngle = GuiSliderBar(new Rectangle( 600, 70, 120, 20 ), "EndAngle", endAngle, -450, 450, true);
|
||||
/*GuiSliderBar(new Rectangle( 600, 40, 120, 20 ), "StartAngle", TextFormat("%.2f", startAngle), ref startAngle, -450, 450);
|
||||
GuiSliderBar(new Rectangle( 600, 70, 120, 20 ), "EndAngle", TextFormat("%.2f", endAngle), ref endAngle, -450, 450);
|
||||
|
||||
innerRadius = GuiSliderBar(new Rectangle( 600, 140, 120, 20 ), "InnerRadius", innerRadius, 0, 100, true);
|
||||
outerRadius = GuiSliderBar(new Rectangle( 600, 170, 120, 20 ), "OuterRadius", outerRadius, 0, 200, true);
|
||||
GuiSliderBar(new Rectangle( 600, 140, 120, 20 ), "InnerRadius", TextFormat("%.2f", innerRadius), ref innerRadius, 0, 100);
|
||||
GuiSliderBar(new Rectangle( 600, 170, 120, 20 ), "OuterRadius", TextFormat("%.2f", outerRadius), ref outerRadius, 0, 200);
|
||||
|
||||
segments = GuiSliderBar(new Rectangle( 600, 240, 120, 20 ), "Segments", segments, 0, 100, true);
|
||||
GuiSliderBar(new Rectangle( 600, 240, 120, 20 ), "Segments", TextFormat("%.2f", segments), ref segments, 0, 100);
|
||||
|
||||
drawRing = GuiCheckBox(new Rectangle( 600, 320, 20, 20 ), "Draw Ring", drawRing);
|
||||
drawRingLines = GuiCheckBox(new Rectangle( 600, 350, 20, 20 ), "Draw RingLines", drawRingLines);
|
||||
drawCircleLines = GuiCheckBox(new Rectangle( 600, 380, 20, 20 ), "Draw CircleLines", drawCircleLines);*/
|
||||
GuiCheckBox(new Rectangle( 600, 320, 20, 20 ), "Draw Ring", ref drawRing);
|
||||
GuiCheckBox(new Rectangle( 600, 350, 20, 20 ), "Draw RingLines", ref drawRingLines);
|
||||
GuiCheckBox(new Rectangle( 600, 380, 20, 20 ), "Draw CircleLines", ref drawCircleLines);*/
|
||||
//------------------------------------------------------------------------------
|
||||
|
||||
minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
|
||||
Color color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
|
||||
var minSegments = (int)MathF.Ceiling((endAngle - startAngle) / 90);
|
||||
var color = (segments >= minSegments) ? Color.Maroon : Color.DarkGray;
|
||||
DrawText($"MODE: {((segments >= minSegments) ? "MANUAL" : "AUTO")}", 600, 270, 10, color);
|
||||
|
||||
DrawFPS(10, 10);
|
||||
|
|
@ -122,9 +135,33 @@ public class DrawRing
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - ring drawing");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new DrawRing();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - easings ball anim
|
||||
* raylib [shapes] example - easings ball
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,37 +18,41 @@ using Examples.Shared;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class EasingsBallAnim
|
||||
public partial class EasingsBallAnim : IExample
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball anim");
|
||||
public string Name => "Shapes / Easings Ball Anim";
|
||||
|
||||
public string Title => "raylib [shapes] example - easings ball";
|
||||
|
||||
// Ball variable value to be animated with easings
|
||||
int ballPositionX = -100;
|
||||
int ballRadius = 20;
|
||||
float ballAlpha = 0.0f;
|
||||
private int ballPositionX;
|
||||
private int ballRadius;
|
||||
private float ballAlpha;
|
||||
|
||||
int state = 0;
|
||||
int framesCounter = 0;
|
||||
private int state;
|
||||
private int framesCounter;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Init()
|
||||
{
|
||||
ballPositionX = -100;
|
||||
ballRadius = 20;
|
||||
ballAlpha = 0.0f;
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
state = 0;
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (state == 0) // Move ball position X with easing
|
||||
{
|
||||
framesCounter += 1;
|
||||
ballPositionX = (int)Easings.EaseElasticOut(framesCounter, -100, screenWidth / 2 + 100, 120);
|
||||
framesCounter++;
|
||||
ballPositionX = (int)Easings.EaseElasticOut(framesCounter, -100, screenWidth / 2.0f + 100, 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
{
|
||||
|
|
@ -52,10 +60,9 @@ public class EasingsBallAnim
|
|||
state = 1;
|
||||
}
|
||||
}
|
||||
// Increase ball radius with easing
|
||||
else if (state == 1)
|
||||
else if (state == 1) // Increase ball radius with easing
|
||||
{
|
||||
framesCounter += 1;
|
||||
framesCounter++;
|
||||
ballRadius = (int)Easings.EaseElasticIn(framesCounter, 20, 500, 200);
|
||||
|
||||
if (framesCounter >= 200)
|
||||
|
|
@ -64,10 +71,9 @@ public class EasingsBallAnim
|
|||
state = 2;
|
||||
}
|
||||
}
|
||||
// Change ball alpha with easing (background color blending)
|
||||
else if (state == 2)
|
||||
else if (state == 2) // Change ball alpha with easing (background color blending)
|
||||
{
|
||||
framesCounter += 1;
|
||||
framesCounter++;
|
||||
ballAlpha = Easings.EaseCubicOut(framesCounter, 0.0f, 1.0f, 200);
|
||||
|
||||
if (framesCounter >= 200)
|
||||
|
|
@ -76,8 +82,7 @@ public class EasingsBallAnim
|
|||
state = 3;
|
||||
}
|
||||
}
|
||||
// Reset state to play again
|
||||
else if (state == 3)
|
||||
else if (state == 3) // Reset state to play again
|
||||
{
|
||||
if (IsKeyPressed(KeyboardKey.Enter))
|
||||
{
|
||||
|
|
@ -105,7 +110,7 @@ public class EasingsBallAnim
|
|||
DrawRectangle(0, 0, screenWidth, screenHeight, Color.Green);
|
||||
}
|
||||
|
||||
DrawCircle(ballPositionX, 200, ballRadius, ColorAlpha(Color.Red, 1.0f - ballAlpha));
|
||||
DrawCircle(ballPositionX, 200, ballRadius, Fade(Color.Red, 1.0f - ballAlpha));
|
||||
|
||||
if (state == 3)
|
||||
{
|
||||
|
|
@ -116,12 +121,35 @@ public class EasingsBallAnim
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings ball");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new EasingsBallAnim();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - easings box anim
|
||||
* raylib [shapes] example - easings box
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2014-2019 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -15,42 +19,45 @@ using Examples.Shared;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class EasingsBoxAnim
|
||||
public partial class EasingsBoxAnim : IExample
|
||||
{
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box anim");
|
||||
public string Name => "Shapes / Easings Box Anim";
|
||||
|
||||
public string Title => "raylib [shapes] example - easings box";
|
||||
|
||||
// Box variables to be animated with easings
|
||||
Rectangle rec = new(GetScreenWidth() / 2, -100, 100, 100);
|
||||
float rotation = 0.0f;
|
||||
float alpha = 1.0f;
|
||||
private Rectangle rec;
|
||||
private float rotation;
|
||||
private float alpha;
|
||||
|
||||
int state = 0;
|
||||
int framesCounter = 0;
|
||||
private int state;
|
||||
private int framesCounter;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
public void Init()
|
||||
{
|
||||
rec = new(GetScreenWidth() / 2.0f, -100, 100, 100);
|
||||
rotation = 0.0f;
|
||||
alpha = 1.0f;
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
state = 0;
|
||||
framesCounter = 0;
|
||||
}
|
||||
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
switch (state)
|
||||
{
|
||||
// Move box down to center of screen
|
||||
case 0:
|
||||
framesCounter += 1;
|
||||
case 0: // Move box down to center of screen
|
||||
framesCounter++;
|
||||
|
||||
// NOTE: Remember that 3rd parameter of easing function refers to
|
||||
// desired value variation, do not confuse it with expected final value!
