chore: run dotnet format scoped default (was previously scoped to just 'style')
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23 changed files with 749 additions and 485 deletions
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@ -176,41 +176,42 @@ public unsafe partial class AmpEnvelope : IExample
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switch (env.State)
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switch (env.State)
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{
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{
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case ADSRState.Attack:
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case ADSRState.Attack:
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{
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env.CurrentValue += (1.0f / env.AttackTime) * sampleTime;
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if (env.CurrentValue >= 1.0f)
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{
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{
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env.CurrentValue = 1.0f;
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env.CurrentValue += (1.0f / env.AttackTime) * sampleTime;
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env.State = ADSRState.Decay;
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if (env.CurrentValue >= 1.0f)
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{
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env.CurrentValue = 1.0f;
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env.State = ADSRState.Decay;
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}
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}
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}
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}
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break;
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break;
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case ADSRState.Decay:
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case ADSRState.Decay:
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{
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{
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env.CurrentValue -= ((1.0f - env.SustainLevel) / env.DecayTime) * sampleTime;
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env.CurrentValue -= ((1.0f - env.SustainLevel) / env.DecayTime) * sampleTime;
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if (env.CurrentValue <= env.SustainLevel)
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if (env.CurrentValue <= env.SustainLevel)
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{
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env.CurrentValue = env.SustainLevel;
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env.State = ADSRState.Sustain;
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}
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}
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break;
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case ADSRState.Sustain:
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{
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{
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env.CurrentValue = env.SustainLevel;
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env.CurrentValue = env.SustainLevel;
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env.State = ADSRState.Sustain;
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}
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}
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}
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break;
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break;
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case ADSRState.Sustain:
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{
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env.CurrentValue = env.SustainLevel;
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}
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break;
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case ADSRState.Release:
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case ADSRState.Release:
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{
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env.CurrentValue -= (env.SustainLevel / env.ReleaseTime) * sampleTime;
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if (env.CurrentValue <= 0.001f) // Use a small threshold to avoid infinite tail
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{
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{
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env.CurrentValue = 0.0f;
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env.CurrentValue -= (env.SustainLevel / env.ReleaseTime) * sampleTime;
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env.State = ADSRState.Idle;
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if (env.CurrentValue <= 0.001f) // Use a small threshold to avoid infinite tail
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{
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env.CurrentValue = 0.0f;
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env.State = ADSRState.Idle;
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}
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}
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}
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}
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break;
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break;
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default:
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default: break;
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break;
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}
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}
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}
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}
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@ -88,10 +88,18 @@ public unsafe partial class StreamCallback : IExample
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{
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{
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switch (waveType)
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switch (waveType)
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{
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{
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case WaveType.Sine: SetAudioStreamCallback(stream, &SineCallback); break;
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case WaveType.Sine:
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case WaveType.Square: SetAudioStreamCallback(stream, &SquareCallback); break;
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SetAudioStreamCallback(stream, &SineCallback);
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case WaveType.Triangle: SetAudioStreamCallback(stream, &TriangleCallback); break;
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break;
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case WaveType.Sawtooth: SetAudioStreamCallback(stream, &SawtoothCallback); break;
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case WaveType.Square:
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SetAudioStreamCallback(stream, &SquareCallback);
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break;
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case WaveType.Triangle:
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SetAudioStreamCallback(stream, &TriangleCallback);
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break;
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case WaveType.Sawtooth:
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SetAudioStreamCallback(stream, &SawtoothCallback);
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break;
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}
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}
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}
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}
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@ -243,13 +243,19 @@ public partial class Camera3dFps : IExample
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// Clamp view up
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// Clamp view up
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float maxAngleUp = Vector3Angle(up, yaw);
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float maxAngleUp = Vector3Angle(up, yaw);
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maxAngleUp -= 0.001f; // Avoid numerical errors
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maxAngleUp -= 0.001f; // Avoid numerical errors
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if (-(lookRotation.Y) > maxAngleUp) { lookRotation.Y = -maxAngleUp; }
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if (-(lookRotation.Y) > maxAngleUp)
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{
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lookRotation.Y = -maxAngleUp;
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}
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// Clamp view down
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// Clamp view down
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float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
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float maxAngleDown = Vector3Angle(Vector3Negate(up), yaw);
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maxAngleDown *= -1.0f; // Downwards angle is negative
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maxAngleDown *= -1.0f; // Downwards angle is negative
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maxAngleDown += 0.001f; // Avoid numerical errors
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maxAngleDown += 0.001f; // Avoid numerical errors
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if (-(lookRotation.Y) < maxAngleDown) { lookRotation.Y = -maxAngleDown; }
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if (-(lookRotation.Y) < maxAngleDown)
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{
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lookRotation.Y = -maxAngleDown;
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}
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// Up and down
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// Up and down
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Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
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Vector3 right = Vector3Normalize(Vector3CrossProduct(yaw, up));
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@ -237,112 +237,218 @@ public partial class KeyboardTestbed : IExample
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{
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{
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switch ((KeyboardKey)key)
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switch ((KeyboardKey)key)
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{
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{
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case KeyboardKey.Apostrophe: return "'"; // Key: '
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case KeyboardKey.Apostrophe:
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case KeyboardKey.Comma: return ","; // Key: ,
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return "'"; // Key: '
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case KeyboardKey.Minus: return "-"; // Key: -
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case KeyboardKey.Comma:
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case KeyboardKey.Period: return "."; // Key: .
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return ","; // Key: ,
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case KeyboardKey.Slash: return "/"; // Key: /
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case KeyboardKey.Minus:
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case KeyboardKey.Zero: return "0"; // Key: 0
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return "-"; // Key: -
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case KeyboardKey.One: return "1"; // Key: 1
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case KeyboardKey.Period:
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case KeyboardKey.Two: return "2"; // Key: 2
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return "."; // Key: .
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case KeyboardKey.Three: return "3"; // Key: 3
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case KeyboardKey.Slash:
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case KeyboardKey.Four: return "4"; // Key: 4
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return "/"; // Key: /
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case KeyboardKey.Five: return "5"; // Key: 5
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case KeyboardKey.Zero:
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case KeyboardKey.Six: return "6"; // Key: 6
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return "0"; // Key: 0
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case KeyboardKey.Seven: return "7"; // Key: 7
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case KeyboardKey.One:
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case KeyboardKey.Eight: return "8"; // Key: 8
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return "1"; // Key: 1
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case KeyboardKey.Nine: return "9"; // Key: 9
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case KeyboardKey.Two:
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case KeyboardKey.Semicolon: return ";"; // Key: ;
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return "2"; // Key: 2
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case KeyboardKey.Equal: return "="; // Key: =
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case KeyboardKey.Three:
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case KeyboardKey.A: return "A"; // Key: A | a
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return "3"; // Key: 3
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case KeyboardKey.B: return "B"; // Key: B | b
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case KeyboardKey.Four:
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case KeyboardKey.C: return "C"; // Key: C | c
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return "4"; // Key: 4
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case KeyboardKey.D: return "D"; // Key: D | d
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case KeyboardKey.Five:
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case KeyboardKey.E: return "E"; // Key: E | e
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return "5"; // Key: 5
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case KeyboardKey.F: return "F"; // Key: F | f
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case KeyboardKey.Six:
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case KeyboardKey.G: return "G"; // Key: G | g
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return "6"; // Key: 6
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case KeyboardKey.H: return "H"; // Key: H | h
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case KeyboardKey.Seven:
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case KeyboardKey.I: return "I"; // Key: I | i
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return "7"; // Key: 7
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case KeyboardKey.J: return "J"; // Key: J | j
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case KeyboardKey.Eight:
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case KeyboardKey.K: return "K"; // Key: K | k
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return "8"; // Key: 8
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case KeyboardKey.L: return "L"; // Key: L | l
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case KeyboardKey.Nine:
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case KeyboardKey.M: return "M"; // Key: M | m
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return "9"; // Key: 9
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case KeyboardKey.N: return "N"; // Key: N | n
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case KeyboardKey.Semicolon:
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case KeyboardKey.O: return "O"; // Key: O | o
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return ";"; // Key: ;
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case KeyboardKey.P: return "P"; // Key: P | p
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case KeyboardKey.Equal:
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case KeyboardKey.Q: return "Q"; // Key: Q | q
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return "="; // Key: =
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case KeyboardKey.R: return "R"; // Key: R | r
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case KeyboardKey.A:
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case KeyboardKey.S: return "S"; // Key: S | s
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return "A"; // Key: A | a
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case KeyboardKey.T: return "T"; // Key: T | t
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case KeyboardKey.B:
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case KeyboardKey.U: return "U"; // Key: U | u
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return "B"; // Key: B | b
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case KeyboardKey.V: return "V"; // Key: V | v
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case KeyboardKey.C:
