144 lines
4.9 KiB
C#
144 lines
4.9 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - shapes textures
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*
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* Example complexity rating: [★★☆☆] 2/4
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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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* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
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* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
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* raylib comes with shaders ready for both versions, check raylib/shaders install folder
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*
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* Example originally created with raylib 1.7, last time updated with raylib 3.7
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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) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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namespace Examples.Shaders;
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public class ShapesTextures : 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 / Shapes Textures";
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public string Title => "raylib [shaders] example - shapes textures";
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private Texture2D fudesumi;
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private Shader shader;
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public void Init()
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{
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fudesumi = LoadTexture("resources/fudesumi.png");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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// NOTE 2: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
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shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/grayscale.fs");
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}
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public void Update()
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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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// Start drawing with default shader
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DrawText("USING DEFAULT SHADER", 20, 40, 10, Color.Red);
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DrawCircle(80, 120, 35, Color.DarkBlue);
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DrawCircleGradient(new Vector2(80, 220), 60, Color.Green, Color.SkyBlue);
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DrawCircleLines(80, 340, 80, Color.DarkBlue);
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// Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader);
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DrawText("USING CUSTOM SHADER", 190, 40, 10, Color.Red);
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DrawRectangle(250 - 60, 90, 120, 60, Color.Red);
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DrawRectangleGradientH(250 - 90, 170, 180, 130, Color.Maroon, Color.Gold);
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DrawRectangleLines(250 - 40, 320, 80, 60, Color.Orange);
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// Activate our default shader for next drawings
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EndShaderMode();
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DrawText("USING DEFAULT SHADER", 370, 40, 10, Color.Red);
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DrawTriangle(
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new Vector2(430, 80),
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new Vector2(430 - 60, 150),
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new Vector2(430 + 60, 150), Color.Violet
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);
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DrawTriangleLines(
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new Vector2(430, 160),
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new Vector2(430 - 20, 230),
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new Vector2(430 + 20, 230), Color.DarkBlue
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);
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DrawPoly(new Vector2(430, 320), 6, 80, 0, Color.Brown);
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// Activate our custom shader to be applied on next shapes/textures drawings
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BeginShaderMode(shader);
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// Using custom shader
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DrawTexture(fudesumi, 500, -30, Color.White);
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// Activate our default shader for next drawings
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EndShaderMode();
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DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, 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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UnloadShader(shader); // Unload shader
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UnloadTexture(fudesumi); // Unload 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 [shaders] example - shapes textures");
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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 ShapesTextures();
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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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