|
||||
rec.Y = Easings.EaseElasticOut(framesCounter, -100, GetScreenHeight() / 2 + 100, 120);
|
||||
rec.Y = Easings.EaseElasticOut(framesCounter, -100, GetScreenHeight() / 2.0f + 100, 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
{
|
||||
|
|
@ -58,9 +65,8 @@ public class EasingsBoxAnim
|
|||
state = 1;
|
||||
}
|
||||
break;
|
||||
// Scale box to an horizontal bar
|
||||
case 1:
|
||||
framesCounter += 1;
|
||||
case 1: // Scale box to an horizontal bar
|
||||
framesCounter++;
|
||||
rec.Height = Easings.EaseBounceOut(framesCounter, 100, -90, 120);
|
||||
rec.Width = Easings.EaseBounceOut(framesCounter, 100, GetScreenWidth(), 120);
|
||||
|
||||
|
|
@ -70,9 +76,8 @@ public class EasingsBoxAnim
|
|||
state = 2;
|
||||
}
|
||||
break;
|
||||
// Rotate horizontal bar rectangle
|
||||
case 2:
|
||||
framesCounter += 1;
|
||||
case 2: // Rotate horizontal bar rectangle
|
||||
framesCounter++;
|
||||
rotation = Easings.EaseQuadOut(framesCounter, 0.0f, 270.0f, 240);
|
||||
|
||||
if (framesCounter >= 240)
|
||||
|
|
@ -81,9 +86,8 @@ public class EasingsBoxAnim
|
|||
state = 3;
|
||||
}
|
||||
break;
|
||||
// Increase bar size to fill all screen
|
||||
case 3:
|
||||
framesCounter += 1;
|
||||
case 3: // Increase bar size to fill all screen
|
||||
framesCounter++;
|
||||
rec.Height = Easings.EaseCircOut(framesCounter, 10, GetScreenWidth(), 120);
|
||||
|
||||
if (framesCounter >= 120)
|
||||
|
|
@ -92,8 +96,7 @@ public class EasingsBoxAnim
|
|||
state = 4;
|
||||
}
|
||||
break;
|
||||
// Fade out animation
|
||||
case 4:
|
||||
case 4: // Fade out animation
|
||||
framesCounter++;
|
||||
alpha = Easings.EaseSineOut(framesCounter, 1.0f, -1.0f, 160);
|
||||
|
||||
|
|
@ -110,7 +113,7 @@ public class EasingsBoxAnim
|
|||
// Reset animation at any moment
|
||||
if (IsKeyPressed(KeyboardKey.Space))
|
||||
{
|
||||
rec = new Rectangle(GetScreenWidth() / 2, -100, 100, 100);
|
||||
rec = new Rectangle(GetScreenWidth() / 2.0f, -100, 100, 100);
|
||||
rotation = 0.0f;
|
||||
alpha = 1.0f;
|
||||
state = 0;
|
||||
|
|
@ -127,7 +130,7 @@ public class EasingsBoxAnim
|
|||
rec,
|
||||
new Vector2(rec.Width / 2, rec.Height / 2),
|
||||
rotation,
|
||||
ColorAlpha(Color.Black, alpha)
|
||||
Fade(Color.Black, alpha)
|
||||
);
|
||||
DrawText("PRESS [SPACE] TO RESET BOX ANIMATION!", 10, GetScreenHeight() - 25, 20, Color.LightGray);
|
||||
|
||||
|
|
@ -135,9 +138,33 @@ public class EasingsBoxAnim
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings box");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new EasingsBoxAnim();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,14 +1,18 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - easings rectangle array
|
||||
* raylib [shapes] example - easings rectangles
|
||||
*
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* NOTE: This example requires 'easings.h' library, provided on raylib/src. Just copy
|
||||
* the library to same directory as example or make sure it's available on include path.
|
||||
* the library to same directory as example or make sure it's available on include path
|
||||
*
|
||||
* This example has been created using raylib 2.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 2.0, last time updated with raylib 2.5
|
||||
*
|
||||
* Copyright (c) 2014-2019 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -18,8 +22,11 @@ using Examples.Shared;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class EasingsRectangleArray
|
||||
public partial class EasingsRectangleArray : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public const int RecsWidth = 50;
|
||||
public const int RecsHeight = 50;
|
||||
public const int MaxRecsX = 800 / RecsWidth;
|
||||
|
|
@ -28,39 +35,36 @@ public class EasingsRectangleArray
|
|||
// At 60 fps = 4 seconds
|
||||
public const int PlayTimeInFrames = 240;
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
public string Name => "Shapes / Easings Rectangle Array";
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangle array");
|
||||
public string Title => "raylib [shapes] example - easings rectangles";
|
||||
|
||||
Rectangle[] recs = new Rectangle[MaxRecsX * MaxRecsY];
|
||||
private Rectangle[] recs;
|
||||
private float rotation;
|
||||
private int framesCounter;
|
||||
private int state; // Rectangles animation state: 0-Playing, 1-Finished
|
||||
|
||||
for (int y = 0; y < MaxRecsY; y++)
|
||||
public void Init()
|
||||
{
|
||||
for (int x = 0; x < MaxRecsX; x++)
|
||||
recs = new Rectangle[MaxRecsX * MaxRecsY];
|
||||
|
||||
for (var y = 0; y < MaxRecsY; y++)
|
||||
{
|
||||
recs[y * MaxRecsX + x].X = RecsWidth / 2 + RecsWidth * x;
|
||||
recs[y * MaxRecsX + x].Y = RecsHeight / 2 + RecsHeight * y;
|
||||
for (var x = 0; x < MaxRecsX; x++)
|
||||
{
|
||||
recs[y * MaxRecsX + x].X = RecsWidth / 2.0f + RecsWidth * x;
|
||||
recs[y * MaxRecsX + x].Y = RecsHeight / 2.0f + RecsHeight * y;
|
||||
recs[y * MaxRecsX + x].Width = RecsWidth;
|
||||
recs[y * MaxRecsX + x].Height = RecsHeight;
|
||||
}
|
||||
}
|
||||
|
||||
float rotation = 0.0f;
|
||||
int framesCounter = 0;
|
||||
rotation = 0.0f;
|
||||
framesCounter = 0;
|
||||
state = 0;
|
||||
}
|
||||
|
||||
// Rectangles animation state: 0-Playing, 1-Finished
|
||||
int state = 0;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -68,7 +72,7 @@ public class EasingsRectangleArray
|
|||
{
|
||||
framesCounter++;
|
||||
|
||||
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
recs[i].Height = Easings.EaseCircOut(framesCounter, RecsHeight, -RecsHeight, PlayTimeInFrames);
|
||||
recs[i].Width = Easings.EaseCircOut(framesCounter, RecsWidth, -RecsWidth, PlayTimeInFrames);
|
||||
|
|
@ -95,7 +99,7 @@ public class EasingsRectangleArray
|
|||
// When animation has finished, press space to restart
|
||||
framesCounter = 0;
|
||||
|
||||
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
recs[i].Height = RecsHeight;
|
||||
recs[i].Width = RecsWidth;
|
||||
|
|
@ -112,7 +116,7 @@ public class EasingsRectangleArray
|
|||
|
||||
if (state == 0)
|
||||
{
|
||||
for (int i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
for (var i = 0; i < MaxRecsX * MaxRecsY; i++)
|
||||
{
|
||||
DrawRectanglePro(
|
||||
recs[i],
|
||||
|
|
@ -131,9 +135,33 @@ public class EasingsRectangleArray
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - easings rectangles");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new EasingsRectangleArray();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -2,10 +2,14 @@
|
|||
*
|
||||
* raylib [shapes] example - following eyes
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2013-2019 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* 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) 2013-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -16,33 +20,44 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class FollowingEyes
|
||||
public partial class FollowingEyes : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Following Eyes";
|
||||
|
||||
public string Title => "raylib [shapes] example - following eyes";
|
||||
|
||||
private Vector2 scleraLeftPosition;
|
||||
private Vector2 scleraRightPosition;
|
||||
private float scleraRadius;
|
||||
|
||||
private Vector2 irisLeftPosition;
|
||||
private Vector2 irisRightPosition;
|
||||
private float irisRadius;
|
||||
|
||||
private float angle;
|
||||
private float dx, dy, dxx, dyy;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
scleraLeftPosition = new(GetScreenWidth() / 2.0f - 100.0f, GetScreenHeight() / 2.0f);
|
||||
scleraRightPosition = new(GetScreenWidth() / 2.0f + 100.0f, GetScreenHeight() / 2.0f);