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case KeyboardKey.W: return "W"; // Key: W | w
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return "C"; // Key: C | c
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case KeyboardKey.X: return "X"; // Key: X | x
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case KeyboardKey.D:
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case KeyboardKey.Y: return "Y"; // Key: Y | y
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return "D"; // Key: D | d
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case KeyboardKey.Z: return "Z"; // Key: Z | z
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case KeyboardKey.E:
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case KeyboardKey.LeftBracket: return "["; // Key: [
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return "E"; // Key: E | e
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case KeyboardKey.Backslash: return "\\"; // Key: '\'
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case KeyboardKey.F:
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case KeyboardKey.RightBracket: return "]"; // Key: ]
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return "F"; // Key: F | f
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case KeyboardKey.Grave: return "`"; // Key: `
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case KeyboardKey.G:
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case KeyboardKey.Space: return "SPACE"; // Key: Space
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return "G"; // Key: G | g
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case KeyboardKey.Escape: return "ESC"; // Key: Esc
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case KeyboardKey.H:
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case KeyboardKey.Enter: return "ENTER"; // Key: Enter
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return "H"; // Key: H | h
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case KeyboardKey.Tab: return "TAB"; // Key: Tab
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case KeyboardKey.I:
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case KeyboardKey.Backspace: return "BACK"; // Key: Backspace
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return "I"; // Key: I | i
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case KeyboardKey.Insert: return "INS"; // Key: Ins
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case KeyboardKey.J:
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case KeyboardKey.Delete: return "DEL"; // Key: Del
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return "J"; // Key: J | j
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case KeyboardKey.Right: return "RIGHT"; // Key: Cursor right
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case KeyboardKey.K:
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case KeyboardKey.Left: return "LEFT"; // Key: Cursor left
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return "K"; // Key: K | k
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case KeyboardKey.Down: return "DOWN"; // Key: Cursor down
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case KeyboardKey.L:
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case KeyboardKey.Up: return "UP"; // Key: Cursor up
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return "L"; // Key: L | l
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case KeyboardKey.PageUp: return "PGUP"; // Key: Page up
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case KeyboardKey.M:
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case KeyboardKey.PageDown: return "PGDOWN"; // Key: Page down
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return "M"; // Key: M | m
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case KeyboardKey.Home: return "HOME"; // Key: Home
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case KeyboardKey.N:
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case KeyboardKey.End: return "END"; // Key: End
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return "N"; // Key: N | n
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case KeyboardKey.CapsLock: return "CAPS"; // Key: Caps lock
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case KeyboardKey.O:
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case KeyboardKey.ScrollLock: return "LOCK"; // Key: Scroll down
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return "O"; // Key: O | o
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case KeyboardKey.NumLock: return "NUMLOCK"; // Key: Num lock
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case KeyboardKey.P:
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case KeyboardKey.PrintScreen: return "PRINTSCR"; // Key: Print screen
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return "P"; // Key: P | p
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case KeyboardKey.Pause: return "PAUSE"; // Key: Pause
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case KeyboardKey.Q:
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case KeyboardKey.F1: return "F1"; // Key: F1
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return "Q"; // Key: Q | q
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case KeyboardKey.F2: return "F2"; // Key: F2
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case KeyboardKey.R:
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case KeyboardKey.F3: return "F3"; // Key: F3
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return "R"; // Key: R | r
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case KeyboardKey.F4: return "F4"; // Key: F4
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case KeyboardKey.S:
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case KeyboardKey.F5: return "F5"; // Key: F5
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return "S"; // Key: S | s
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case KeyboardKey.F6: return "F6"; // Key: F6
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case KeyboardKey.T:
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case KeyboardKey.F7: return "F7"; // Key: F7
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return "T"; // Key: T | t
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case KeyboardKey.F8: return "F8"; // Key: F8
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case KeyboardKey.U:
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case KeyboardKey.F9: return "F9"; // Key: F9
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return "U"; // Key: U | u
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case KeyboardKey.F10: return "F10"; // Key: F10
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case KeyboardKey.V:
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case KeyboardKey.F11: return "F11"; // Key: F11
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return "V"; // Key: V | v
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case KeyboardKey.F12: return "F12"; // Key: F12
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case KeyboardKey.W:
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case KeyboardKey.LeftShift: return "LSHIFT"; // Key: Shift left
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return "W"; // Key: W | w
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case KeyboardKey.LeftControl: return "LCTRL"; // Key: Control left
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case KeyboardKey.X:
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case KeyboardKey.LeftAlt: return "LALT"; // Key: Alt left
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return "X"; // Key: X | x
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case KeyboardKey.LeftSuper: return "WIN"; // Key: Super left
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case KeyboardKey.Y:
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case KeyboardKey.RightShift: return "RSHIFT"; // Key: Shift right
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return "Y"; // Key: Y | y
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case KeyboardKey.RightControl: return "RCTRL"; // Key: Control right
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case KeyboardKey.Z:
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case KeyboardKey.RightAlt: return "ALTGR"; // Key: Alt right
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return "Z"; // Key: Z | z
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case KeyboardKey.RightSuper: return "RSUPER"; // Key: Super right
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case KeyboardKey.LeftBracket:
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case KeyboardKey.KeyboardMenu: return "KBMENU"; // Key: KB menu
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return "["; // Key: [
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case KeyboardKey.Kp0: return "KP0"; // Key: Keypad 0
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case KeyboardKey.Backslash:
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case KeyboardKey.Kp1: return "KP1"; // Key: Keypad 1
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return "\\"; // Key: '\'
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case KeyboardKey.Kp2: return "KP2"; // Key: Keypad 2
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case KeyboardKey.RightBracket:
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case KeyboardKey.Kp3: return "KP3"; // Key: Keypad 3
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return "]"; // Key: ]
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case KeyboardKey.Kp4: return "KP4"; // Key: Keypad 4
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case KeyboardKey.Grave:
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case KeyboardKey.Kp5: return "KP5"; // Key: Keypad 5
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return "`"; // Key: `
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case KeyboardKey.Kp6: return "KP6"; // Key: Keypad 6
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case KeyboardKey.Space:
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case KeyboardKey.Kp7: return "KP7"; // Key: Keypad 7
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return "SPACE"; // Key: Space
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case KeyboardKey.Kp8: return "KP8"; // Key: Keypad 8
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case KeyboardKey.Escape:
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case KeyboardKey.Kp9: return "KP9"; // Key: Keypad 9
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return "ESC"; // Key: Esc
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case KeyboardKey.KpDecimal: return "KPDEC"; // Key: Keypad .
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case KeyboardKey.Enter:
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case KeyboardKey.KpDivide: return "KPDIV"; // Key: Keypad /
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return "ENTER"; // Key: Enter
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case KeyboardKey.KpMultiply: return "KPMUL"; // Key: Keypad *
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case KeyboardKey.Tab:
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case KeyboardKey.KpSubtract: return "KPSUB"; // Key: Keypad -
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return "TAB"; // Key: Tab
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case KeyboardKey.KpAdd: return "KPADD"; // Key: Keypad +
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case KeyboardKey.Backspace:
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case KeyboardKey.KpEnter: return "KPENTER"; // Key: Keypad Enter
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return "BACK"; // Key: Backspace
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case KeyboardKey.KpEqual: return "KPEQU"; // Key: Keypad =
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case KeyboardKey.Insert:
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default: return "";
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return "INS"; // Key: Ins
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case KeyboardKey.Delete:
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return "DEL"; // Key: Del
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case KeyboardKey.Right:
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return "RIGHT"; // Key: Cursor right
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case KeyboardKey.Left:
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return "LEFT"; // Key: Cursor left
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case KeyboardKey.Down:
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return "DOWN"; // Key: Cursor down
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case KeyboardKey.Up:
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return "UP"; // Key: Cursor up
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case KeyboardKey.PageUp:
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return "PGUP"; // Key: Page up
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case KeyboardKey.PageDown:
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return "PGDOWN"; // Key: Page down
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case KeyboardKey.Home:
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return "HOME"; // Key: Home
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case KeyboardKey.End:
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return "END"; // Key: End
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case KeyboardKey.CapsLock:
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return "CAPS"; // Key: Caps lock
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case KeyboardKey.ScrollLock:
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return "LOCK"; // Key: Scroll down
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case KeyboardKey.NumLock:
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return "NUMLOCK"; // Key: Num lock
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case KeyboardKey.PrintScreen:
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return "PRINTSCR"; // Key: Print screen
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case KeyboardKey.Pause:
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return "PAUSE"; // Key: Pause
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case KeyboardKey.F1:
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return "F1"; // Key: F1
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case KeyboardKey.F2:
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return "F2"; // Key: F2
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case KeyboardKey.F3:
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return "F3"; // Key: F3
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case KeyboardKey.F4:
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return "F4"; // Key: F4
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case KeyboardKey.F5:
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return "F5"; // Key: F5
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case KeyboardKey.F6:
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return "F6"; // Key: F6
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case KeyboardKey.F7:
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return "F7"; // Key: F7
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case KeyboardKey.F8:
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return "F8"; // Key: F8
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case KeyboardKey.F9:
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return "F9"; // Key: F9
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case KeyboardKey.F10:
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return "F10"; // Key: F10
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case KeyboardKey.F11:
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return "F11"; // Key: F11
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case KeyboardKey.F12:
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return "F12"; // Key: F12
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case KeyboardKey.LeftShift:
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return "LSHIFT"; // Key: Shift left
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case KeyboardKey.LeftControl:
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return "LCTRL"; // Key: Control left
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case KeyboardKey.LeftAlt:
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return "LALT"; // Key: Alt left
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||||||
|
case KeyboardKey.LeftSuper:
|
||||||
|
return "WIN"; // Key: Super left
|
||||||
|
case KeyboardKey.RightShift:
|
||||||
|
return "RSHIFT"; // Key: Shift right
|
||||||
|
case KeyboardKey.RightControl:
|
||||||
|
return "RCTRL"; // Key: Control right
|
||||||
|
case KeyboardKey.RightAlt:
|
||||||
|
return "ALTGR"; // Key: Alt right
|
||||||
|
case KeyboardKey.RightSuper:
|
||||||
|
return "RSUPER"; // Key: Super right
|
||||||
|
case KeyboardKey.KeyboardMenu:
|
||||||
|
return "KBMENU"; // Key: KB menu
|
||||||
|
case KeyboardKey.Kp0:
|
||||||
|
return "KP0"; // Key: Keypad 0
|
||||||
|
case KeyboardKey.Kp1:
|
||||||
|
return "KP1"; // Key: Keypad 1
|
||||||
|
case KeyboardKey.Kp2:
|
||||||
|
return "KP2"; // Key: Keypad 2
|
||||||
|
case KeyboardKey.Kp3:
|
||||||
|
return "KP3"; // Key: Keypad 3
|
||||||
|
case KeyboardKey.Kp4:
|
||||||
|
return "KP4"; // Key: Keypad 4
|
||||||
|
case KeyboardKey.Kp5:
|
||||||
|
return "KP5"; // Key: Keypad 5
|
||||||
|
case KeyboardKey.Kp6:
|
||||||
|
return "KP6"; // Key: Keypad 6
|
||||||
|
case KeyboardKey.Kp7:
|
||||||
|
return "KP7"; // Key: Keypad 7
|
||||||
|
case KeyboardKey.Kp8:
|
||||||
|
return "KP8"; // Key: Keypad 8
|
||||||
|
case KeyboardKey.Kp9:
|
||||||
|
return "KP9"; // Key: Keypad 9
|
||||||
|
case KeyboardKey.KpDecimal:
|
||||||
|
return "KPDEC"; // Key: Keypad .
