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chore: clean recommit

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tiger tiger tiger 2026-07-07 23:29:25 +02:00
commit 8739e3b347
134 changed files with 15442 additions and 10648 deletions

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@ -2,14 +2,18 @@
*
* raylib [textures] example - blend modes
*
* Example complexity rating: [] 1/4
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* 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
*
* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 Karlo Licudine (@accidentalrebel)
* 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 Karlo Licudine (@accidentalrebel)
*
********************************************************************************************/
@ -17,99 +21,128 @@ using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class BlendModes
public partial class BlendModes : IExample
{
public static int Main()
private const int screenWidth = 800;
private const int screenHeight = 450;
private const int blendCountMax = 4;
public string Name => "Textures / Blend Modes";
public string Title => "raylib [textures] example - blend modes";
private Texture2D bgTexture;
private Texture2D fgTexture;
private BlendMode blendMode;
public void Init()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image bgImage = LoadImage("resources/cyberpunk_street_background.png");
Texture2D bgTexture = LoadTextureFromImage(bgImage);
var bgImage = LoadImage("resources/cyberpunk_street_background.png");
bgTexture = LoadTextureFromImage(bgImage);
Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png");
Texture2D fgTexture = LoadTextureFromImage(fgImage);
var fgImage = LoadImage("resources/cyberpunk_street_foreground.png");
fgTexture = LoadTextureFromImage(fgImage);
// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
UnloadImage(bgImage);
UnloadImage(fgImage);
const int blendCountMax = 4;
BlendMode blendMode = 0;
blendMode = 0;
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
if ((int)blendMode >= (blendCountMax - 1))
{
blendMode = 0;
}
else
{
blendMode++;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
var bgX = screenWidth / 2 - bgTexture.Width / 2;
var bgY = screenHeight / 2 - bgTexture.Height / 2;
DrawTexture(bgTexture, bgX, bgY, Color.White);
// Apply the blend mode and then draw the foreground texture
BeginBlendMode(blendMode);
var fgX = screenWidth / 2 - fgTexture.Width / 2;
var fgY = screenHeight / 2 - fgTexture.Height / 2;
DrawTexture(fgTexture, fgX, fgY, Color.White);
EndBlendMode();
// Draw the texts
DrawText("Press SPACE to change blend modes.", 310, 350, 10, Color.Gray);
switch (blendMode)
{
case BlendMode.Alpha:
DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Additive:
DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Multiplied:
DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.AddColors:
DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
default:
break;
}
var text = "(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)";
DrawText(text, screenWidth - 330, screenHeight - 20, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(fgTexture); // Unload foreground texture
UnloadTexture(bgTexture); // Unload background texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
var game = new BlendModes();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
if ((int)blendMode >= (blendCountMax - 1))
{
blendMode = 0;
}
else
{
blendMode++;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
int bgX = screenWidth / 2 - bgTexture.Width / 2;
int bgY = screenHeight / 2 - bgTexture.Height / 2;
DrawTexture(bgTexture, bgX, bgY, Color.White);
// Apply the blend mode and then draw the foreground texture
BeginBlendMode(blendMode);
int fgX = screenWidth / 2 - fgTexture.Width / 2;
int fgY = screenHeight / 2 - fgTexture.Height / 2;
DrawTexture(fgTexture, fgX, fgY, Color.White);
EndBlendMode();
// Draw the texts
DrawText("Press SPACE to change blend modes.", 310, 350, 10, Color.Gray);
switch (blendMode)
{
case BlendMode.Alpha:
DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Additive:
DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Multiplied:
DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.AddColors:
DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
default:
break;
}
string text = "(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)";
DrawText(text, screenWidth - 330, screenHeight - 20, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fgTexture);
UnloadTexture(bgTexture);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;