|
||||
scleraRadius = 80;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
|
||||
irisLeftPosition = new(GetScreenWidth() / 2.0f - 100.0f, GetScreenHeight() / 2.0f);
|
||||
irisRightPosition = new(GetScreenWidth() / 2.0f + 100.0f, GetScreenHeight() / 2.0f);
|
||||
irisRadius = 24;
|
||||
|
||||
Vector2 scleraLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
|
||||
Vector2 scleraRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
|
||||
float scleraRadius = 80;
|
||||
angle = 0.0f;
|
||||
dx = 0.0f;
|
||||
dy = 0.0f;
|
||||
dxx = 0.0f;
|
||||
dyy = 0.0f;
|
||||
}
|
||||
|
||||
Vector2 irisLeftPosition = new(GetScreenWidth() / 2 - 100, GetScreenHeight() / 2);
|
||||
Vector2 irisRightPosition = new(GetScreenWidth() / 2 + 100, GetScreenHeight() / 2);
|
||||
float irisRadius = 24;
|
||||
|
||||
float angle = 0.0f;
|
||||
float dx = 0.0f, dy = 0.0f, dxx = 0.0f, dyy = 0.0f;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -50,7 +65,7 @@ public class FollowingEyes
|
|||
irisRightPosition = GetMousePosition();
|
||||
|
||||
// Check not inside the left eye sclera
|
||||
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - 20))
|
||||
if (!CheckCollisionPointCircle(irisLeftPosition, scleraLeftPosition, scleraRadius - irisRadius))
|
||||
{
|
||||
dx = irisLeftPosition.X - scleraLeftPosition.X;
|
||||
dy = irisLeftPosition.Y - scleraLeftPosition.Y;
|
||||
|
|
@ -65,7 +80,7 @@ public class FollowingEyes
|
|||
}
|
||||
|
||||
// Check not inside the right eye sclera
|
||||
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - 20))
|
||||
if (!CheckCollisionPointCircle(irisRightPosition, scleraRightPosition, scleraRadius - irisRadius))
|
||||
{
|
||||
dx = irisRightPosition.X - scleraRightPosition.X;
|
||||
dy = irisRightPosition.Y - scleraRightPosition.Y;
|
||||
|
|
@ -99,9 +114,33 @@ public class FollowingEyes
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - following eyes");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new FollowingEyes();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - Cubic-bezier lines
|
||||
* raylib [shapes] example - lines bezier
|
||||
*
|
||||
* This example has been created using raylib 1.7 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2017 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.7, last time updated with raylib 1.7
|
||||
*
|
||||
* 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) 2017-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -14,36 +18,61 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class LinesBezier
|
||||
public partial class LinesBezier : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Lines Bezier";
|
||||
|
||||
public string Title => "raylib [shapes] example - lines bezier";
|
||||
|
||||
public ConfigFlags ConfigFlags => ConfigFlags.Msaa4xHint;
|
||||
|
||||
private Vector2 startPoint;
|
||||
private Vector2 endPoint;
|
||||
private bool moveStartPoint;
|
||||
private bool moveEndPoint;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
startPoint = new(30, 30);
|
||||
endPoint = new(screenWidth - 30, screenHeight - 30);
|
||||
moveStartPoint = false;
|
||||
moveEndPoint = false;
|
||||
}
|
||||
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - cubic-bezier lines");
|
||||
|
||||
Vector2 start = new(0, 0);
|
||||
Vector2 end = new(screenWidth, screenHeight);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
if (IsMouseButtonDown(MouseButton.Left))
|
||||
var mouse = GetMousePosition();
|
||||
|
||||
if (CheckCollisionPointCircle(mouse, startPoint, 10.0f) && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
start = GetMousePosition();
|
||||
moveStartPoint = true;
|
||||
}
|
||||
else if (IsMouseButtonDown(MouseButton.Right))
|
||||
else if (CheckCollisionPointCircle(mouse, endPoint, 10.0f) && IsMouseButtonDown(MouseButton.Left))
|
||||
{
|
||||
end = GetMousePosition();
|
||||
moveEndPoint = true;
|
||||
}
|
||||
|
||||
if (moveStartPoint)
|
||||
{
|
||||
startPoint = mouse;
|
||||
if (IsMouseButtonReleased(MouseButton.Left))
|
||||
{
|
||||
moveStartPoint = false;
|
||||
}
|
||||
}
|
||||
|
||||
if (moveEndPoint)
|
||||
{
|
||||
endPoint = mouse;
|
||||
if (IsMouseButtonReleased(MouseButton.Left))
|
||||
{
|
||||
moveEndPoint = false;
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
|
|
@ -52,16 +81,47 @@ public class LinesBezier
|
|||
BeginDrawing();
|
||||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, Color.Gray);
|
||||
DrawLineBezier(start, end, 2.0f, Color.Red);
|
||||
DrawText("MOVE START-END POINTS WITH MOUSE", 15, 20, 20, Color.Gray);
|
||||
|
||||
// Draw line Cubic Bezier, in-out interpolation (easing), no control points
|
||||
DrawLineBezier(startPoint, endPoint, 4.0f, Color.Blue);
|
||||
|
||||
// Draw start-end spline circles with some details
|
||||
DrawCircleV(startPoint, CheckCollisionPointCircle(mouse, startPoint, 10.0f) ? 14.0f : 8.0f, moveStartPoint ? Color.Red : Color.Blue);
|
||||
DrawCircleV(endPoint, CheckCollisionPointCircle(mouse, endPoint, 10.0f) ? 14.0f : 8.0f, moveEndPoint ? Color.Red : Color.Blue);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
SetConfigFlags(ConfigFlags.Msaa4xHint);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - lines bezier");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LinesBezier();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - raylib logo animation
|
||||
* raylib [shapes] example - logo raylib anim
|
||||
*
|
||||
* This example has been created using raylib 1.4 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 4.0
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -13,59 +17,67 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class LogoRaylibAnim
|
||||
public partial class LogoRaylibAnim : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Logo Raylib Anim";
|
||||
|
||||
public string Title => "raylib [shapes] example - logo raylib anim";
|
||||
|
||||
private int logoPositionX;
|
||||
private int logoPositionY;
|
||||
|
||||
private int framesCounter;
|
||||
private int lettersCount;
|
||||
|
||||
private int topSideRecWidth;
|
||||
private int leftSideRecHeight;
|
||||
|
||||
private int bottomSideRecWidth;
|
||||
private int rightSideRecHeight;
|
||||
|
||||
private int state; // Tracking animation states (State Machine)
|
||||
private float alpha; // Useful for fading
|
||||
|
||||
private Color outline;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
logoPositionX = screenWidth / 2 - 128;
|
||||
logoPositionY = screenHeight / 2 - 128;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo animation");
|
||||
framesCounter = 0;
|
||||
lettersCount = 0;
|
||||
|
||||
int logoPositionX = screenWidth / 2 - 128;
|
||||
int logoPositionY = screenHeight / 2 - 128;
|
||||
topSideRecWidth = 16;
|
||||
leftSideRecHeight = 16;
|
||||
|
||||
int framesCounter = 0;
|
||||
int lettersCount = 0;
|
||||
bottomSideRecWidth = 16;
|
||||
rightSideRecHeight = 16;
|
||||
|
||||
int topSideRecWidth = 16;
|
||||
int leftSideRecHeight = 16;
|
||||
state = 0;
|
||||
alpha = 1.0f;
|
||||
|
||||
int bottomSideRecWidth = 16;
|
||||
int rightSideRecHeight = 16;
|
||||
outline = new(139, 71, 135, 255);
|
||||
}
|
||||
|
||||
// Tracking animation states (State Machine)
|
||||
int state = 0;
|
||||
|
||||
// Useful for fading
|
||||
float alpha = 1.0f;
|
||||
|
||||
Color outline = new(139, 71, 135, 255);
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// State 0: Small box blinking
|
||||
if (state == 0)
|
||||
if (state == 0) // State 0: Small box blinking
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
// Reset counter... will be used later...