|
||||||
|
case KeyboardKey.KpDivide:
|
||||||
|
return "KPDIV"; // Key: Keypad /
|
||||||
|
case KeyboardKey.KpMultiply:
|
||||||
|
return "KPMUL"; // Key: Keypad *
|
||||||
|
case KeyboardKey.KpSubtract:
|
||||||
|
return "KPSUB"; // Key: Keypad -
|
||||||
|
case KeyboardKey.KpAdd:
|
||||||
|
return "KPADD"; // Key: Keypad +
|
||||||
|
case KeyboardKey.KpEnter:
|
||||||
|
return "KPENTER"; // Key: Keypad Enter
|
||||||
|
case KeyboardKey.KpEqual:
|
||||||
|
return "KPEQU"; // Key: Keypad =
|
||||||
|
default:
|
||||||
|
return "";
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -314,13 +314,26 @@ public partial class ViewportScaling : IExample
|
||||||
|
|
||||||
switch (viewportType)
|
switch (viewportType)
|
||||||
{
|
{
|
||||||
case ViewportType.KeepAspectInteger: KeepAspectCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
|
case ViewportType.KeepAspectInteger:
|
||||||
case ViewportType.KeepHeightInteger: KeepHeightCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
|
KeepAspectCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
|
||||||
case ViewportType.KeepWidthInteger: KeepWidthCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
|
break;
|
||||||
case ViewportType.KeepAspect: KeepAspectCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
|
case ViewportType.KeepHeightInteger:
|
||||||
case ViewportType.KeepHeight: KeepHeightCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
|
KeepHeightCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
|
||||||
case ViewportType.KeepWidth: KeepWidthCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect); break;
|
break;
|
||||||
default: break;
|
case ViewportType.KeepWidthInteger:
|
||||||
|
KeepWidthCenteredInteger(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
|
||||||
|
break;
|
||||||
|
case ViewportType.KeepAspect:
|
||||||
|
KeepAspectCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
|
||||||
|
break;
|
||||||
|
case ViewportType.KeepHeight:
|
||||||
|
KeepHeightCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
|
||||||
|
break;
|
||||||
|
case ViewportType.KeepWidth:
|
||||||
|
KeepWidthCentered(screenWidth, screenHeight, gameWidth, gameHeight, ref sourceRect, ref destRect);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
UnloadRenderTexture(target);
|
UnloadRenderTexture(target);
|
||||||
|
|
|
||||||
|
|
@ -8,7 +8,10 @@ namespace Examples;
|
||||||
public sealed class ExcludeFromBrowserAttribute : Attribute
|
public sealed class ExcludeFromBrowserAttribute : Attribute
|
||||||
{
|
{
|
||||||
/// <summary>Why the example cannot run in the browser.</summary>
|
/// <summary>Why the example cannot run in the browser.</summary>
|
||||||
public string Reason { get; }
|
public string Reason
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
}
|
||||||
|
|
||||||
public ExcludeFromBrowserAttribute(string reason = null)
|
public ExcludeFromBrowserAttribute(string reason = null)
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -14,10 +14,16 @@ namespace Examples;
|
||||||
public interface IExample
|
public interface IExample
|
||||||
{
|
{
|
||||||
/// <summary>Display name shown in the navigation dropdown.</summary>
|
/// <summary>Display name shown in the navigation dropdown.</summary>
|
||||||
string Name { get; }
|
string Name
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>Window title, matching the example's standalone <c>Main()</c>.</summary>
|
/// <summary>Window title, matching the example's standalone <c>Main()</c>.</summary>
|
||||||
string Title { get; }
|
string Title
|
||||||
|
{
|
||||||
|
get;
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>Desktop window size, matching the standalone <c>Main()</c>. The browser canvas is fixed at 800x450.</summary>
|
/// <summary>Desktop window size, matching the standalone <c>Main()</c>. The browser canvas is fixed at 800x450.</summary>
|
||||||
int Width => 800;
|
int Width => 800;
|
||||||
|
|
|
||||||
|
|
@ -423,8 +423,12 @@ public partial class Decals : IExample
|
||||||
nV3 = ClipSegment(inMesh[i + 1], nV1, planes[face], s);
|
nV3 = ClipSegment(inMesh[i + 1], nV1, planes[face], s);
|
||||||
nV4 = ClipSegment(inMesh[i + 1], nV2, planes[face], s);
|
nV4 = ClipSegment(inMesh[i + 1], nV2, planes[face], s);
|
||||||
|
|
||||||
outMesh.Add(nV3); outMesh.Add(nV2); outMesh.Add(nV1);
|
outMesh.Add(nV3);
|
||||||
outMesh.Add(nV2); outMesh.Add(nV3); outMesh.Add(nV4);
|
outMesh.Add(nV2);
|
||||||
|
outMesh.Add(nV1);
|
||||||
|
outMesh.Add(nV2);
|
||||||
|
outMesh.Add(nV3);
|
||||||
|
outMesh.Add(nV4);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
@ -443,8 +447,12 @@ public partial class Decals : IExample
|
||||||
nV4 = ClipSegment(inMesh[i + 2], nV2, planes[face], s);
|
nV4 = ClipSegment(inMesh[i + 2], nV2, planes[face], s);
|
||||||
}
|
}
|
||||||
|
|
||||||
outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
|
outMesh.Add(nV1);
|
||||||
outMesh.Add(nV4); outMesh.Add(nV3); outMesh.Add(nV2);
|
outMesh.Add(nV2);
|
||||||
|
outMesh.Add(nV3);
|
||||||
|
outMesh.Add(nV4);
|
||||||
|
outMesh.Add(nV3);
|
||||||
|
outMesh.Add(nV2);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
|
|
@ -454,7 +462,9 @@ public partial class Decals : IExample
|
||||||
nV1 = inMesh[i];
|
nV1 = inMesh[i];
|
||||||
nV2 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
|
nV2 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
|
||||||
nV3 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
|
nV3 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
|
||||||
outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
|
outMesh.Add(nV1);
|
||||||
|
outMesh.Add(nV2);
|
||||||
|
outMesh.Add(nV3);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!v2Out)
|
if (!v2Out)
|
||||||
|
|
@ -462,7 +472,9 @@ public partial class Decals : IExample
|
||||||
nV1 = inMesh[i + 1];
|
nV1 = inMesh[i + 1];
|
||||||
nV2 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
|
nV2 = ClipSegment(nV1, inMesh[i + 2], planes[face], s);
|
||||||
nV3 = ClipSegment(nV1, inMesh[i], planes[face], s);
|
nV3 = ClipSegment(nV1, inMesh[i], planes[face], s);
|
||||||
outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
|
outMesh.Add(nV1);
|
||||||
|
outMesh.Add(nV2);
|
||||||
|
outMesh.Add(nV3);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (!v3Out)
|
if (!v3Out)
|
||||||
|
|
@ -470,7 +482,9 @@ public partial class Decals : IExample
|
||||||
nV1 = inMesh[i + 2];
|
nV1 = inMesh[i + 2];
|
||||||
nV2 = ClipSegment(nV1, inMesh[i], planes[face], s);
|
nV2 = ClipSegment(nV1, inMesh[i], planes[face], s);
|
||||||
nV3 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
|
nV3 = ClipSegment(nV1, inMesh[i + 1], planes[face], s);
|
||||||
outMesh.Add(nV1); outMesh.Add(nV2); outMesh.Add(nV3);
|
outMesh.Add(nV1);
|
||||||
|
outMesh.Add(nV2);
|
||||||
|
outMesh.Add(nV3);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
default: // The entire face lies outside of the plane, so let's discard the corresponding vertices
|
default: // The entire face lies outside of the plane, so let's discard the corresponding vertices
|
||||||
|
|
|
||||||
|
|
@ -209,10 +209,22 @@ public partial class DeferredRendering : IExample
|
||||||
);
|
);
|
||||||
|
|
||||||
// Check key inputs to enable/disable lights
|
// Check key inputs to enable/disable lights
|
||||||
if (IsKeyPressed(KeyboardKey.Y)) { lights[0].Enabled = !lights[0].Enabled; }
|
if (IsKeyPressed(KeyboardKey.Y))
|
||||||
if (IsKeyPressed(KeyboardKey.R)) { lights[1].Enabled = !lights[1].Enabled; }
|
{
|
||||||
if (IsKeyPressed(KeyboardKey.G)) { lights[2].Enabled = !lights[2].Enabled; }
|
lights[0].Enabled = !lights[0].Enabled;
|
||||||
if (IsKeyPressed(KeyboardKey.B)) { lights[3].Enabled = !lights[3].Enabled; }
|
}
|
||||||
|
if (IsKeyPressed(KeyboardKey.R))
|
||||||
|
{
|
||||||
|
lights[1].Enabled = !lights[1].Enabled;
|
||||||
|
}
|
||||||
|
if (IsKeyPressed(KeyboardKey.G))
|
||||||
|
{
|
||||||
|
lights[2].Enabled = !lights[2].Enabled;
|
||||||
|
}
|
||||||
|
if (IsKeyPressed(KeyboardKey.B))
|
||||||
|
{
|
||||||
|
lights[3].Enabled = !lights[3].Enabled;
|
||||||
|
}
|
||||||
|
|
||||||
// Check key inputs to switch between G-buffer textures
|
// Check key inputs to switch between G-buffer textures
|
||||||
if (IsKeyPressed(KeyboardKey.One))
|
if (IsKeyPressed(KeyboardKey.One))
|
||||||
|
|
@ -277,40 +289,40 @@ public partial class DeferredRendering : IExample
|
||||||
switch (mode)
|
switch (mode)
|
||||||
{
|
{
|
||||||
case DeferredMode.Shading:
|
case DeferredMode.Shading:
|
||||||
{
|
|
||||||
BeginMode3D(camera);
|
|
||||||
Rlgl.DisableColorBlend();
|
|
||||||
Rlgl.EnableShader(deferredShader.Id);
|
|
||||||
// Bind our g-buffer textures
|
|
||||||
// We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
|
|
||||||
// and `gAlbedoSpec`
|
|
||||||
Rlgl.ActiveTextureSlot(TexUnitPosition);
|
|
||||||
Rlgl.EnableTexture(gBuffer.PositionTextureId);
|
|
||||||
Rlgl.ActiveTextureSlot(TexUnitNormal);
|
|
||||||
Rlgl.EnableTexture(gBuffer.NormalTextureId);
|
|
||||||
Rlgl.ActiveTextureSlot(TexUnitAlbedoSpec);
|
|
||||||
