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raylib-cs/Examples/Textures/BlendModes.cs

118 lines
4.4 KiB
C#

/*******************************************************************************************
*
* raylib [textures] example - blend modes
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 3.5 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Example contributed by Karlo Licudine (@accidentalrebel) and reviewed by Ramon Santamaria (@raysan5)
*
* Copyright (c) 2020 Karlo Licudine (@accidentalrebel)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class BlendModes
{
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - blend modes");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image bgImage = LoadImage("resources/cyberpunk_street_background.png");
Texture2D bgTexture = LoadTextureFromImage(bgImage);
Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png");
Texture2D fgTexture = LoadTextureFromImage(fgImage);
// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
UnloadImage(bgImage);
UnloadImage(fgImage);
const int blendCountMax = 4;
BlendMode blendMode = 0;
// Main game loop
while (!WindowShouldClose())
{
// Update
//----------------------------------------------------------------------------------
if (IsKeyPressed(KeyboardKey.Space))
{
if ((int)blendMode >= (blendCountMax - 1))
{
blendMode = 0;
}
else
{
blendMode++;
}
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
int bgX = screenWidth / 2 - bgTexture.Width / 2;
int bgY = screenHeight / 2 - bgTexture.Height / 2;
DrawTexture(bgTexture, bgX, bgY, Color.White);
// Apply the blend mode and then draw the foreground texture
BeginBlendMode(blendMode);
int fgX = screenWidth / 2 - fgTexture.Width / 2;
int fgY = screenHeight / 2 - fgTexture.Height / 2;
DrawTexture(fgTexture, fgX, fgY, Color.White);
EndBlendMode();
// Draw the texts
DrawText("Press SPACE to change blend modes.", 310, 350, 10, Color.Gray);
switch (blendMode)
{
case BlendMode.Alpha:
DrawText("Current: BLEND_ALPHA", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Additive:
DrawText("Current: BLEND_ADDITIVE", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.Multiplied:
DrawText("Current: BLEND_MULTIPLIED", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
case BlendMode.AddColors:
DrawText("Current: BLEND_ADD_COLORS", (screenWidth / 2) - 60, 370, 10, Color.Gray);
break;
default:
break;
}
string text = "(c) Cyberpunk Street Environment by Luis Zuno (@ansimuz)";
DrawText(text, screenWidth - 330, screenHeight - 20, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(fgTexture);
UnloadTexture(bgTexture);
CloseWindow();
//--------------------------------------------------------------------------------------
return 0;
}
}