|
||||
if (framesCounter == 120)
|
||||
{
|
||||
state = 1;
|
||||
framesCounter = 0;
|
||||
framesCounter = 0; // Reset counter... will be used later...
|
||||
}
|
||||
}
|
||||
// State 1: Top and left bars growing
|
||||
else if (state == 1)
|
||||
else if (state == 1) // State 1: Top and left bars growing
|
||||
{
|
||||
topSideRecWidth += 4;
|
||||
leftSideRecHeight += 4;
|
||||
|
|
@ -75,8 +87,7 @@ public class LogoRaylibAnim
|
|||
state = 2;
|
||||
}
|
||||
}
|
||||
// State 2: Bottom and right bars growing
|
||||
else if (state == 2)
|
||||
else if (state == 2) // State 2: Bottom and right bars growing
|
||||
{
|
||||
bottomSideRecWidth += 4;
|
||||
rightSideRecHeight += 4;
|
||||
|
|
@ -86,8 +97,7 @@ public class LogoRaylibAnim
|
|||
state = 3;
|
||||
}
|
||||
}
|
||||
// State 3: Letters appearing (one by one)
|
||||
else if (state == 3)
|
||||
else if (state == 3) // State 3: Letters appearing (one by one)
|
||||
{
|
||||
framesCounter++;
|
||||
|
||||
|
|
@ -110,8 +120,7 @@ public class LogoRaylibAnim
|
|||
}
|
||||
}
|
||||
}
|
||||
// State 4: Reset and Replay
|
||||
else if (state == 4)
|
||||
else if (state == 4) // State 4: Reset and Replay
|
||||
{
|
||||
if (IsKeyPressed(KeyboardKey.R))
|
||||
{
|
||||
|
|
@ -124,9 +133,8 @@ public class LogoRaylibAnim
|
|||
bottomSideRecWidth = 16;
|
||||
rightSideRecHeight = 16;
|
||||
|
||||
// Return to State 0
|
||||
alpha = 1.0f;
|
||||
state = 0;
|
||||
state = 0; // Return to State 0
|
||||
}
|
||||
}
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -158,18 +166,18 @@ public class LogoRaylibAnim
|
|||
}
|
||||
else if (state == 3)
|
||||
{
|
||||
Color outlineFade = ColorAlpha(outline, alpha);
|
||||
var outlineFade = Fade(outline, alpha);
|
||||
DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, outlineFade);
|
||||
DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, outlineFade);
|
||||
|
||||
DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, outlineFade);
|
||||
DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, outlineFade);
|
||||
|
||||
Color whiteFade = ColorAlpha(Color.RayWhite, alpha);
|
||||
var whiteFade = Fade(Color.RayWhite, alpha);
|
||||
DrawRectangle(screenWidth / 2 - 112, screenHeight / 2 - 112, 224, 224, whiteFade);
|
||||
|
||||
Color label = ColorAlpha(new Color(155, 79, 151, 255), alpha);
|
||||
string text = "raylib".SubText(0, lettersCount);
|
||||
var label = Fade(new Color(155, 79, 151, 255), alpha);
|
||||
var text = "raylib".SubText(0, lettersCount);
|
||||
DrawText(text, screenWidth / 2 - 44, screenHeight / 2 + 28, 50, label);
|
||||
|
||||
DrawText("cs".SubText(0, lettersCount), screenWidth / 2 - 44, screenHeight / 2 + 58, 50, label);
|
||||
|
|
@ -183,9 +191,33 @@ public class LogoRaylibAnim
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - logo raylib anim");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LogoRaylibAnim();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - Draw raylib logo using basic shapes
|
||||
* raylib [shapes] example - logo raylib
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* Copyright (c) 2014 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.0, last time updated with raylib 1.0
|
||||
*
|
||||
* 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -13,28 +17,21 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class LogoRaylibShape
|
||||
public partial class LogoRaylibShape : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Shapes / Logo Raylib Shape";
|
||||
|
||||
public string Title => "raylib [shapes] example - logo raylib";
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
}
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - raylib logo using shapes");
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// TODO: Update your variables here
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
//----------------------------------------------------------------------------------
|
||||
BeginDrawing();
|
||||
|
|
@ -51,9 +48,33 @@ public class LogoRaylibShape
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - logo raylib");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new LogoRaylibShape();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,13 +1,17 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [shapes] example - rectangle scaling by mouse
|
||||
* raylib [shapes] example - rectangle scaling
|
||||
*
|
||||
* This example has been created using raylib 2.5 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* Example originally created with raylib 2.5, last time updated with raylib 2.5
|
||||
*
|
||||
* Example contributed by Vlad Adrian (@demizdor) and reviewed by Ramon Santamaria (@raysan5)
|
||||
*
|
||||
* Copyright (c) 2018 Vlad Adrian (@demizdor) 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) 2018-2025 Vlad Adrian (@demizdor) and Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -16,30 +20,35 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Shapes;
|
||||
|
||||
public class RectangleScaling
|
||||
public partial class RectangleScaling : IExample
|
||||
{
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public const int MOUSE_SCALE_MARK_SIZE = 12;
|
||||
|
||||
public static int Main()
|
||||
public string Name => "Shapes / Rectangle Scaling";
|
||||
|
||||
public string Title => "raylib [shapes] example - rectangle scaling";
|
||||
|
||||
private Rectangle rec;
|
||||
|
||||
private Vector2 mousePosition;
|
||||
|
||||
private bool mouseScaleReady;
|
||||
private bool mouseScaleMode;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
rec = new(100, 100, 200, 80);
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling mouse");
|
||||
mousePosition = new(0, 0);
|
||||
|
||||
Rectangle rec = new(100, 100, 200, 80);
|
||||
Vector2 mousePosition = new(0, 0);
|
||||
mouseScaleReady = false;
|
||||
mouseScaleMode = false;
|
||||
}
|
||||
|
||||
bool mouseScaleReady = false;
|
||||
bool mouseScaleMode = false;
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -52,8 +61,7 @@ public class RectangleScaling
|
|||
MOUSE_SCALE_MARK_SIZE
|
||||
);
|
||||
|
||||
if (CheckCollisionPointRec(mousePosition, rec) &&
|
||||
CheckCollisionPointRec(mousePosition, area))
|
||||
if (CheckCollisionPointRec(mousePosition, area))
|
||||
{
|
||||
mouseScaleReady = true;
|
||||
if (IsMouseButtonPressed(MouseButton.Left))
|
||||
|
|
@ -73,6 +81,7 @@ public class RectangleScaling
|
|||
rec.Width = (mousePosition.X - rec.X);
|
||||
rec.Height = (mousePosition.Y - rec.Y);
|
||||
|
||||
// Check minimum rec size
|
||||
if (rec.Width < MOUSE_SCALE_MARK_SIZE)
|
||||
{
|
||||
rec.Width = MOUSE_SCALE_MARK_SIZE;
|
||||
|
|
@ -82,6 +91,16 @@ public class RectangleScaling
|
|||
rec.Height = MOUSE_SCALE_MARK_SIZE;
|
||||
}
|
||||
|
||||
// Check maximum rec size