Rlgl.EnableTexture(gBuffer.AlbedoSpecTextureId);
|
|
||||||
|
|
||||||
// Finally, we draw a fullscreen quad to our default framebufferId
|
|
||||||
// This will now be shaded using our deferred shader
|
|
||||||
Rlgl.LoadDrawQuad();
|
|
||||||
Rlgl.DisableShader();
|
|
||||||
Rlgl.EnableColorBlend();
|
|
||||||
EndMode3D();
|
|
||||||
|
|
||||||
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebufferId
|
|
||||||
Rlgl.BindFramebuffer(RlReadFramebuffer, gBuffer.FramebufferId);
|
|
||||||
Rlgl.BindFramebuffer(RlDrawFramebuffer, 0);
|
|
||||||
Rlgl.BlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GlDepthBufferBit);
|
|
||||||
Rlgl.DisableFramebuffer();
|
|
||||||
|
|
||||||
// Since our shader is now done and disabled, we can draw spheres
|
|
||||||
// that represent light positions in default forward rendering
|
|
||||||
BeginMode3D(camera);
|
|
||||||
Rlgl.EnableShader(Rlgl.GetShaderIdDefault());
|
|
||||||
for (var i = 0; i < MaxLights; i++)
|
|
||||||
{
|
{
|
||||||
if (lights[i].Enabled)
|
BeginMode3D(camera);
|
||||||
|
Rlgl.DisableColorBlend();
|
||||||
|
Rlgl.EnableShader(deferredShader.Id);
|
||||||
|
// Bind our g-buffer textures
|
||||||
|
// We are binding them to locations that we earlier set in sampler2D uniforms `gPosition`, `gNormal`,
|
||||||
|
// and `gAlbedoSpec`
|
||||||
|
Rlgl.ActiveTextureSlot(TexUnitPosition);
|
||||||
|
Rlgl.EnableTexture(gBuffer.PositionTextureId);
|
||||||
|
Rlgl.ActiveTextureSlot(TexUnitNormal);
|
||||||
|
Rlgl.EnableTexture(gBuffer.NormalTextureId);
|
||||||
|
Rlgl.ActiveTextureSlot(TexUnitAlbedoSpec);
|
||||||
|
Rlgl.EnableTexture(gBuffer.AlbedoSpecTextureId);
|
||||||
|
|
||||||
|
// Finally, we draw a fullscreen quad to our default framebufferId
|
||||||
|
// This will now be shaded using our deferred shader
|
||||||
|
Rlgl.LoadDrawQuad();
|
||||||
|
Rlgl.DisableShader();
|
||||||
|
Rlgl.EnableColorBlend();
|
||||||
|
EndMode3D();
|
||||||
|
|
||||||
|
// As a last step, we now copy over the depth buffer from our g-buffer to the default framebufferId
|
||||||
|
Rlgl.BindFramebuffer(RlReadFramebuffer, gBuffer.FramebufferId);
|
||||||
|
Rlgl.BindFramebuffer(RlDrawFramebuffer, 0);
|
||||||
|
Rlgl.BlitFramebuffer(0, 0, screenWidth, screenHeight, 0, 0, screenWidth, screenHeight, GlDepthBufferBit);
|
||||||
|
Rlgl.DisableFramebuffer();
|
||||||
|
|
||||||
|
// Since our shader is now done and disabled, we can draw spheres
|
||||||
|
// that represent light positions in default forward rendering
|
||||||
|
BeginMode3D(camera);
|
||||||
|
Rlgl.EnableShader(Rlgl.GetShaderIdDefault());
|
||||||
|
for (var i = 0; i < MaxLights; i++)
|
||||||
|
{
|
||||||
|
if (lights[i].Enabled)
|
||||||
{
|
{
|
||||||
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
|
DrawSphereEx(lights[i].Position, 0.2f, 8, 8, lights[i].Color);
|
||||||
}
|
}
|
||||||
|
|
@ -319,49 +331,50 @@ public partial class DeferredRendering : IExample
|
||||||
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
|
DrawSphereWires(lights[i].Position, 0.2f, 8, 8, ColorAlpha(lights[i].Color, 0.3f));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
Rlgl.DisableShader();
|
Rlgl.DisableShader();
|
||||||
EndMode3D();
|
EndMode3D();
|
||||||
|
|
||||||
DrawText("FINAL RESULT", 10, screenHeight - 30, 20, Color.DarkGreen);
|
DrawText("FINAL RESULT", 10, screenHeight - 30, 20, Color.DarkGreen);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case DeferredMode.Position:
|
case DeferredMode.Position:
|
||||||
{
|
{
|
||||||
DrawTextureRec(
|
DrawTextureRec(
|
||||||
new Texture2D { Id = gBuffer.PositionTextureId, Width = screenWidth, Height = screenHeight },
|
new Texture2D { Id = gBuffer.PositionTextureId, Width = screenWidth, Height = screenHeight },
|
||||||
new Rectangle(0, 0, screenWidth, -screenHeight),
|
new Rectangle(0, 0, screenWidth, -screenHeight),
|
||||||
Vector2.Zero,
|
Vector2.Zero,
|
||||||
Color.RayWhite
|
Color.RayWhite
|
||||||
);
|
);
|
||||||
|
|
||||||
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
|
DrawText("POSITION TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case DeferredMode.Normal:
|
case DeferredMode.Normal:
|
||||||
{
|
{
|
||||||
DrawTextureRec(
|
DrawTextureRec(
|
||||||
new Texture2D { Id = gBuffer.NormalTextureId, Width = screenWidth, Height = screenHeight },
|
new Texture2D { Id = gBuffer.NormalTextureId, Width = screenWidth, Height = screenHeight },
|
||||||
new Rectangle(0, 0, screenWidth, -screenHeight),
|
new Rectangle(0, 0, screenWidth, -screenHeight),
|
||||||
Vector2.Zero,
|
Vector2.Zero,
|
||||||
Color.RayWhite
|
Color.RayWhite
|
||||||
);
|
);
|
||||||
|
|
||||||
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
|
DrawText("NORMAL TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case DeferredMode.Albedo:
|
case DeferredMode.Albedo:
|
||||||
{
|
{
|
||||||
DrawTextureRec(
|
DrawTextureRec(
|
||||||
new Texture2D { Id = gBuffer.AlbedoSpecTextureId, Width = screenWidth, Height = screenHeight },
|
new Texture2D { Id = gBuffer.AlbedoSpecTextureId, Width = screenWidth, Height = screenHeight },
|
||||||
new Rectangle(0, 0, screenWidth, -screenHeight),
|
new Rectangle(0, 0, screenWidth, -screenHeight),
|
||||||
Vector2.Zero,
|
Vector2.Zero,
|
||||||
Color.RayWhite
|
Color.RayWhite
|
||||||
);
|
);
|
||||||
|
|
||||||
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
|
DrawText("ALBEDO TEXTURE", 10, screenHeight - 30, 20, Color.DarkGreen);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
default: break;
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText("Toggle lights keys: [Y][R][G][B]", 10, 40, 20, Color.DarkGray);
|
DrawText("Toggle lights keys: [Y][R][G][B]", 10, 40, 20, Color.DarkGray);
|
||||||
|
|
|
||||||
|
|
@ -67,10 +67,14 @@ public partial class LightmapRendering : IExample
|
||||||
mesh.AllocTexCoords2();
|
mesh.AllocTexCoords2();
|
||||||
|
|
||||||
// X // Y
|
// X // Y
|
||||||
mesh.TexCoords2[0] = 0.0f; mesh.TexCoords2[1] = 0.0f;
|
mesh.TexCoords2[0] = 0.0f;
|
||||||
mesh.TexCoords2[2] = 1.0f; mesh.TexCoords2[3] = 0.0f;
|
mesh.TexCoords2[1] = 0.0f;
|
||||||
mesh.TexCoords2[4] = 0.0f; mesh.TexCoords2[5] = 1.0f;
|
mesh.TexCoords2[2] = 1.0f;
|
||||||
mesh.TexCoords2[6] = 1.0f; mesh.TexCoords2[7] = 1.0f;
|
mesh.TexCoords2[3] = 0.0f;
|
||||||
|
mesh.TexCoords2[4] = 0.0f;
|
||||||
|
mesh.TexCoords2[5] = 1.0f;
|
||||||
|
mesh.TexCoords2[6] = 1.0f;
|
||||||
|
mesh.TexCoords2[7] = 1.0f;
|
||||||
|
|
||||||
// Load a new texcoords2 attributes buffer
|
// Load a new texcoords2 attributes buffer
|
||||||
mesh.VboId[(int)ShaderLocationIndex.VertexTexcoord02] =
|
mesh.VboId[(int)ShaderLocationIndex.VertexTexcoord02] =
|
||||||
|
|
|
||||||
|
|
@ -62,7 +62,7 @@ public partial class BallPhysics : IExample
|
||||||
// Init first ball in the array
|
// Init first ball in the array
|
||||||
balls[0] = new Ball
|
balls[0] = new Ball
|
||||||
{
|
{
|
||||||
position = new Vector2(GetScreenWidth()/2.0f, GetScreenHeight()/2.0f),
|
position = new Vector2(GetScreenWidth() / 2.0f, GetScreenHeight() / 2.0f),
|
||||||
speed = new Vector2(200, 200),
|
speed = new Vector2(200, 200),
|
||||||
prevPosition = new Vector2(0, 0),
|
prevPosition = new Vector2(0, 0),
|
||||||
radius = 40,
|
radius = 40,
|
||||||
|
|
@ -98,7 +98,7 @@ public partial class BallPhysics : IExample
|
||||||
|
|
||||||
// If the distance between the ball position and the mouse press position
|
// If the distance between the ball position and the mouse press position
|
||||||
// is less than or equal to the ball radius, the event occurred inside the ball
|
// is less than or equal to the ball radius, the event occurred inside the ball
|
||||||
if (MathF.Sqrt(pressOffset.X*pressOffset.X + pressOffset.Y*pressOffset.Y) <= balls[i].radius)
|
if (MathF.Sqrt(pressOffset.X * pressOffset.X + pressOffset.Y * pressOffset.Y) <= balls[i].radius)
|
||||||
{
|
{
|
||||||
balls[i].grabbed = true;
|
balls[i].grabbed = true;
|
||||||
grabbedBallIndex = i;
|
grabbedBallIndex = i;
|
||||||
|
|
@ -163,7 +163,7 @@ public partial class BallPhysics : IExample
|
||||||
}
|
}
|
||||||
|
|
||||||
// Changes gravity
|
// Changes gravity
|
||||||
gravity += GetMouseWheelMove()*5;
|
gravity += GetMouseWheelMove() * 5;
|
||||||
|
|
||||||
// Updates each ball state
|
// Updates each ball state
|
||||||
for (int i = 0; i < ballCount; i++)
|
for (int i = 0; i < ballCount; i++)
|
||||||
|
|
@ -179,31 +179,31 @@ public partial class BallPhysics : IExample
|
||||||
if ((balls[i].position.X + balls[i].radius) >= screenWidth)
|
if ((balls[i].position.X + balls[i].radius) >= screenWidth)
|
||||||
{
|
{
|
||||||
balls[i].position.X = screenWidth - balls[i].radius; // Ball repositioning
|
balls[i].position.X = screenWidth - balls[i].radius; // Ball repositioning
|
||||||
balls[i].speed.X = -balls[i].speed.X*balls[i].elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
|
balls[i].speed.X = -balls[i].speed.X * balls[i].elasticity; // Elasticity makes the ball lose 10% of its velocity on hit
|
||||||
}
|
}
|
||||||
// Does the ball hit the screen left boundary?
|
// Does the ball hit the screen left boundary?
