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Update/merge examples back into main repo (#192)
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117
Examples/Textures/BlendModes.cs
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117
Examples/Textures/BlendModes.cs
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/*******************************************************************************************
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*
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* raylib [textures] example - blend modes
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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* This example has been created using raylib 3.5 (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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*
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* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Copyright (c) 2020 Karlo Licudine (@accidentalrebel)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public class BlendModes
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{
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image bgImage = LoadImage("resources/cyberpunk_street_background.png");
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Texture2D bgTexture = LoadTextureFromImage(bgImage);
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Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png");
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Texture2D fgTexture = LoadTextureFromImage(fgImage);
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// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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UnloadImage(bgImage);
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UnloadImage(fgImage);
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const int blendCountMax = 4;
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BlendMode blendMode = 0;
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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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if (IsKeyPressed(KeyboardKey.KEY_SPACE))
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{
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if ((int)blendMode >= (blendCountMax - 1))
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{
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blendMode = 0;
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}
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else
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{
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blendMode++;
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}
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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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int bgX = screenWidth / 2 - bgTexture.Width / 2;
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int bgY = screenHeight / 2 - bgTexture.Height / 2;
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DrawTexture(bgTexture, bgX, bgY, Color.WHITE);
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// Apply the blend mode and then draw the foreground texture
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BeginBlendMode(blendMode);
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int fgX = screenWidth / 2 - fgTexture.Width / 2;
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int fgY = screenHeight / 2 - fgTexture.Height / 2;
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DrawTexture(fgTexture, fgX, fgY, Color.WHITE);
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EndBlendMode();
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// Draw the texts
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DrawText("Press SPACE to change blend modes.", 310, 350, 10, Color.GRAY);
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switch (blendMode)
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{
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case BlendMode.BLEND_ALPHA:
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DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, Color.GRAY);
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break;
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case BlendMode.BLEND_ADDITIVE:
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DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, Color.GRAY);
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break;
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case BlendMode.BLEND_MULTIPLIED:
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DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, Color.GRAY);
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break;
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case BlendMode.BLEND_ADD_COLORS:
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DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, Color.GRAY);
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break;
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default:
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break;
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}
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string text = "(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)";
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DrawText(text, screenWidth - 330, screenHeight - 20, 10, Color.GRAY);
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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(fgTexture);
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UnloadTexture(bgTexture);
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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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