|
||||
if (rec.Width > (GetScreenWidth() - rec.X))
|
||||
{
|
||||
rec.Width = GetScreenWidth() - rec.X;
|
||||
}
|
||||
if (rec.Height > (GetScreenHeight() - rec.Y))
|
||||
{
|
||||
rec.Height = GetScreenHeight() - rec.Y;
|
||||
}
|
||||
|
||||
if (IsMouseButtonReleased(MouseButton.Left))
|
||||
{
|
||||
mouseScaleMode = false;
|
||||
|
|
@ -95,7 +114,8 @@ public class RectangleScaling
|
|||
ClearBackground(Color.RayWhite);
|
||||
|
||||
DrawText("Scale rectangle dragging from bottom-right corner!", 10, 10, 20, Color.Gray);
|
||||
DrawRectangleRec(rec, ColorAlpha(Color.Green, 0.5f));
|
||||
|
||||
DrawRectangleRec(rec, Fade(Color.Green, 0.5f));
|
||||
|
||||
if (mouseScaleReady)
|
||||
{
|
||||
|
|
@ -112,9 +132,33 @@ public class RectangleScaling
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - rectangle scaling");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new RectangleScaling();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -132,26 +132,26 @@ public static class Easings
|
|||
// Back Easing functions
|
||||
public static float EaseBackIn(float t, float b, float c, float d)
|
||||
{
|
||||
float s = 1.70158f;
|
||||
float postFix = t /= d;
|
||||
var s = 1.70158f;
|
||||
var postFix = t /= d;
|
||||
return (c * (postFix) * t * ((s + 1) * t - s) + b);
|
||||
}
|
||||
|
||||
public static float EaseBackOut(float t, float b, float c, float d)
|
||||
{
|
||||
float s = 1.70158f;
|
||||
var s = 1.70158f;
|
||||
return (c * ((t = t / d - 1) * t * ((s + 1) * t + s) + 1) + b);
|
||||
}
|
||||
|
||||
public static float EaseBackInOut(float t, float b, float c, float d)
|
||||
{
|
||||
float s = 1.70158f;
|
||||
var s = 1.70158f;
|
||||
if ((t /= d / 2) < 1)
|
||||
{
|
||||
return (c / 2 * (t * t * (((s *= (1.525f)) + 1) * t - s)) + b);
|
||||
}
|
||||
|
||||
float postFix = t -= 2;
|
||||
var postFix = t -= 2;
|
||||
return (c / 2 * ((postFix) * t * (((s *= (1.525f)) + 1) * t + s) + 2) + b);
|
||||
}
|
||||
|
||||
|
|
@ -164,17 +164,17 @@ public static class Easings
|
|||
}
|
||||
else if (t < (2 / 2.75f))
|
||||
{
|
||||
float postFix = t -= (1.5f / 2.75f);
|
||||
var postFix = t -= (1.5f / 2.75f);
|
||||
return (c * (7.5625f * (postFix) * t + 0.75f) + b);
|
||||
}
|
||||
else if (t < (2.5 / 2.75))
|
||||
{
|
||||
float postFix = t -= (2.25f / 2.75f);
|
||||
var postFix = t -= (2.25f / 2.75f);
|
||||
return (c * (7.5625f * (postFix) * t + 0.9375f) + b);
|
||||
}
|
||||
else
|
||||
{
|
||||
float postFix = t -= (2.625f / 2.75f);
|
||||
var postFix = t -= (2.625f / 2.75f);
|
||||
return (c * (7.5625f * (postFix) * t + 0.984375f) + b);
|
||||
}
|
||||
}
|
||||
|
|
@ -208,10 +208,10 @@ public static class Easings
|
|||
return (b + c);
|
||||
}
|
||||
|
||||
float p = d * 0.3f;
|
||||
float a = c;
|
||||
float s = p / 4;
|
||||
float postFix = a * MathF.Pow(2, 10 * (t -= 1));
|
||||
var p = d * 0.3f;
|
||||
var a = c;
|
||||
var s = p / 4;
|
||||
var postFix = a * MathF.Pow(2, 10 * (t -= 1));
|
||||
|
||||
return (-(postFix * MathF.Sin((t * d - s) * (2 * MathF.PI) / p)) + b);
|
||||
}
|
||||
|
|
@ -227,9 +227,9 @@ public static class Easings
|
|||
return (b + c);
|
||||
}
|
||||
|
||||
float p = d * 0.3f;
|
||||
float a = c;
|
||||
float s = p / 4;
|
||||
var p = d * 0.3f;
|
||||
var a = c;
|
||||
var s = p / 4;
|
||||
|
||||
return (a * MathF.Pow(2, -10 * t) * MathF.Sin((t * d - s) * (2 * MathF.PI) / p) + c + b);
|
||||
}
|
||||
|
|
@ -245,11 +245,11 @@ public static class Easings
|
|||
return (b + c);
|
||||
}
|
||||
|
||||
float p = d * (0.3f * 1.5f);
|
||||
float a = c;
|
||||
float s = p / 4;
|
||||
var p = d * (0.3f * 1.5f);
|
||||
var a = c;
|
||||
var s = p / 4;
|
||||
|
||||
float postFix = 0f;
|
||||
var postFix = 0f;
|
||||
if (t < 1)
|
||||
{
|
||||
postFix = a * MathF.Pow(2, 10 * (t -= 1));
|
||||
|
|
|
|||
|
|
@ -54,12 +54,12 @@ public class PbrLights
|
|||
);
|
||||
light.Intensity = intensity;
|
||||
|
||||
string enabledName = "lights[" + lightsCount + "].enabled";
|
||||
string typeName = "lights[" + lightsCount + "].type";
|
||||
string posName = "lights[" + lightsCount + "].position";
|
||||
string targetName = "lights[" + lightsCount + "].target";
|
||||
string colorName = "lights[" + lightsCount + "].color";
|
||||
string intensityName = "lights[" + lightsCount + "].intensity";
|
||||
var enabledName = "lights[" + lightsCount + "].enabled";
|
||||
var typeName = "lights[" + lightsCount + "].type";
|
||||
var posName = "lights[" + lightsCount + "].position";
|
||||
var targetName = "lights[" + lightsCount + "].target";
|
||||
var colorName = "lights[" + lightsCount + "].color";
|
||||
var intensityName = "lights[" + lightsCount + "].intensity";
|
||||
|
||||
light.EnabledLoc = GetShaderLocation(shader, enabledName);
|
||||
light.TypeLoc = GetShaderLocation(shader, typeName);
|
||||
|
|
|
|||
|
|
@ -43,11 +43,11 @@ public static class Rlights
|
|||
light.Target = target;
|
||||
light.Color = color;
|
||||
|
||||
string enabledName = "lights[" + lightsCount + "].enabled";
|
||||
string typeName = "lights[" + lightsCount + "].type";
|
||||
string posName = "lights[" + lightsCount + "].position";
|
||||
string targetName = "lights[" + lightsCount + "].target";
|
||||
string colorName = "lights[" + lightsCount + "].color";
|
||||
var enabledName = "lights[" + lightsCount + "].enabled";
|
||||
var typeName = "lights[" + lightsCount + "].type";
|
||||
var posName = "lights[" + lightsCount + "].position";
|
||||
var targetName = "lights[" + lightsCount + "].target";
|
||||
var colorName = "lights[" + lightsCount + "].color";
|
||||
|
||||
light.EnabledLoc = GetShaderLocation(shader, enabledName);
|
||||
light.TypeLoc = GetShaderLocation(shader, typeName);
|
||||
|
|
@ -78,7 +78,7 @@ public static class Rlights
|
|||
Raylib.SetShaderValue(shader, light.TargetLoc, light.Target, ShaderUniformDataType.Vec3);
|
||||
|
||||
// Send to shader light color values
|
||||
float[] color = new[]
|
||||
var color = new[]
|
||||
{
|
||||
(float)light.Color.R / (float)255,
|
||||
(float)light.Color.G / (float)255,
|
||||
|
|
|
|||
|
|
@ -1,13 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Codepoints loading
|
||||
* raylib [text] example - codepoints loading
|
||||
*
|
||||
* Example originally created with raylib 4.2, last time updated with raylib 2.5
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Example originally created with raylib 4.2, last time updated with raylib 4.2
|
||||
*
|
||||
* 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) 2022-2023 Ramon Santamaria (@raysan5)
|
||||
* Copyright (c) 2022-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -19,32 +21,37 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Text;
|
||||
|
||||
class CodepointsLoading
|
||||