|
||||||
else if ((balls[i].position.X - balls[i].radius) <= 0)
|
else if ((balls[i].position.X - balls[i].radius) <= 0)
|
||||||
{
|
{
|
||||||
balls[i].position.X = balls[i].radius;
|
balls[i].position.X = balls[i].radius;
|
||||||
balls[i].speed.X = -balls[i].speed.X*balls[i].elasticity;
|
balls[i].speed.X = -balls[i].speed.X * balls[i].elasticity;
|
||||||
}
|
}
|
||||||
|
|
||||||
// The same for y axis
|
// The same for y axis
|
||||||
if ((balls[i].position.Y + balls[i].radius) >= screenHeight)
|
if ((balls[i].position.Y + balls[i].radius) >= screenHeight)
|
||||||
{
|
{
|
||||||
balls[i].position.Y = screenHeight - balls[i].radius;
|
balls[i].position.Y = screenHeight - balls[i].radius;
|
||||||
balls[i].speed.Y = -balls[i].speed.Y*balls[i].elasticity;
|
balls[i].speed.Y = -balls[i].speed.Y * balls[i].elasticity;
|
||||||
}
|
}
|
||||||
else if ((balls[i].position.Y - balls[i].radius) <= 0)
|
else if ((balls[i].position.Y - balls[i].radius) <= 0)
|
||||||
{
|
{
|
||||||
balls[i].position.Y = balls[i].radius;
|
balls[i].position.Y = balls[i].radius;
|
||||||
balls[i].speed.Y = -balls[i].speed.Y*balls[i].elasticity;
|
balls[i].speed.Y = -balls[i].speed.Y * balls[i].elasticity;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Friction makes the ball lose 1% of its velocity each frame
|
// Friction makes the ball lose 1% of its velocity each frame
|
||||||
balls[i].speed.X = balls[i].speed.X*balls[i].friction;
|
balls[i].speed.X = balls[i].speed.X * balls[i].friction;
|
||||||
// Gravity affects only the y axis
|
// Gravity affects only the y axis
|
||||||
balls[i].speed.Y = balls[i].speed.Y*balls[i].friction + gravity;
|
balls[i].speed.Y = balls[i].speed.Y * balls[i].friction + gravity;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
|
@ -212,8 +212,8 @@ public partial class BallPhysics : IExample
|
||||||
balls[i].position.Y = mousePos.Y - pressOffset.Y;
|
balls[i].position.Y = mousePos.Y - pressOffset.Y;
|
||||||
|
|
||||||
// While the ball is grabbed, recalculates its velocity
|
// While the ball is grabbed, recalculates its velocity
|
||||||
balls[i].speed.X = (balls[i].position.X - balls[i].prevPosition.X)/delta;
|
balls[i].speed.X = (balls[i].position.X - balls[i].prevPosition.X) / delta;
|
||||||
balls[i].speed.Y = (balls[i].position.Y - balls[i].prevPosition.Y)/delta;
|
balls[i].speed.Y = (balls[i].position.Y - balls[i].prevPosition.Y) / delta;
|
||||||
balls[i].prevPosition = balls[i].position;
|
balls[i].prevPosition = balls[i].position;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
@ -225,20 +225,20 @@ public partial class BallPhysics : IExample
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(Color.RayWhite);
|
ClearBackground(Color.RayWhite);
|
||||||
|
|
||||||
for (int i = 0; i < ballCount; i++)
|
for (int i = 0; i < ballCount; i++)
|
||||||
{
|
{
|
||||||
DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
|
DrawCircleV(balls[i].position, balls[i].radius, balls[i].color);
|
||||||
DrawCircleLinesV(balls[i].position, balls[i].radius, Color.Black);
|
DrawCircleLinesV(balls[i].position, balls[i].radius, Color.Black);
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, Color.DarkGray);
|
DrawText("grab a ball by pressing with the mouse and throw it by releasing", 10, 10, 10, Color.DarkGray);
|
||||||
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, Color.DarkGray);
|
DrawText("right click to create new balls (keep left control pressed to create a lot)", 10, 30, 10, Color.DarkGray);
|
||||||
DrawText("use mouse wheel to change gravity", 10, 50, 10, Color.DarkGray);
|
DrawText("use mouse wheel to change gravity", 10, 50, 10, Color.DarkGray);
|
||||||
DrawText("middle click to shake", 10, 70, 10, Color.DarkGray);
|
DrawText("middle click to shake", 10, 70, 10, Color.DarkGray);
|
||||||
DrawText($"BALL COUNT: {ballCount}", 10, GetScreenHeight() - 70, 20, Color.Black);
|
DrawText($"BALL COUNT: {ballCount}", 10, GetScreenHeight() - 70, 20, Color.Black);
|
||||||
DrawText($"GRAVITY: {gravity:F2}", 10, GetScreenHeight() - 40, 20, Color.Black);
|
DrawText($"GRAVITY: {gravity:F2}", 10, GetScreenHeight() - 40, 20, Color.Black);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -88,8 +88,8 @@ public partial class BulletHell : IExample
|
||||||
// Draw circle to bullet texture, then draw bullet using DrawTexture()
|
// Draw circle to bullet texture, then draw bullet using DrawTexture()
|
||||||
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
|
// NOTE: This is done to improve the performance, since DrawCircle() is very slow
|
||||||
BeginTextureMode(bulletTexture);
|
BeginTextureMode(bulletTexture);
|
||||||
DrawCircle(12, 12, (float)bulletRadius, Color.White);
|
DrawCircle(12, 12, (float)bulletRadius, Color.White);
|
||||||
DrawCircleLines(12, 12, (float)bulletRadius, Color.Black);
|
DrawCircleLines(12, 12, (float)bulletRadius, Color.Black);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
|
|
||||||
drawInPerformanceMode = true;
|
drawInPerformanceMode = true;
|
||||||
|
|
@ -113,16 +113,16 @@ public partial class BulletHell : IExample
|
||||||
spawnCooldownTimer = spawnCooldown;
|
spawnCooldownTimer = spawnCooldown;
|
||||||
|
|
||||||
// Spawn bullets
|
// Spawn bullets
|
||||||
float degreesPerRow = 360.0f/bulletRows;
|
float degreesPerRow = 360.0f / bulletRows;
|
||||||
for (int row = 0; row < bulletRows; row++)
|
for (int row = 0; row < bulletRows; row++)
|
||||||
{
|
{
|
||||||
if (bulletCount < MAX_BULLETS)
|
if (bulletCount < MAX_BULLETS)
|
||||||
{
|
{
|
||||||
bullets[bulletCount].position = new Vector2((float)screenWidth/2, (float)screenHeight/2);
|
bullets[bulletCount].position = new Vector2((float)screenWidth / 2, (float)screenHeight / 2);
|
||||||
bullets[bulletCount].disabled = false;
|
bullets[bulletCount].disabled = false;
|
||||||
bullets[bulletCount].color = bulletColor[row%2];
|
bullets[bulletCount].color = bulletColor[row % 2];
|
||||||
|
|
||||||
float bulletDirection = baseDirection + (degreesPerRow*row);
|
float bulletDirection = baseDirection + (degreesPerRow * row);
|
||||||
|
|
||||||
// Bullet speed*bullet direction, this will determine how much pixels will be incremented/decremented
|
// Bullet speed*bullet direction, this will determine how much pixels will be incremented/decremented
|
||||||
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
|
// from the bullet position every frame. Since the bullets doesn't change its direction and speed,
|
||||||
|
|
@ -130,8 +130,8 @@ public partial class BulletHell : IExample
|
||||||
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
|
// 0 degrees = right, 90 degrees = down, 180 degrees = left and 270 degrees = up, basically clockwise
|
||||||
// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
|
// Case you want it to be anti-clockwise, add "* -1" at the y acceleration
|
||||||
bullets[bulletCount].acceleration = new Vector2(
|
bullets[bulletCount].acceleration = new Vector2(
|
||||||
bulletSpeed*MathF.Cos(bulletDirection*DEG2RAD),
|
bulletSpeed * MathF.Cos(bulletDirection * DEG2RAD),
|
||||||
bulletSpeed*MathF.Sin(bulletDirection*DEG2RAD)
|
bulletSpeed * MathF.Sin(bulletDirection * DEG2RAD)
|
||||||
);
|
);
|
||||||
|
|
||||||
bulletCount++;
|
bulletCount++;
|
||||||
|
|
@ -151,10 +151,10 @@ public partial class BulletHell : IExample
|
||||||
bullets[i].position.Y += bullets[i].acceleration.Y;
|
bullets[i].position.Y += bullets[i].acceleration.Y;
|
||||||
|
|
||||||
// Disable bullet if out of screen
|
// Disable bullet if out of screen
|
||||||
if ((bullets[i].position.X < -bulletRadius*2) ||
|
if ((bullets[i].position.X < -bulletRadius * 2) ||
|
||||||
(bullets[i].position.X > screenWidth + bulletRadius*2) ||
|
(bullets[i].position.X > screenWidth + bulletRadius * 2) ||
|
||||||
(bullets[i].position.Y < -bulletRadius*2) ||
|
(bullets[i].position.Y < -bulletRadius * 2) ||
|
||||||
(bullets[i].position.Y > screenHeight + bulletRadius*2))
|
(bullets[i].position.Y > screenHeight + bulletRadius * 2))
|
||||||
{
|
{
|
||||||
bullets[i].disabled = true;
|
bullets[i].disabled = true;
|
||||||
bulletDisabledCount++;
|
bulletDisabledCount++;
|
||||||
|
|
@ -214,60 +214,60 @@ public partial class BulletHell : IExample
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(Color.RayWhite);
|
ClearBackground(Color.RayWhite);
|
||||||
|
|
||||||
// Draw magic circle
|
// Draw magic circle
|
||||||
magicCircleRotation++;
|
magicCircleRotation++;
|
||||||
DrawRectanglePro(new Rectangle((float)screenWidth/2, (float)screenHeight/2, 120, 120),
|
DrawRectanglePro(new Rectangle((float)screenWidth / 2, (float)screenHeight / 2, 120, 120),
|
||||||
new Vector2(60.0f, 60.0f), magicCircleRotation, Color.Purple);
|
new Vector2(60.0f, 60.0f), magicCircleRotation, Color.Purple);
|
||||||
DrawRectanglePro(new Rectangle((float)screenWidth/2, (float)screenHeight/2, 120, 120),
|
DrawRectanglePro(new Rectangle((float)screenWidth / 2, (float)screenHeight / 2, 120, 120),
|
||||||
new Vector2(60.0f, 60.0f), magicCircleRotation + 45, Color.Purple);
|
new Vector2(60.0f, 60.0f), magicCircleRotation + 45, Color.Purple);
|
||||||
DrawCircleLines(screenWidth/2, screenHeight/2, 70, Color.Black);
|
DrawCircleLines(screenWidth / 2, screenHeight / 2, 70, Color.Black);
|
||||||
DrawCircleLines(screenWidth/2, screenHeight/2, 50, Color.Black);
|
DrawCircleLines(screenWidth / 2, screenHeight / 2, 50, Color.Black);
|
||||||
DrawCircleLines(screenWidth/2, screenHeight/2, 30, Color.Black);
|
DrawCircleLines(screenWidth / 2, screenHeight / 2, 30, Color.Black);
|
||||||
|
|
||||||
// Draw bullets
|
// Draw bullets
|
||||||
if (drawInPerformanceMode)
|
if (drawInPerformanceMode)
|
||||||
|
{
|
||||||
|
