150 lines
5.1 KiB
C#
150 lines
5.1 KiB
C#
/*******************************************************************************************
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*
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* raylib [textures] example - blend modes
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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* Example originally created with raylib 3.5, last time updated with raylib 3.5
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*
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* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
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*
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* 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) 2020-2025 Karlo Licudine (@accidentalrebel)
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*
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********************************************************************************************/
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using static Raylib_cs.Raylib;
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namespace Examples.Textures;
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public partial class BlendModes : 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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private const int blendCountMax = 4;
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public string Name => "Textures / Blend Modes";
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public string Title => "raylib [textures] example - blend modes";
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private Texture2D bgTexture;
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private Texture2D fgTexture;
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private BlendMode blendMode;
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public void Init()
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{
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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var bgImage = LoadImage("resources/cyberpunk_street_background.png");
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bgTexture = LoadTextureFromImage(bgImage);
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var fgImage = LoadImage("resources/cyberpunk_street_foreground.png");
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fgTexture = LoadTextureFromImage(fgImage);
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// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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UnloadImage(bgImage);
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UnloadImage(fgImage);
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blendMode = 0;
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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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if (IsKeyPressed(KeyboardKey.Space))
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{
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if ((int)blendMode >= (blendCountMax - 1))
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{
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blendMode = 0;
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}
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else
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{
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blendMode++;
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}
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RayWhite);
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var bgX = screenWidth / 2 - bgTexture.Width / 2;
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var bgY = screenHeight / 2 - bgTexture.Height / 2;
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DrawTexture(bgTexture, bgX, bgY, Color.White);
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// Apply the blend mode and then draw the foreground texture
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BeginBlendMode(blendMode);
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var fgX = screenWidth / 2 - fgTexture.Width / 2;
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var fgY = screenHeight / 2 - fgTexture.Height / 2;
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DrawTexture(fgTexture, fgX, fgY, Color.White);
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EndBlendMode();
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// Draw the texts
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DrawText("Press SPACE to change blend modes.", 310, 350, 10, Color.Gray);
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switch (blendMode)
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{
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case BlendMode.Alpha:
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DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, Color.Gray);
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break;
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case BlendMode.Additive:
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DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, Color.Gray);
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break;
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case BlendMode.Multiplied:
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DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, Color.Gray);
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break;
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case BlendMode.AddColors:
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DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, Color.Gray);
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break;
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default:
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break;
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}
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var text = "(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)";
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DrawText(text, screenWidth - 330, screenHeight - 20, 10, Color.Gray);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(fgTexture); // Unload foreground texture
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UnloadTexture(bgTexture); // Unload background texture
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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 [textures] example - blend modes");
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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 BlendModes();
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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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