public partial class CodepointsLoading : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
// Text to be displayed, must be UTF-8 (save this code file as UTF-8)
|
||||
// NOTE: It can contain all the required text for the game,
|
||||
// this text will be scanned to get all the required codepoints
|
||||
const string text =
|
||||
private const string text =
|
||||
"いろはにほへと ちりぬるを\nわかよたれそ つねならむ\nうゐのおくやま けふこえて\nあさきゆめみし ゑひもせす";
|
||||
|
||||
public string Name => "Text / Codepoints Loading";
|
||||
|
||||
public string Title => "raylib [text] example - codepoints loading";
|
||||
|
||||
private List<int> codepoints;
|
||||
private int[] codepointsNoDuplicates;
|
||||
private Font font;
|
||||
private bool showFontAtlas;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Get codepoints from text
|
||||
List<int> codepoints = GetCodePoints(text);
|
||||
codepoints = GetCodePoints(text);
|
||||
|
||||
// Remove duplicate codepoints to generate smaller font atlas
|
||||
int[] codepointsNoDuplicates = codepoints.Distinct().ToArray();
|
||||
codepointsNoDuplicates = codepoints.Distinct().ToArray();
|
||||
|
||||
// Load font containing all the provided codepoint glyphs
|
||||
// A texture font atlas is automatically generated
|
||||
Font font = LoadFontEx(
|
||||
font = LoadFontEx(
|
||||
"resources/fonts/DotGothic16-Regular.ttf",
|
||||
36,
|
||||
codepointsNoDuplicates,
|
||||
|
|
@ -54,13 +61,12 @@ class CodepointsLoading
|
|||
// Set bilinear scale filter for better font scaling
|
||||
SetTextureFilter(font.Texture, TextureFilter.Bilinear);
|
||||
|
||||
bool showFontAtlas = false;
|
||||
SetTextLineSpacing(20); // Set line spacing for multiline text (when line breaks are included '\n')
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
showFontAtlas = false;
|
||||
}
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -94,7 +100,7 @@ class CodepointsLoading
|
|||
}
|
||||
else
|
||||
{
|
||||
// Draw provided text with laoded font, containing all required codepoint glyphs
|
||||
// Draw provided text with loaded font, containing all required codepoint glyphs
|
||||
DrawTextEx(font, text, new Vector2(160, 110), 48, 5, Color.Black);
|
||||
}
|
||||
|
||||
|
|
@ -104,14 +110,9 @@ class CodepointsLoading
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadFont(font);
|
||||
|
||||
CloseWindow();
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
public void Unload()
|
||||
{
|
||||
UnloadFont(font); // Unload font
|
||||
}
|
||||
|
||||
private static List<int> GetCodePoints(string text)
|
||||
|
|
@ -119,14 +120,42 @@ class CodepointsLoading
|
|||
List<int> codePoints = new();
|
||||
|
||||
StringInfo stringInfo = new(text);
|
||||
TextElementEnumerator enumerator = StringInfo.GetTextElementEnumerator(text);
|
||||
var enumerator = StringInfo.GetTextElementEnumerator(text);
|
||||
|
||||
while (enumerator.MoveNext())
|
||||
{
|
||||
int codePoint = char.ConvertToUtf32(enumerator.Current.ToString(), 0);
|
||||
var codePoint = char.ConvertToUtf32(enumerator.Current.ToString(), 0);
|
||||
codePoints.Add(codePoint);
|
||||
}
|
||||
|
||||
return codePoints;
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - codepoints loading");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new CodepointsLoading();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,15 +1,19 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Font filters
|
||||
* raylib [text] example - font filters
|
||||
*
|
||||
* After font loading, font texture atlas filter could be configured for a softer
|
||||
* Example complexity rating: [★★☆☆] 2/4
|
||||
*
|
||||
* NOTE: After font loading, font texture atlas filter could be configured for a softer
|
||||
* display of the font when scaling it to different sizes, that way, it's not required
|
||||
* to generate multiple fonts at multiple sizes (as long as the scaling is not very different)
|
||||
*
|
||||
* This example has been created using raylib 1.3.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 4.2
|
||||
*
|
||||
* Copyright (c) 2015 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -18,41 +22,45 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Text;
|
||||
|
||||
public class FontFilters
|
||||
public partial class FontFilters : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Text / Font Filters";
|
||||
|
||||
public string Title => "raylib [text] example - font filters";
|
||||
|
||||
private string msg;
|
||||
private Font font;
|
||||
private float fontSize;
|
||||
private Vector2 fontPosition;
|
||||
private Vector2 textSize;
|
||||
private TextureFilter currentFontFilter;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - font filters");
|
||||
|
||||
string msg = "Loaded Font";
|
||||
msg = "Loaded Font";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
// TTF Font loading with custom generation parameters
|
||||
Font font = LoadFontEx("resources/fonts/KAISG.ttf", 96, null, 0);
|
||||
font = LoadFontEx("resources/fonts/KAISG.ttf", 96, null, 0);
|
||||
|
||||
// Generate mipmap levels to use trilinear filtering
|
||||
// NOTE: On 2D drawing it won't be noticeable, it looks like TEXTURE_FILTER_BILINEAR
|
||||
// NOTE: On 2D drawing it won't be noticeable, it looks like FILTER_BILINEAR
|
||||
GenTextureMipmaps(ref font.Texture);
|
||||
|
||||
float fontSize = font.BaseSize;
|
||||
Vector2 fontPosition = new(40, screenHeight / 2 - 80);
|
||||
Vector2 textSize = new(0.0f, 0.0f);
|
||||
fontSize = font.BaseSize;
|
||||
fontPosition = new(40, screenHeight / 2 - 80);
|
||||
textSize = new(0.0f, 0.0f);
|
||||
|
||||
// Setup texture scaling filter
|
||||
SetTextureFilter(font.Texture, TextureFilter.Point);
|
||||
TextureFilter currentFontFilter = TextureFilter.Point;
|
||||
currentFontFilter = TextureFilter.Point; // TEXTURE_FILTER_POINT
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -87,10 +95,13 @@ public class FontFilters
|
|||
fontPosition.X += 10;
|
||||
}
|
||||
|
||||
#if BROWSER
|
||||
// NOTE: drag-and-drop font loading is not supported in the browser host; default loaded font is kept.
|
||||
#else
|
||||
// Load a dropped TTF file dynamically (at current fontSize)
|
||||
if (IsFileDropped())
|
||||
{
|
||||
string[] files = Raylib.GetDroppedFiles();
|
||||
var files = Raylib.GetDroppedFiles();
|
||||
|
||||
// NOTE: We only support first ttf file dropped
|
||||
if (IsFileExtension(files[0], ".ttf"))
|
||||
|
|
@ -99,6 +110,7 @@ public class FontFilters
|
|||
font = LoadFontEx(files[0], (int)fontSize, null, 0);
|
||||
}
|
||||
}
|
||||
#endif
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw
|
||||
|
|
@ -113,14 +125,19 @@ public class FontFilters
|
|||
|
||||
DrawTextEx(font, msg, fontPosition, fontSize, 0, Color.Black);
|
||||
|
||||
// TODO: It seems texSize measurement is not accurate due to chars offsets...