// Draw bullets using pre-rendered texture containing circle
|
||||||
|
for (int i = 0; i < bulletCount; i++)
|
||||||
{
|
{
|
||||||
// Draw bullets using pre-rendered texture containing circle
|
// Do not draw disabled bullets (out of screen)
|
||||||
for (int i = 0; i < bulletCount; i++)
|
if (!bullets[i].disabled)
|
||||||
{
|
{
|
||||||
// Do not draw disabled bullets (out of screen)
|
DrawTexture(bulletTexture.Texture,
|
||||||
if (!bullets[i].disabled)
|
(int)(bullets[i].position.X - bulletTexture.Texture.Width * 0.5f),
|
||||||
{
|
(int)(bullets[i].position.Y - bulletTexture.Texture.Height * 0.5f),
|
||||||
DrawTexture(bulletTexture.Texture,
|
bullets[i].color);
|
||||||
(int)(bullets[i].position.X - bulletTexture.Texture.Width*0.5f),
|
|
||||||
(int)(bullets[i].position.Y - bulletTexture.Texture.Height*0.5f),
|
|
||||||
bullets[i].color);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Draw bullets using DrawCircle(), less performant
|
||||||
|
for (int i = 0; i < bulletCount; i++)
|
||||||
{
|
{
|
||||||
// Draw bullets using DrawCircle(), less performant
|
// Do not draw disabled bullets (out of screen)
|
||||||
for (int i = 0; i < bulletCount; i++)
|
if (!bullets[i].disabled)
|
||||||
{
|
{
|
||||||
// Do not draw disabled bullets (out of screen)
|
DrawCircleV(bullets[i].position, (float)bulletRadius, bullets[i].color);
|
||||||
if (!bullets[i].disabled)
|
DrawCircleLinesV(bullets[i].position, (float)bulletRadius, Color.Black);
|
||||||
{
|
|
||||||
DrawCircleV(bullets[i].position, (float)bulletRadius, bullets[i].color);
|
|
||||||
DrawCircleLinesV(bullets[i].position, (float)bulletRadius, Color.Black);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Draw UI
|
// Draw UI
|
||||||
DrawRectangle(10, 10, 280, 150, new Color(0, 0, 0, 200));
|
DrawRectangle(10, 10, 280, 150, new Color(0, 0, 0, 200));
|
||||||
DrawText("Controls:", 20, 20, 10, Color.LightGray);
|
DrawText("Controls:", 20, 20, 10, Color.LightGray);
|
||||||
DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, Color.LightGray);
|
DrawText("- Right/Left or A/D: Change rows number", 40, 40, 10, Color.LightGray);
|
||||||
DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, Color.LightGray);
|
DrawText("- Up/Down or W/S: Change bullet speed", 40, 60, 10, Color.LightGray);
|
||||||
DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, Color.LightGray);
|
DrawText("- Z or X: Change spawn cooldown", 40, 80, 10, Color.LightGray);
|
||||||
DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, Color.LightGray);
|
DrawText("- Space (Hold): Change the angle increment", 40, 100, 10, Color.LightGray);
|
||||||
DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, Color.LightGray);
|
DrawText("- Enter: Switch draw method (Performance)", 40, 120, 10, Color.LightGray);
|
||||||
DrawText("- C: Clear bullets", 40, 140, 10, Color.LightGray);
|
DrawText("- C: Clear bullets", 40, 140, 10, Color.LightGray);
|
||||||
|
|
||||||
DrawRectangle(610, 10, 170, 30, new Color(0, 0, 0, 200));
|
DrawRectangle(610, 10, 170, 30, new Color(0, 0, 0, 200));
|
||||||
if (drawInPerformanceMode)
|
if (drawInPerformanceMode)
|
||||||
{
|
{
|
||||||
DrawText("Draw method: DrawTexture(*)", 620, 20, 10, Color.Green);
|
DrawText("Draw method: DrawTexture(*)", 620, 20, 10, Color.Green);
|
||||||
}
|
}
|
||||||
|
|
@ -277,8 +277,8 @@ public partial class BulletHell : IExample
|
||||||
}
|
}
|
||||||
|
|
||||||
DrawRectangle(135, 410, 530, 30, new Color(0, 0, 0, 200));
|
DrawRectangle(135, 410, 530, 30, new Color(0, 0, 0, 200));
|
||||||
DrawText($"[ FPS: {GetFPS()}, Bullets: {bulletCount - bulletDisabledCount}, Rows: {bulletRows}, Bullet speed: {bulletSpeed:F2}, Angle increment per frame: {angleIncrement}, Cooldown: {spawnCooldown:F0} ]",
|
DrawText($"[ FPS: {GetFPS()}, Bullets: {bulletCount - bulletDisabledCount}, Rows: {bulletRows}, Bullet speed: {bulletSpeed:F2}, Angle increment per frame: {angleIncrement}, Cooldown: {spawnCooldown:F0} ]",
|
||||||
155, 420, 10, Color.Green);
|
155, 420, 10, Color.Green);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -80,7 +80,7 @@ public partial class DashedLine : IExample
|
||||||
// Cycle through colors ('C' key)
|
// Cycle through colors ('C' key)
|
||||||
if (IsKeyPressed(KeyboardKey.C))
|
if (IsKeyPressed(KeyboardKey.C))
|
||||||
{
|
{
|
||||||
colorIndex = (colorIndex + 1)%lineColors.Length;
|
colorIndex = (colorIndex + 1) % lineColors.Length;
|
||||||
}
|
}
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
||||||
|
|
@ -88,23 +88,23 @@ public partial class DashedLine : IExample
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(Color.RayWhite);
|
ClearBackground(Color.RayWhite);
|
||||||
|
|
||||||
// Draw the dashed line with the current properties
|
// Draw the dashed line with the current properties
|
||||||
DrawLineDashed(lineStartPosition, lineEndPosition, (int)dashLength, (int)blankLength, lineColors[colorIndex]);
|
DrawLineDashed(lineStartPosition, lineEndPosition, (int)dashLength, (int)blankLength, lineColors[colorIndex]);
|
||||||
|
|
||||||
// Draw UI and Instructions
|
// Draw UI and Instructions
|
||||||
DrawRectangle(5, 5, 265, 95, Fade(Color.SkyBlue, 0.5f));
|
DrawRectangle(5, 5, 265, 95, Fade(Color.SkyBlue, 0.5f));
|
||||||
DrawRectangleLines(5, 5, 265, 95, Color.Blue);
|
DrawRectangleLines(5, 5, 265, 95, Color.Blue);
|
||||||
|
|
||||||
DrawText("CONTROLS:", 15, 15, 10, Color.Black);
|
DrawText("CONTROLS:", 15, 15, 10, Color.Black);
|
||||||
DrawText("UP/DOWN: Change Dash Length", 15, 35, 10, Color.Black);
|
DrawText("UP/DOWN: Change Dash Length", 15, 35, 10, Color.Black);
|
||||||
DrawText("LEFT/RIGHT: Change Space Length", 15, 55, 10, Color.Black);
|
DrawText("LEFT/RIGHT: Change Space Length", 15, 55, 10, Color.Black);
|
||||||
DrawText("C: Cycle Color", 15, 75, 10, Color.Black);
|
DrawText("C: Cycle Color", 15, 75, 10, Color.Black);
|
||||||
|
|
||||||
DrawText($"Dash: {dashLength:F0} | Space: {blankLength:F0}", 15, 115, 10, Color.DarkGray);
|
DrawText($"Dash: {dashLength:F0} | Space: {blankLength:F0}", 15, 115, 10, Color.DarkGray);
|
||||||
|
|
||||||
DrawFPS(screenWidth - 80, 10);
|
DrawFPS(screenWidth - 80, 10);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -213,17 +213,38 @@ public partial class DigitalClock : IExample
|
||||||
{
|
{
|
||||||
switch (value)
|
switch (value)
|
||||||
{
|
{
|
||||||
case 0: Draw7SDisplay(position, 0b00111111, colorOn, colorOff); break;
|
case 0:
|
||||||
case 1: Draw7SDisplay(position, 0b00000110, colorOn, colorOff); break;
|
Draw7SDisplay(position, 0b00111111, colorOn, colorOff);
|
||||||
case 2: Draw7SDisplay(position, 0b01011011, colorOn, colorOff); break;
|
break;
|
||||||
case 3: Draw7SDisplay(position, 0b01001111, colorOn, colorOff); break;
|
case 1:
|
||||||
case 4: Draw7SDisplay(position, 0b01100110, colorOn, colorOff); break;
|
Draw7SDisplay(position, 0b00000110, colorOn, colorOff);
|
||||||
case 5: Draw7SDisplay(position, 0b01101101, colorOn, colorOff); break;
|
break;
|
||||||
case 6: Draw7SDisplay(position, 0b01111101, colorOn, colorOff); break;
|
case 2:
|
||||||
case 7: Draw7SDisplay(position, 0b00000111, colorOn, colorOff); break;
|
Draw7SDisplay(position, 0b01011011, colorOn, colorOff);
|
||||||
case 8: Draw7SDisplay(position, 0b01111111, colorOn, colorOff); break;
|
break;
|
||||||
case 9: Draw7SDisplay(position, 0b01101111, colorOn, colorOff); break;
|
case 3:
|
||||||
default: break;
|
Draw7SDisplay(position, 0b01001111, colorOn, colorOff);
|
||||||
|
break;
|
||||||
|
case 4:
|
||||||
|
Draw7SDisplay(position, 0b01100110, colorOn, colorOff);
|
||||||
|
break;
|
||||||
|
case 5:
|
||||||
|
Draw7SDisplay(position, 0b01101101, colorOn, colorOff);
|
||||||
|
break;
|
||||||
|
case 6:
|
||||||
|
Draw7SDisplay(position, 0b01111101, colorOn, colorOff);
|
||||||
|
break;
|
||||||
|
case 7:
|
||||||
|
Draw7SDisplay(position, 0b00000111, colorOn, colorOff);
|
||||||
|
break;
|
||||||
|
case 8:
|
||||||
|
Draw7SDisplay(position, 0b01111111, colorOn, colorOff);
|
||||||
|
break;
|
||||||
|
case 9:
|
||||||
|
Draw7SDisplay(position, 0b01101111, colorOn, colorOff);
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -68,8 +68,14 @@ public partial class DoublePendulum : IExample
|
||||||
public void Init()
|
public void Init()
|
||||||
{
|
{
|
||||||
// Simulation Parameters
|
// Simulation Parameters
|
||||||
l1 = 15.0f; m1 = 0.2f; theta1 = DEG2RAD * 170; w1 = 0;
|
l1 = 15.0f;
|
||||||
l2 = 15.0f; m2 = 0.1f; theta2 = DEG2RAD * 0; w2 = 0;
|
m1 = 0.2f;
|
||||||
|
theta1 = DEG2RAD * 170;
|
||||||
|
w1 = 0;
|
||||||
|
l2 = 15.0f;
|
||||||
|
m2 = 0.1f;
|
||||||
|
theta2 = DEG2RAD * 0;
|
||||||
|
w2 = 0;
|
||||||
lengthScaler = 0.1f;
|
lengthScaler = 0.1f;
|
||||||
totalM = m1 + m2;
|
totalM = m1 + m2;
|
||||||
|
|
||||||
|
|
@ -82,7 +88,8 @@ public partial class DoublePendulum : IExample
|
||||||
L2 = l2 * lengthScaler;
|
L2 = l2 * lengthScaler;
|
||||||
|
|
||||||
// Draw parameters
|
// Draw parameters
|
||||||
lineThick = 20; trailThick = 2;
|
lineThick = 20;
|
||||||
|
trailThick = 2;
|
||||||
fateAlpha = 0.01f;
|
fateAlpha = 0.01f;
|
||||||
|
|
||||||
// Create framebuffer
|
// Create framebuffer
|
||||||
|
|
|
||||||
|
|
@ -162,24 +162,30 @@ public partial class HilbertCurve : IExample
|
||||||
switch (hilbertIndex)
|
switch (hilbertIndex)
|
||||||
{
|
{
|
||||||
case 0:
|
case 0:
|
||||||
{
|
{
|
||||||
temp = vect.X;
|
temp = vect.X;
|
||||||
vect.X = vect.Y;
|
vect.X = vect.Y;
|
||||||
vect.Y = temp;
|
vect.Y = temp;
|
||||||
} break;
|
}
|
||||||
|
break;
|
||||||
case 2:
|
case 2:
|
||||||
{
|
{
|
||||||
vect.X += len;
|
vect.X += len;
|
||||||
|
vect.Y += len;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case 1:
|
||||||
vect.Y += len;
|
vect.Y += len;
|
||||||
