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raylib-cs/Examples/Shaders/ShapesTextures.cs

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C#

/*******************************************************************************************
*
* raylib [shaders] example - shapes textures
*
* Example complexity rating: [★★☆☆] 2/4
*
* NOTE: This example requires raylib OpenGL 3.3 or ES2 versions for shaders support,
* OpenGL 1.1 does not support shaders, recompile raylib to OpenGL 3.3 version
*
* NOTE: Shaders used in this example are #version 330 (OpenGL 3.3), to test this example
* on OpenGL ES 2.0 platforms (Android, Raspberry Pi, HTML5), use #version 100 shaders
* raylib comes with shaders ready for both versions, check raylib/shaders install folder
*
* Example originally created with raylib 1.7, last time updated with raylib 3.7
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using System.Numerics;
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class ShapesTextures : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
#if BROWSER
const int GlslVersion = 100; // WebGL1 needs GLSL ES 100
#else
private const int GlslVersion = 330;
#endif
public string Name => "Shaders / Shapes Textures";
public string Title => "raylib [shaders] example - shapes textures";
private Texture2D fudesumi;
private Shader shader;
public void Init()
{
fudesumi = LoadTexture("resources/fudesumi.png");
// Load shader to be used on some parts drawing
// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
// NOTE 2: Defining null (NULL) for vertex shader forces usage of internal default vertex shader
shader = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/grayscale.fs");
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
// Start drawing with default shader
DrawText("USING DEFAULT SHADER", 20, 40, 10, Color.Red);
DrawCircle(80, 120, 35, Color.DarkBlue);
DrawCircleGradient(new Vector2(80, 220), 60, Color.Green, Color.SkyBlue);
DrawCircleLines(80, 340, 80, Color.DarkBlue);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
DrawText("USING CUSTOM SHADER", 190, 40, 10, Color.Red);
DrawRectangle(250 - 60, 90, 120, 60, Color.Red);
DrawRectangleGradientH(250 - 90, 170, 180, 130, Color.Maroon, Color.Gold);
DrawRectangleLines(250 - 40, 320, 80, 60, Color.Orange);
// Activate our default shader for next drawings
EndShaderMode();
DrawText("USING DEFAULT SHADER", 370, 40, 10, Color.Red);
DrawTriangle(
new Vector2(430, 80),
new Vector2(430 - 60, 150),
new Vector2(430 + 60, 150), Color.Violet
);
DrawTriangleLines(
new Vector2(430, 160),
new Vector2(430 - 20, 230),
new Vector2(430 + 20, 230), Color.DarkBlue
);
DrawPoly(new Vector2(430, 320), 6, 80, 0, Color.Brown);
// Activate our custom shader to be applied on next shapes/textures drawings
BeginShaderMode(shader);
// Using custom shader
DrawTexture(fudesumi, 500, -30, Color.White);
// Activate our default shader for next drawings
EndShaderMode();
DrawText("(c) Fudesumi sprite by Eiden Marsal", 380, screenHeight - 20, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes textures");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new ShapesTextures();
game.Init();
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
}