|
||||
//DrawRectangleLines((int)fontPosition.X, (int)fontPosition.Y, (int)textSize.X, (int)textSize.Y, Color.Red);
|
||||
|
||||
DrawRectangle(0, screenHeight - 80, screenWidth, 80, Color.LightGray);
|
||||
DrawText($"Font size: {fontSize:00.00}", 20, screenHeight - 50, 10, Color.DarkGray);
|
||||
DrawText($"Text size: [{textSize.X:00.00}, {textSize.Y:00.00}]", 20, screenHeight - 30, 10, Color.DarkGray);
|
||||
DrawText("CURRENT TEXTURE FILTER:", 250, 400, 20, Color.Gray);
|
||||
|
||||
if (currentFontFilter == TextureFilter.Point)
|
||||
{
|
||||
DrawText("POINT", 570, 400, 20, Color.Black);
|
||||
}
|
||||
else if (currentFontFilter == TextureFilter.Point)
|
||||
else if (currentFontFilter == TextureFilter.Bilinear)
|
||||
{
|
||||
DrawText("BILINEAR", 570, 400, 20, Color.Black);
|
||||
}
|
||||
|
|
@ -133,14 +150,36 @@ public class FontFilters
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadFont(font); // Font unloading
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - font filters");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new FontFilters();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadFont(font);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,20 +1,24 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Font loading
|
||||
* raylib [text] example - font loading
|
||||
*
|
||||
* raylib can load fonts from multiple file formats:
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* NOTE: raylib can load fonts from multiple input file formats:
|
||||
*
|
||||
* - TTF/OTF > Sprite font atlas is generated on loading, user can configure
|
||||
* some of the generation parameters (size, characters to include)
|
||||
* - BMFonts > Angel code font fileformat, sprite font image must be provided
|
||||
* together with the .fnt file, font generation cna not be configured
|
||||
* together with the .fnt file, font generation can not be configured
|
||||
* - XNA Spritefont > Sprite font image, following XNA Spritefont conventions,
|
||||
* Characters in image must follow some spacing and order rules
|
||||
*
|
||||
* This example has been created using raylib 2.6 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.4, last time updated with raylib 3.0
|
||||
*
|
||||
* Copyright (c) 2016-2019 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) 2016-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -23,37 +27,41 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Text;
|
||||
|
||||
public class FontLoading
|
||||
public partial class FontLoading : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Text / Font Loading";
|
||||
|
||||
public string Title => "raylib [text] example - font loading";
|
||||
|
||||
private string msg;
|
||||
private Font fontBm;
|
||||
private Font fontTtf;
|
||||
private bool useTtf;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading");
|
||||
|
||||
// Define characters to draw
|
||||
// NOTE: raylib supports UTF-8 encoding, following list is actually codified as UTF8 internally
|
||||
string msg = "!\"#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
|
||||
msg = "!#$%&'()*+,-./0123456789:;<=>?@ABCDEFGHI\nJKLMNOPQRSTUVWXYZ[]^_`abcdefghijklmn\nopqrstuvwxyz{|}~¿ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓ\nÔÕÖרÙÚÛÜÝÞßàáâãäåæçèéêëìíîïðñòóôõö÷\nøùúûüýþÿ";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
// BMFont (AngelCode) : Font data and image atlas have been generated using external program
|
||||
Font fontBm = LoadFont("resources/fonts/pixantiqua.fnt");
|
||||
fontBm = LoadFont("resources/fonts/pixantiqua.fnt"); // Requires "resources/fonts/pixantiqua.png"
|
||||
|
||||
// TTF font : Font data and atlas are generated directly from TTF
|
||||
// NOTE: We define a font base size of 32 pixels tall and up-to 250 characters
|
||||
Font fontTtf = LoadFontEx("resources/fonts/pixantiqua.ttf", 32, null, 250);
|
||||
fontTtf = LoadFontEx("resources/fonts/pixantiqua.ttf", 32, null, 250);
|
||||
|
||||
bool useTtf = false;
|
||||
SetTextLineSpacing(16); // Set line spacing for multiline text (when line breaks are included '\n')
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
useTtf = false;
|
||||
}
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -89,12 +97,35 @@ public class FontLoading
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadFont(fontBm); // AngelCode Font unloading
|
||||
UnloadFont(fontTtf); // TTF Font unloading
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - font loading");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new FontLoading();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadFont(fontBm);
|
||||
UnloadFont(fontTtf);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,11 +1,15 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - TTF loading and usage
|
||||
* raylib [text] example - font sdf
|
||||
*
|
||||
* This example has been created using raylib 1.3.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example complexity rating: [★★★☆] 3/4
|
||||
*
|
||||
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
|
||||
* Example originally created with raylib 1.3, last time updated with raylib 4.0
|
||||
*
|
||||
* 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) 2015-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -16,23 +20,44 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Text;
|
||||
|
||||
public class FontSdf
|
||||
public partial class FontSdf : IExample
|
||||
{
|
||||
public unsafe static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
#if BROWSER
|
||||
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
|
||||
#else
|
||||
private const int GlslVersion = 330;
|
||||
#endif
|
||||
|
||||
public string Name => "Text / Font SDF";
|
||||
|
||||
public string Title => "raylib [text] example - font sdf";
|
||||
|
||||
private string msg;
|
||||
|
||||
private Font fontDefault;
|
||||
private Font fontSDF;
|
||||
private Shader shader;
|
||||
|
||||
private Vector2 fontPosition;
|
||||
private Vector2 textSize;
|
||||
private float fontSize;
|
||||
private int currentFont;
|
||||
|
||||
public unsafe void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - SDF fonts");
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
string msg = "Signed Distance Fields";
|
||||
|
||||
msg = "Signed Distance Fields";
|
||||
|
||||
// Loading file to memory
|
||||
int fileSize = 0;
|
||||
byte* fileData = LoadFileData("resources/fonts/anonymous_pro_bold.ttf", ref fileSize);
|
||||
var fileSize = 0;
|
||||
var fileData = LoadFileData("resources/fonts/anonymous_pro_bold.ttf", ref fileSize);
|
||||
|
||||
// Build the fonts in locals first: taking the address of a struct's field (&font.GlyphCount,
|
||||
// &font.Recs) is only allowed for a stack local, not a heap field. Assign to the fields after.
|
||||
|
||||
// Default font generation from TTF font
|
||||
Font fontDefault = new();
|
||||
|
|
@ -40,43 +65,39 @@ public class FontSdf
|
|||
fontDefault.GlyphCount = 95;
|
||||
|
||||
// Loading font data from memory data
|
||||
// Parameters > font size: 16, no chars array provided (0), chars count: 95 (autogenerate chars array)
|
||||
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 95 (autogenerate chars array)
|
||||
fontDefault.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 95, FontType.Default, &fontDefault.GlyphCount);
|
||||
// Parameters > chars count: 95, font size: 16, chars padding in image: 4 px, pack method: 0 (default)
|
||||
Image atlas = GenImageFontAtlas(fontDefault.Glyphs, &fontDefault.Recs, 95, 16, 4, 0);
|
||||
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 4 px, pack method: 0 (default)
|
||||
var atlas = GenImageFontAtlas(fontDefault.Glyphs, &fontDefault.Recs, 95, 16, 4, 0);
|
||||
fontDefault.Texture = LoadTextureFromImage(atlas);
|
||||
UnloadImage(atlas);
|
||||
this.fontDefault = fontDefault;
|
||||
|
||||
// SDF font generation from TTF font
|
||||
Font fontSDF = new();
|
||||
fontSDF.BaseSize = 16;
|
||||
fontSDF.GlyphCount = 95;
|
||||
// Parameters > font size: 16, no chars array provided (0), chars count: 0 (defaults to 95)
|
||||
fontSDF.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 0, FontType.Sdf, &fontDefault.GlyphCount);
|
||||
// Parameters > chars count: 95, font size: 16, chars padding in image: 0 px, pack method: 1 (Skyline algorythm)
|
||||
// Parameters > font size: 16, no glyphs array provided (0), glyphs count: 0 (defaults to 95)
|
||||
fontSDF.Glyphs = LoadFontData(fileData, (int)fileSize, 16, null, 0, FontType.Sdf, &fontSDF.GlyphCount);
|
||||