} break;
|
break;
|
||||||
case 1: vect.Y += len; break;
|
|
||||||
case 3:
|
case 3:
|
||||||
{
|
{
|
||||||
temp = len - 1 - vect.X;
|
temp = len - 1 - vect.X;
|
||||||
vect.X = 2 * len - 1 - vect.Y;
|
vect.X = 2 * len - 1 - vect.Y;
|
||||||
vect.Y = temp;
|
vect.Y = temp;
|
||||||
} break;
|
}
|
||||||
default: break;
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -60,7 +60,7 @@ public partial class LinesDrawing : IExample
|
||||||
|
|
||||||
// Clear the canvas to the background color
|
// Clear the canvas to the background color
|
||||||
BeginTextureMode(canvas);
|
BeginTextureMode(canvas);
|
||||||
ClearBackground(Color.RayWhite);
|
ClearBackground(Color.RayWhite);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -78,7 +78,7 @@ public partial class LinesDrawing : IExample
|
||||||
if (IsMouseButtonPressed(MouseButton.Middle))
|
if (IsMouseButtonPressed(MouseButton.Middle))
|
||||||
{
|
{
|
||||||
BeginTextureMode(canvas);
|
BeginTextureMode(canvas);
|
||||||
ClearBackground(Color.RayWhite);
|
ClearBackground(Color.RayWhite);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -94,7 +94,7 @@ public partial class LinesDrawing : IExample
|
||||||
if (leftButtonDown)
|
if (leftButtonDown)
|
||||||
{
|
{
|
||||||
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
|
// Increase the hue value by the distance our cursor has moved since the last frame (divided by 3)
|
||||||
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition())/3.0f;
|
lineHue += Vector2Distance(mousePositionPrevious, GetMousePosition()) / 3.0f;
|
||||||
|
|
||||||
// While the hue is >=360, subtract it to bring it down into the range 0-360
|
// While the hue is >=360, subtract it to bring it down into the range 0-360
|
||||||
// This is more visually accurate than resetting to zero
|
// This is more visually accurate than resetting to zero
|
||||||
|
|
@ -113,10 +113,10 @@ public partial class LinesDrawing : IExample
|
||||||
|
|
||||||
// Draw the line onto the canvas
|
// Draw the line onto the canvas
|
||||||
BeginTextureMode(canvas);
|
BeginTextureMode(canvas);
|
||||||
// Circles act as "caps", smoothing corners
|
// Circles act as "caps", smoothing corners
|
||||||
DrawCircleV(mousePositionPrevious, lineThickness/2.0f, drawColor);
|
DrawCircleV(mousePositionPrevious, lineThickness / 2.0f, drawColor);
|
||||||
DrawCircleV(GetMousePosition(), lineThickness/2.0f, drawColor);
|
DrawCircleV(GetMousePosition(), lineThickness / 2.0f, drawColor);
|
||||||
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
|
DrawLineEx(mousePositionPrevious, GetMousePosition(), lineThickness, drawColor);
|
||||||
EndTextureMode();
|
EndTextureMode();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -132,13 +132,13 @@ public partial class LinesDrawing : IExample
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
// Draw the render texture to the screen, flipped vertically to make it appear top-side up
|
||||||
DrawTextureRec(canvas.Texture, new Rectangle(0.0f, 0.0f, (float)canvas.Texture.Width, (float)-canvas.Texture.Height), Vector2Zero(), Color.White);
|
DrawTextureRec(canvas.Texture, new Rectangle(0.0f, 0.0f, (float)canvas.Texture.Width, (float)-canvas.Texture.Height), Vector2Zero(), Color.White);
|
||||||
|
|
||||||
// Draw the preview circle
|
// Draw the preview circle
|
||||||
if (!leftButtonDown)
|
if (!leftButtonDown)
|
||||||
{
|
{
|
||||||
DrawCircleLinesV(GetMousePosition(), lineThickness/2.0f, new Color(127, 127, 127, 127));
|
DrawCircleLinesV(GetMousePosition(), lineThickness / 2.0f, new Color(127, 127, 127, 127));
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw the hint text
|
// Draw the hint text
|
||||||
|
|
|
||||||
|
|
@ -41,7 +41,7 @@ public partial class MathAngleRotation : IExample
|
||||||
|
|
||||||
public void Init()
|
public void Init()
|
||||||
{
|
{
|
||||||
center = new Vector2(screenWidth/2.0f, screenHeight/2.0f);
|
center = new Vector2(screenWidth / 2.0f, screenHeight / 2.0f);
|
||||||
|
|
||||||
// Predefined angles for fixed lines
|
// Predefined angles for fixed lines
|
||||||
angles = new[] { 0, 30, 60, 90 };
|
angles = new[] { 0, 30, 60, 90 };
|
||||||
|
|
@ -64,44 +64,54 @@ public partial class MathAngleRotation : IExample
|
||||||
// Draw
|
// Draw
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
ClearBackground(Color.White);
|
ClearBackground(Color.White);
|
||||||
|
|
||||||
DrawText("Fixed angles + rotating line", 10, 10, 20, Color.LightGray);
|
DrawText("Fixed angles + rotating line", 10, 10, 20, Color.LightGray);
|
||||||
|
|
||||||
// Draw fixed-angle lines with colorful gradient
|
// Draw fixed-angle lines with colorful gradient
|
||||||
for (int i = 0; i < numAngles; i++)
|
for (int i = 0; i < numAngles; i++)
|
||||||
|
{
|
||||||
|
float rad = angles[i] * DEG2RAD;
|
||||||
|
Vector2 end = new Vector2(center.X + MathF.Cos(rad) * lineLength,
|
||||||
|
center.Y + MathF.Sin(rad) * lineLength);
|
||||||
|
|
||||||
|
// Gradient color from green → cyan → blue → magenta
|
||||||
|
Color col;
|
||||||
|
switch (i)
|
||||||
{
|
{
|
||||||
float rad = angles[i]*DEG2RAD;
|
case 0:
|
||||||
Vector2 end = new Vector2(center.X + MathF.Cos(rad)*lineLength,
|
col = Color.Green;
|
||||||
center.Y + MathF.Sin(rad)*lineLength);
|
break;
|
||||||
|
case 1:
|
||||||
// Gradient color from green → cyan → blue → magenta
|
col = Color.Orange;
|
||||||
Color col;
|
break;
|
||||||
switch(i)
|
case 2:
|
||||||
{
|
col = Color.Blue;
|
||||||
case 0: col = Color.Green; break;
|
break;
|
||||||
case 1: col = Color.Orange; break;
|
case 3:
|
||||||
case 2: col = Color.Blue; break;
|
col = Color.Magenta;
|
||||||
case 3: col = Color.Magenta; break;
|
break;
|
||||||
default: col = Color.White; break;
|
default:
|
||||||
}
|
col = Color.White;
|
||||||
|
break;
|
||||||
DrawLineEx(center, end, 5.0f, col);
|
|
||||||
|
|
||||||
// Draw angle label slightly offset along the line
|
|
||||||
Vector2 textPos = new Vector2(center.X + MathF.Cos(rad)*(lineLength + 20),
|
|
||||||
center.Y + MathF.Sin(rad)*(lineLength + 20));
|
|
||||||
DrawText($"{angles[i]}°", (int)textPos.X, (int)textPos.Y, 20, col);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw animated rotating line with changing color
|
DrawLineEx(center, end, 5.0f, col);
|
||||||
float animRad = totalAngle*DEG2RAD;
|
|
||||||
Vector2 animEnd = new Vector2(center.X + MathF.Cos(animRad)*lineLength,
|
|
||||||
center.Y + MathF.Sin(animRad)*lineLength);
|
|
||||||
|
|
||||||
// Cycle through HSV colors for animated line
|
// Draw angle label slightly offset along the line
|
||||||
Color animCol = ColorFromHSV(totalAngle % 360.0f, 0.8f, 0.9f);
|
Vector2 textPos = new Vector2(center.X + MathF.Cos(rad) * (lineLength + 20),
|
||||||
DrawLineEx(center, animEnd, 5.0f, animCol);
|
center.Y + MathF.Sin(rad) * (lineLength + 20));
|
||||||
|
DrawText($"{angles[i]}°", (int)textPos.X, (int)textPos.Y, 20, col);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Draw animated rotating line with changing color
|
||||||
|
float animRad = totalAngle * DEG2RAD;
|
||||||
|
Vector2 animEnd = new Vector2(center.X + MathF.Cos(animRad) * lineLength,
|
||||||
|
center.Y + MathF.Sin(animRad) * lineLength);
|
||||||
|
|
||||||
|
// Cycle through HSV colors for animated line
|
||||||
|
Color animCol = ColorFromHSV(totalAngle % 360.0f, 0.8f, 0.9f);
|
||||||
|
DrawLineEx(center, animEnd, 5.0f, animCol);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -59,32 +59,32 @@ public partial class MouseTrail : IExample
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
BeginDrawing();
|
BeginDrawing();
|
||||||
|
|
||||||
ClearBackground(Color.Black);
|
ClearBackground(Color.Black);
|
||||||
|
|
||||||
// Draw the trail by looping through the history array
|
// Draw the trail by looping through the history array
|
||||||
for (int i = 0; i < MAX_TRAIL_LENGTH; i++)
|
for (int i = 0; i < MAX_TRAIL_LENGTH; i++)
|
||||||
|
{
|
||||||
|
// Ensure we skip drawing if the array hasn't been fully filled on startup
|
||||||
|
if ((trailPositions[i].X != 0.0f) || (trailPositions[i].Y != 0.0f))
|
||||||
{
|
{
|
||||||
// Ensure we skip drawing if the array hasn't been fully filled on startup
|
// Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
|
||||||
if ((trailPositions[i].X != 0.0f) || (trailPositions[i].Y != 0.0f))
|
float ratio = (float)(MAX_TRAIL_LENGTH - i) / MAX_TRAIL_LENGTH;
|
||||||
{
|
|
||||||
// Calculate relative trail strength (ratio is near 1.0 for new, near 0.0 for old)
|
|
||||||
float ratio = (float)(MAX_TRAIL_LENGTH - i)/MAX_TRAIL_LENGTH;
|
|
||||||
|
|
||||||
// Fade effect: oldest positions are more transparent
|
// Fade effect: oldest positions are more transparent
|
||||||
// Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
|
// Fade (color, alpha) - alpha is 0.5 to 1.0 based on ratio
|
||||||
Color trailColor = Fade(Color.SkyBlue, ratio*0.5f + 0.5f);
|
Color trailColor = Fade(Color.SkyBlue, ratio * 0.5f + 0.5f);
|
||||||
|
|
||||||
// Size effect: oldest positions are smaller
|
// Size effect: oldest positions are smaller
|
||||||
float trailRadius = 15.0f*ratio;
|
float trailRadius = 15.0f * ratio;
|
||||||
|
|
||||||
DrawCircleV(trailPositions[i], trailRadius, trailColor);
|
DrawCircleV(trailPositions[i], trailRadius, trailColor);
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
// Draw a distinct white circle for the current mouse position (Index 0)
|
// Draw a distinct white circle for the current mouse position (Index 0)
|
||||||
DrawCircleV(mousePosition, 15.0f, Color.White);
|
DrawCircleV(mousePosition, 15.0f, Color.White);
|
||||||
|
|
||||||
DrawText("Move the mouse to see the trail effect!", 10, screenHeight - 30, 20, Color.LightGray);
|
