153 lines
4.9 KiB
C#
153 lines
4.9 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - texture outline
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
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* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
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*
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* Example originally created with raylib 4.0, last time updated with raylib 4.0
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*
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* Example contributed by Serenity Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2021-2025 Serenity Skiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Shaders;
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public class TextureOutline : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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#if BROWSER
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const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
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#else
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private const int GlslVersion = 330;
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#endif
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public string Name => "Shaders / Texture Outline";
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public string Title => "raylib [shaders] example - texture outline";
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private Texture2D texture;
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private Shader shdrOutline;
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private float outlineSize;
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private int outlineSizeLoc;
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public void Init()
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{
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texture = LoadTexture("resources/fudesumi.png");
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shdrOutline = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/outline.fs");
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outlineSize = 2.0f;
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// Normalized RED color
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var outlineColor = new[] { 1.0f, 0.0f, 0.0f, 1.0f };
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float[] textureSize = { (float)texture.Width, (float)texture.Height };
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// Get shader locations
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outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
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var outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
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var textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
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// Set shader values (they can be changed later)
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Raylib.SetShaderValue(
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shdrOutline,
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outlineSizeLoc,
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outlineSize,
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ShaderUniformDataType.Float
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);
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Raylib.SetShaderValue(
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shdrOutline,
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outlineColorLoc,
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outlineColor,
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ShaderUniformDataType.Vec4
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);
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Raylib.SetShaderValue(
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shdrOutline,
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textureSizeLoc,
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textureSize,
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ShaderUniformDataType.Vec2
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);
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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outlineSize += GetMouseWheelMove();
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if (outlineSize < 1.0f)
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{
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outlineSize = 1.0f;
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}
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Raylib.SetShaderValue(
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shdrOutline,
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outlineSizeLoc,
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outlineSize,
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ShaderUniformDataType.Float
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);
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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BeginShaderMode(shdrOutline);
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DrawTexture(texture, GetScreenWidth() / 2 - texture.Width / 2, -30, Color.White);
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EndShaderMode();
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DrawText("Shader-based\ntexture\noutline", 10, 10, 20, Color.Gray);
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DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, Color.Gray);
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DrawText($"Outline size: {(int)outlineSize} px", 10, 120, 20, Color.Maroon);
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DrawFPS(710, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(texture);
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UnloadShader(shdrOutline);
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new TextureOutline();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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