// Parameters > glyphs count: 95, font size: 16, glyphs padding in image: 0 px, pack method: 1 (Skyline algorythm)
|
||||
atlas = GenImageFontAtlas(fontSDF.Glyphs, &fontSDF.Recs, 95, 16, 0, 1);
|
||||
fontSDF.Texture = LoadTextureFromImage(atlas);
|
||||
UnloadImage(atlas);
|
||||
this.fontSDF = fontSDF;
|
||||
|
||||
// Free memory from loaded file
|
||||
UnloadFileData(fileData);
|
||||
UnloadFileData(fileData); // Free memory from loaded file
|
||||
|
||||
// Load SDF required shader (we use default vertex shader)
|
||||
Shader shader = LoadShader(null, "resources/shaders/glsl330/sdf.fs");
|
||||
// Required for SDF font
|
||||
SetTextureFilter(fontSDF.Texture, TextureFilter.Bilinear);
|
||||
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/sdf.fs");
|
||||
SetTextureFilter(fontSDF.Texture, TextureFilter.Bilinear); // Required for SDF font
|
||||
|
||||
Vector2 fontPosition = new(40, screenHeight / 2 - 50);
|
||||
Vector2 textSize = new(0.0f);
|
||||
float fontSize = 16.0f;
|
||||
// 0 - fontDefault, 1 - fontSDF
|
||||
int currentFont = 0;
|
||||
fontPosition = new(40, screenHeight / 2.0f - 50);
|
||||
textSize = new(0.0f);
|
||||
fontSize = 16.0f;
|
||||
currentFont = 0; // 0 - fontDefault, 1 - fontSDF
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -117,9 +138,9 @@ public class FontSdf
|
|||
if (currentFont == 1)
|
||||
{
|
||||
// NOTE: SDF fonts require a custom SDf shader to compute fragment color
|
||||
BeginShaderMode(shader);
|
||||
BeginShaderMode(shader); // Activate SDF font shader
|
||||
DrawTextEx(fontSDF, msg, fontPosition, fontSize, 0, Color.Black);
|
||||
EndShaderMode();
|
||||
EndShaderMode(); // Activate our default shader for next drawings
|
||||
|
||||
DrawTexture(fontSDF.Texture, 10, 10, Color.Black);
|
||||
}
|
||||
|
|
@ -139,22 +160,46 @@ public class FontSdf
|
|||
}
|
||||
|
||||
DrawText("FONT SIZE: 16.0", GetScreenWidth() - 240, 20, 20, Color.DarkGray);
|
||||
DrawText($"RENDER SIZE: {fontSize:2F}", GetScreenWidth() - 240, 50, 20, Color.DarkGray);
|
||||
DrawText($"RENDER SIZE: {fontSize:00.00}", GetScreenWidth() - 240, 50, 20, Color.DarkGray);
|
||||
DrawText("Use MOUSE WHEEL to SCALE TEXT!", GetScreenWidth() - 240, 90, 10, Color.DarkGray);
|
||||
|
||||
DrawText("PRESS SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, Color.Maroon);
|
||||
DrawText("HOLD SPACE to USE SDF FONT VERSION!", 340, GetScreenHeight() - 30, 20, Color.Maroon);
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadFont(fontDefault); // Default font unloading
|
||||
UnloadFont(fontSDF); // SDF font unloading
|
||||
|
||||
UnloadShader(shader); // Unload SDF shader
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - font sdf");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new FontSdf();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadFont(fontDefault);
|
||||
UnloadFont(fontSDF);
|
||||
UnloadShader(shader);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
|
|
@ -1,20 +1,25 @@
|
|||
/*******************************************************************************************
|
||||
*
|
||||
* raylib [text] example - Sprite font loading
|
||||
* raylib [text] example - font spritefont
|
||||
*
|
||||
* Example complexity rating: [★☆☆☆] 1/4
|
||||
*
|
||||
* NOTE: Sprite fonts should be generated following this conventions:
|
||||
*
|
||||
* Loaded sprite fonts have been generated following XNA SpriteFont conventions:
|
||||
* - Characters must be ordered starting with character 32 (Space)
|
||||
* - Every character must be contained within the same Rectangle height
|
||||
* - Every character and every line must be separated the same distance
|
||||
* - Rectangles must be defined by a magenta color background
|
||||
* - Every character and every line must be separated by the same distance (margin/padding)
|
||||
* - Rectangles must be defined by a MAGENTA color background
|
||||
*
|
||||
* If following this constraints, a font can be provided just by an image,
|
||||
* this is quite handy to avoid additional information files (like BMFonts use).
|
||||
* Following those constraints, a font can be provided just by an image,
|
||||
* this is quite handy to avoid additional font descriptor files (like BMFonts use)
|
||||
*
|
||||
* This example has been created using raylib 1.0 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
* Example originally created with raylib 1.0, last time updated with raylib 1.0
|
||||
*
|
||||
* Copyright (c) 2014 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) 2014-2025 Ramon Santamaria (@raysan5)
|
||||
*
|
||||
********************************************************************************************/
|
||||
|
||||
|
|
@ -23,46 +28,55 @@ using static Raylib_cs.Raylib;
|
|||
|
||||
namespace Examples.Text;
|
||||
|
||||
public class FontSpritefont
|
||||
public partial class FontSpritefont : IExample
|
||||
{
|
||||
public static int Main()
|
||||
private const int screenWidth = 800;
|
||||
private const int screenHeight = 450;
|
||||
|
||||
public string Name => "Text / Font Spritefont";
|
||||
|
||||
public string Title => "raylib [text] example - font spritefont";
|
||||
|
||||
private string msg1;
|
||||
private string msg2;
|
||||
private string msg3;
|
||||
|
||||
private Font font1;
|
||||
private Font font2;
|
||||
private Font font3;
|
||||
|
||||
private Vector2 fontPosition1;
|
||||
private Vector2 fontPosition2;
|
||||
private Vector2 fontPosition3;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
const int screenWidth = 800;
|
||||
const int screenHeight = 450;
|
||||
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - sprite font loading");
|
||||
|
||||
string msg1 = "THIS IS A custom SPRITE FONT...";
|
||||
string msg2 = "...and this is ANOTHER CUSTOM font...";
|
||||
string msg3 = "...and a THIRD one! GREAT! :D";
|
||||
msg1 = "THIS IS A custom SPRITE FONT...";
|
||||
msg2 = "...and this is ANOTHER CUSTOM font...";
|
||||
msg3 = "...and a THIRD one! GREAT! :D";
|
||||
|
||||
// NOTE: Textures/Fonts MUST be loaded after Window initialization (OpenGL context is required)
|
||||
Font font1 = LoadFont("resources/fonts/custom_mecha.png");
|
||||
Font font2 = LoadFont("resources/fonts/custom_alagard.png");
|
||||
Font font3 = LoadFont("resources/fonts/custom_jupiter_crash.png");
|
||||
font1 = LoadFont("resources/custom_mecha.png"); // Font loading
|
||||
font2 = LoadFont("resources/custom_alagard.png"); // Font loading
|
||||
font3 = LoadFont("resources/custom_jupiter_crash.png"); // Font loading
|
||||
|
||||
Vector2 fontPosition1 = new(
|
||||
fontPosition1 = new(
|
||||
screenWidth / 2 - MeasureTextEx(font1, msg1, font1.BaseSize, -3).X / 2,
|
||||
screenHeight / 2 - font1.BaseSize / 2 - 80
|
||||
);
|
||||
|
||||
Vector2 fontPosition2 = new(
|
||||
fontPosition2 = new(
|
||||
screenWidth / 2 - MeasureTextEx(font2, msg2, font2.BaseSize, -2).X / 2,
|
||||
screenHeight / 2 - font2.BaseSize / 2 - 10
|
||||
);
|
||||
|
||||
Vector2 fontPosition3 = new(
|
||||
fontPosition3 = new(
|
||||
screenWidth / 2 - MeasureTextEx(font3, msg3, font3.BaseSize, 2).X / 2,
|
||||
screenHeight / 2 - font3.BaseSize / 2 + 50
|
||||
);
|
||||
}
|
||||
|
||||
SetTargetFPS(60);
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose())
|
||||
public void Update()
|
||||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
@ -82,13 +96,36 @@ public class FontSpritefont
|
|||
//----------------------------------------------------------------------------------
|
||||
}
|
||||
|
||||
public void Unload()
|
||||
{
|
||||
UnloadFont(font1); // Font unloading
|
||||
UnloadFont(font2); // Font unloading
|
||||
UnloadFont(font3); // Font unloading
|
||||
}
|
||||
|
||||
public static int Main()
|
||||
{
|
||||
// Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
InitWindow(screenWidth, screenHeight, "raylib [text] example - font spritefont");
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
var game = new FontSpritefont();
|
||||
game.Init();
|
||||
|
||||
// Main game loop
|
||||
while (!WindowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
game.Update();
|
||||
}
|
||||
|
||||
game.Unload();
|
||||
|
||||
// De-Initialization
|
||||
//--------------------------------------------------------------------------------------
|
||||
UnloadFont(font1);
|
||||
UnloadFont(font2);
|
||||
UnloadFont(font3);
|
||||
|
||||
CloseWindow();
|
||||
CloseWindow(); // Close window and OpenGL context
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
||||
return 0;
|
||||
|
|
|
|||
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Reference in a new issue