DrawText("Move the mouse to see the trail effect!", 10, screenHeight - 30, 20, Color.LightGray);
|
||||||
|
|
||||||
EndDrawing();
|
EndDrawing();
|
||||||
//----------------------------------------------------------------------------------
|
//----------------------------------------------------------------------------------
|
||||||
|
|
|
||||||
|
|
@ -194,17 +194,26 @@ public partial class PenroseTile : IExample
|
||||||
char step = production[i];
|
char step = production[i];
|
||||||
switch (step)
|
switch (step)
|
||||||
{
|
{
|
||||||
case 'W': newProduction.Append(ls.ruleW); break;
|
case 'W':
|
||||||
case 'X': newProduction.Append(ls.ruleX); break;
|
newProduction.Append(ls.ruleW);
|
||||||
case 'Y': newProduction.Append(ls.ruleY); break;
|
break;
|
||||||
case 'Z': newProduction.Append(ls.ruleZ); break;
|
case 'X':
|
||||||
|
newProduction.Append(ls.ruleX);
|
||||||
|
break;
|
||||||
|
case 'Y':
|
||||||
|
newProduction.Append(ls.ruleY);
|
||||||
|
break;
|
||||||
|
case 'Z':
|
||||||
|
newProduction.Append(ls.ruleZ);
|
||||||
|
break;
|
||||||
default:
|
default:
|
||||||
{
|
{
|
||||||
if (step != 'F')
|
if (step != 'F')
|
||||||
{
|
{
|
||||||
newProduction.Append(step);
|
newProduction.Append(step);
|
||||||
}
|
}
|
||||||
} break;
|
}
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -162,10 +162,26 @@ public partial class RectangleAdvanced : IExample
|
||||||
{
|
{
|
||||||
Color color = new Color(0, 0, 0, 0);
|
Color color = new Color(0, 0, 0, 0);
|
||||||
float radius = 0.0f;
|
float radius = 0.0f;
|
||||||
if (k == 0) { color = left; radius = radiusLeft; } // [1] Upper Left Corner
|
if (k == 0)
|
||||||
if (k == 1) { color = right; radius = radiusRight; } // [3] Upper Right Corner
|
{
|
||||||
if (k == 2) { color = right; radius = radiusRight; } // [5] Lower Right Corner
|
color = left;
|
||||||
if (k == 3) { color = left; radius = radiusLeft; } // [7] Lower Left Corner
|
radius = radiusLeft;
|
||||||
|
} // [1] Upper Left Corner
|
||||||
|
if (k == 1)
|
||||||
|
{
|
||||||
|
color = right;
|
||||||
|
radius = radiusRight;
|
||||||
|
} // [3] Upper Right Corner
|
||||||
|
if (k == 2)
|
||||||
|
{
|
||||||
|
color = right;
|
||||||
|
radius = radiusRight;
|
||||||
|
} // [5] Lower Right Corner
|
||||||
|
if (k == 3)
|
||||||
|
{
|
||||||
|
color = left;
|
||||||
|
radius = radiusLeft;
|
||||||
|
} // [7] Lower Left Corner
|
||||||
|
|
||||||
float angle = angles[k];
|
float angle = angles[k];
|
||||||
Vector2 center = centers[k];
|
Vector2 center = centers[k];
|
||||||
|
|
|
||||||
|
|
@ -190,22 +190,26 @@ public partial class SimpleParticles : IExample
|
||||||
switch (type)
|
switch (type)
|
||||||
{
|
{
|
||||||
case ParticleType.Water:
|
case ParticleType.Water:
|
||||||
{
|
{
|
||||||
newParticle.radius = 5.0f;
|
newParticle.radius = 5.0f;
|
||||||
newParticle.color = Color.Blue;
|
newParticle.color = Color.Blue;
|
||||||
} break;
|
}
|
||||||
|
break;
|
||||||
case ParticleType.Smoke:
|
case ParticleType.Smoke:
|
||||||
{
|
{
|
||||||
newParticle.radius = 7.0f;
|
newParticle.radius = 7.0f;
|
||||||
newParticle.color = Color.Gray;
|
newParticle.color = Color.Gray;
|
||||||
} break;
|
}
|
||||||
|
break;
|
||||||
case ParticleType.Fire:
|
case ParticleType.Fire:
|
||||||
{
|
{
|
||||||
newParticle.radius = 10.0f;
|
newParticle.radius = 10.0f;
|
||||||
newParticle.color = Color.Yellow;
|
newParticle.color = Color.Yellow;
|
||||||
speed /= 10.0f;
|
speed /= 10.0f;
|
||||||
} break;
|
}
|
||||||
default: break;
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
float direction = (float)(random.Next(360));
|
float direction = (float)(random.Next(360));
|
||||||
|
|
@ -238,41 +242,45 @@ public partial class SimpleParticles : IExample
|
||||||
switch (buffer[i].type)
|
switch (buffer[i].type)
|
||||||
{
|
{
|
||||||
case ParticleType.Water:
|
case ParticleType.Water:
|
||||||
{
|
{
|
||||||
buffer[i].position.X += buffer[i].velocity.X;
|
buffer[i].position.X += buffer[i].velocity.X;
|
||||||
buffer[i].velocity.Y += 0.2f; // Gravity
|
buffer[i].velocity.Y += 0.2f; // Gravity
|
||||||
buffer[i].position.Y += buffer[i].velocity.Y;
|
buffer[i].position.Y += buffer[i].velocity.Y;
|
||||||
} break;
|
}
|
||||||
|
break;
|
||||||
case ParticleType.Smoke:
|
case ParticleType.Smoke:
|
||||||
{
|
{
|
||||||
buffer[i].position.X += buffer[i].velocity.X;
|
buffer[i].position.X += buffer[i].velocity.X;
|
||||||
buffer[i].velocity.Y -= 0.05f; // Upwards
|
buffer[i].velocity.Y -= 0.05f; // Upwards
|
||||||
buffer[i].position.Y += buffer[i].velocity.Y;
|
buffer[i].position.Y += buffer[i].velocity.Y;
|
||||||
buffer[i].radius += 0.5f; // Increment radius: smoke expands
|
buffer[i].radius += 0.5f; // Increment radius: smoke expands
|
||||||
buffer[i].color.A -= 4; // Decrement alpha: smoke fades
|
buffer[i].color.A -= 4; // Decrement alpha: smoke fades
|
||||||
|
|
||||||
// If alpha transparent, particle dies
|
// If alpha transparent, particle dies
|
||||||
if (buffer[i].color.A < 4)
|
if (buffer[i].color.A < 4)
|
||||||
{
|
{
|
||||||
buffer[i].alive = false;
|
buffer[i].alive = false;
|
||||||
}
|
}
|
||||||
} break;
|
}
|
||||||
|
break;
|
||||||
case ParticleType.Fire:
|
case ParticleType.Fire:
|
||||||
{
|
{
|
||||||
// Add a little horizontal oscillation to fire particles
|
// Add a little horizontal oscillation to fire particles
|
||||||
buffer[i].position.X += buffer[i].velocity.X + MathF.Cos(buffer[i].lifeTime * 215.0f);
|
buffer[i].position.X += buffer[i].velocity.X + MathF.Cos(buffer[i].lifeTime * 215.0f);
|
||||||
buffer[i].velocity.Y -= 0.05f; // Upwards
|
buffer[i].velocity.Y -= 0.05f; // Upwards
|
||||||
buffer[i].position.Y += buffer[i].velocity.Y;
|
buffer[i].position.Y += buffer[i].velocity.Y;
|
||||||
buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
|
buffer[i].radius -= 0.15f; // Decrement radius: fire shrinks
|
||||||
buffer[i].color.G -= 3; // Decrement green: fire turns reddish starting from yellow
|
buffer[i].color.G -= 3; // Decrement green: fire turns reddish starting from yellow
|
||||||
|
|
||||||
// If radius too small, particle dies
|
// If radius too small, particle dies
|
||||||
if (buffer[i].radius <= 0.02f)
|
if (buffer[i].radius <= 0.02f)
|
||||||
{
|
{
|
||||||
buffer[i].alive = false;
|
buffer[i].alive = false;
|
||||||
}
|
}
|
||||||
} break;
|
}
|
||||||
default: break;
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Disable particle when out of screen
|
// Disable particle when out of screen
|
||||||
|
|
|
||||||
|
|
@ -135,7 +135,8 @@ public partial class Text3D : IExample
|
||||||
layerDistance = 0.01f;
|
layerDistance = 0.01f;
|
||||||
|
|
||||||
wcfg = new WaveTextConfig();
|
wcfg = new WaveTextConfig();
|
||||||
wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f; wcfg.WaveSpeed.Z = 0.5f;
|
wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f;
|
||||||
|
wcfg.WaveSpeed.Z = 0.5f;
|
||||||
wcfg.WaveOffset.X = wcfg.WaveOffset.Y = wcfg.WaveOffset.Z = 0.35f;
|
wcfg.WaveOffset.X = wcfg.WaveOffset.Y = wcfg.WaveOffset.Z = 0.35f;
|
||||||
wcfg.WaveRange.X = wcfg.WaveRange.Y = wcfg.WaveRange.Z = 0.45f;
|
wcfg.WaveRange.X = wcfg.WaveRange.Y = wcfg.WaveRange.Z = 0.45f;
|
||||||
|
|
||||||
|
|
@ -230,12 +231,16 @@ public partial class Text3D : IExample
|
||||||
}
|
}
|
||||||
|
|
||||||
// Handle text layers changes
|
// Handle text layers changes
|
||||||
if (IsKeyPressed(KeyboardKey.Home)) { if (layers > 1)
|
if (IsKeyPressed(KeyboardKey.Home))
|
||||||
|
{
|
||||||
|
if (layers > 1)
|
||||||
{
|
{
|
||||||
--layers;
|
--layers;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
else if (IsKeyPressed(KeyboardKey.End)) { if (layers < TextMaxLayers)
|
else if (IsKeyPressed(KeyboardKey.End))
|
||||||
|
{
|
||||||
|
if (layers < TextMaxLayers)
|
||||||
{
|
{
|
||||||
++layers;
|
++layers;
|
||||||
}
|
}
|
||||||
|
|
@ -559,19 +564,27 @@ public partial class Text3D : IExample
|
||||||
|
|
||||||
// Front Face
|
// Front Face
|
||||||
Rlgl.Normal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
|
Rlgl.Normal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
|
||||||
Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
|
Rlgl.TexCoord2f(tx, ty);
|
||||||
Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
|
Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
|
||||||
Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
|
Rlgl.TexCoord2f(tx, th);
|
||||||
Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
|
Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
|
||||||
|
Rlgl.TexCoord2f(tw, th);
|
||||||
|
Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
|
||||||
|
Rlgl.TexCoord2f(tw, ty);
|
||||||
|
Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
|
||||||
|
|
||||||
if (backface)
|
if (backface)
|
||||||
{
|
{
|
||||||
// Back Face
|
// Back Face
|
||||||
Rlgl.Normal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
|
Rlgl.Normal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
|
||||||
Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
|
Rlgl.TexCoord2f(tx, ty);
|
||||||
Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
|
Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
|
||||||
Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
|
Rlgl.TexCoord2f(tw, ty);
|
||||||
Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
|
Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
|
||||||
|
Rlgl.TexCoord2f(tw, th);
|
||||||
|
Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
|
||||||
|
Rlgl.TexCoord2f(tx, th);
|
||||||
|
Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
|
||||||
}
|
}
|
||||||
Rlgl.End();
|
Rlgl.End();
|
||||||
Rlgl.PopMatrix();
|
Rlgl.PopMatrix();
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue