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Update/merge examples back into main repo (#192)
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119
Examples/Shaders/TextureOutline.cs
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119
Examples/Shaders/TextureOutline.cs
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/*******************************************************************************************
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*
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* raylib [textures] example - Texture drawing
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*
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* This example illustrates how to draw on a blank texture using a shader
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*
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* This example has been created using raylib 2.0 (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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*
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* Example contributed by Michał Ciesielski and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2019 Michał Ciesielski and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class TextureOutline
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{
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const int GLSL_VERSION = 330;
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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Texture2D texture = LoadTexture("resources/fudesumi.png");
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Shader shdrOutline = LoadShader(null, $"resources/shaders/glsl{GLSL_VERSION}/outline.fs");
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float outlineSize = 2.0f;
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// Normalized red color
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float[] outlineColor = new[] { 1.0f, 0.0f, 0.0f, 1.0f };
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float[] textureSize = { (float)texture.Width, (float)texture.Height };
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// Get shader locations
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int outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
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int outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
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int textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
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// Set shader values (they can be changed later)
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Raylib.SetShaderValue(
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shdrOutline,
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outlineSizeLoc,
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outlineSize,
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ShaderUniformDataType.SHADER_UNIFORM_FLOAT
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);
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Raylib.SetShaderValue(
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shdrOutline,
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outlineColorLoc,
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outlineColor,
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ShaderUniformDataType.SHADER_UNIFORM_VEC4
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);
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Raylib.SetShaderValue(
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shdrOutline,
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textureSizeLoc,
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textureSize,
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ShaderUniformDataType.SHADER_UNIFORM_VEC2
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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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{
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// Update
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//----------------------------------------------------------------------------------
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outlineSize += GetMouseWheelMove();
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if (outlineSize < 1.0f)
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{
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outlineSize = 1.0f;
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}
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Raylib.SetShaderValue(
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shdrOutline,
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outlineSizeLoc,
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outlineSize,
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ShaderUniformDataType.SHADER_UNIFORM_FLOAT
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);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RAYWHITE);
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BeginShaderMode(shdrOutline);
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DrawTexture(texture, GetScreenWidth() / 2 - texture.Width / 2, -30, Color.WHITE);
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EndShaderMode();
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DrawText("Shader-based\ntexture\noutline", 10, 10, 20, Color.GRAY);
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DrawText($"Outline size: {outlineSize} px", 10, 120, 20, Color.MAROON);
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DrawFPS(710, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture);
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UnloadShader(shdrOutline);
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CloseWindow();
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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