* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
240 lines
11 KiB
C#
240 lines
11 KiB
C#
/*******************************************************************************************
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*
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* raylib [shaders] example - rounded rectangle
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*
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* Example complexity rating: [★★★☆] 3/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* Example contributed by Anstro Pleuton (@anstropleuton) 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) 2025 Anstro Pleuton (@anstropleuton)
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*
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********************************************************************************************/
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namespace Examples.Shaders;
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public class RoundedRectangle : 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 / Rounded Rectangle";
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public string Title => "raylib [shaders] example - rounded rectangle";
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// Rounded rectangle data
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private struct RoundedRect
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{
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public Vector4 CornerRadius; // Individual corner radius (top-left, top-right, bottom-left, bottom-right)
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// Shadow variables
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public float ShadowRadius;
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public Vector2 ShadowOffset;
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public float ShadowScale;
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// Border variables
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public float BorderThickness; // Inner-border thickness
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// Shader locations
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public int RectangleLoc;
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public int RadiusLoc;
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public int ColorLoc;
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public int ShadowRadiusLoc;
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public int ShadowOffsetLoc;
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public int ShadowScaleLoc;
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public int ShadowColorLoc;
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public int BorderThicknessLoc;
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public int BorderColorLoc;
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}
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private Shader shader;
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private RoundedRect roundedRectangle;
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private readonly Color rectangleColor = Color.Blue;
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private readonly Color shadowColor = Color.DarkBlue;
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private readonly Color borderColor = Color.SkyBlue;
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public void Init()
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{
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// Load the shader
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shader = LoadShader(
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$"resources/shaders/glsl{GlslVersion}/base.vs",
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$"resources/shaders/glsl{GlslVersion}/rounded_rectangle.fs"
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);
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// Create a rounded rectangle
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roundedRectangle = CreateRoundedRectangle(
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new Vector4(5.0f, 10.0f, 15.0f, 20.0f), // Corner radius
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20.0f, // Shadow radius
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new Vector2(0.0f, -5.0f), // Shadow offset
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0.95f, // Shadow scale
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5.0f, // Border thickness
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shader // Shader
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);
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// Update shader uniforms
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UpdateRoundedRectangle(roundedRectangle, shader);
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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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// Draw rectangle box with rounded corners using shader
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Rectangle rec = new(50, 70, 110, 60);
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DrawRectangleLines((int)rec.X - 20, (int)rec.Y - 20, (int)rec.Width + 40, (int)rec.Height + 40, Color.DarkGray);
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DrawText("Rounded rectangle", (int)rec.X - 20, (int)rec.Y - 35, 10, Color.DarkGray);
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// Flip Y axis to match shader coordinate system
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rec.Y = screenHeight - rec.Y - rec.Height;
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Raylib.SetShaderValue(shader, roundedRectangle.RectangleLoc, new[] { rec.X, rec.Y, rec.Width, rec.Height }, ShaderUniformDataType.Vec4);
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// Only rectangle color
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Raylib.SetShaderValue(shader, roundedRectangle.ColorLoc, new[] { rectangleColor.R / 255.0f, rectangleColor.G / 255.0f, rectangleColor.B / 255.0f, rectangleColor.A / 255.0f }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, roundedRectangle.ShadowColorLoc, new[] { 0.0f, 0.0f, 0.0f, 0.0f }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, roundedRectangle.BorderColorLoc, new[] { 0.0f, 0.0f, 0.0f, 0.0f }, ShaderUniformDataType.Vec4);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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// Draw rectangle shadow using shader
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rec = new Rectangle(50, 200, 110, 60);
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DrawRectangleLines((int)rec.X - 20, (int)rec.Y - 20, (int)rec.Width + 40, (int)rec.Height + 40, Color.DarkGray);
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DrawText("Rounded rectangle shadow", (int)rec.X - 20, (int)rec.Y - 35, 10, Color.DarkGray);
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rec.Y = screenHeight - rec.Y - rec.Height;
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Raylib.SetShaderValue(shader, roundedRectangle.RectangleLoc, new[] { rec.X, rec.Y, rec.Width, rec.Height }, ShaderUniformDataType.Vec4);
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// Only shadow color
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Raylib.SetShaderValue(shader, roundedRectangle.ColorLoc, new[] { 0.0f, 0.0f, 0.0f, 0.0f }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, roundedRectangle.ShadowColorLoc, new[] { shadowColor.R / 255.0f, shadowColor.G / 255.0f, shadowColor.B / 255.0f, shadowColor.A / 255.0f }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, roundedRectangle.BorderColorLoc, new[] { 0.0f, 0.0f, 0.0f, 0.0f }, ShaderUniformDataType.Vec4);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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// Draw rectangle's border using shader
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rec = new Rectangle(50, 330, 110, 60);
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DrawRectangleLines((int)rec.X - 20, (int)rec.Y - 20, (int)rec.Width + 40, (int)rec.Height + 40, Color.DarkGray);
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DrawText("Rounded rectangle border", (int)rec.X - 20, (int)rec.Y - 35, 10, Color.DarkGray);
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rec.Y = screenHeight - rec.Y - rec.Height;
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Raylib.SetShaderValue(shader, roundedRectangle.RectangleLoc, new[] { rec.X, rec.Y, rec.Width, rec.Height }, ShaderUniformDataType.Vec4);
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// Only border color
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Raylib.SetShaderValue(shader, roundedRectangle.ColorLoc, new[] { 0.0f, 0.0f, 0.0f, 0.0f }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, roundedRectangle.ShadowColorLoc, new[] { 0.0f, 0.0f, 0.0f, 0.0f }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, roundedRectangle.BorderColorLoc, new[] { borderColor.R / 255.0f, borderColor.G / 255.0f, borderColor.B / 255.0f, borderColor.A / 255.0f }, ShaderUniformDataType.Vec4);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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// Draw one more rectangle with all three colors
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rec = new Rectangle(240, 80, 500, 300);
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DrawRectangleLines((int)rec.X - 30, (int)rec.Y - 30, (int)rec.Width + 60, (int)rec.Height + 60, Color.DarkGray);
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DrawText("Rectangle with all three combined", (int)rec.X - 30, (int)rec.Y - 45, 10, Color.DarkGray);
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rec.Y = screenHeight - rec.Y - rec.Height;
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Raylib.SetShaderValue(shader, roundedRectangle.RectangleLoc, new[] { rec.X, rec.Y, rec.Width, rec.Height }, ShaderUniformDataType.Vec4);
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// All three colors
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Raylib.SetShaderValue(shader, roundedRectangle.ColorLoc, new[] { rectangleColor.R / 255.0f, rectangleColor.G / 255.0f, rectangleColor.B / 255.0f, rectangleColor.A / 255.0f }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, roundedRectangle.ShadowColorLoc, new[] { shadowColor.R / 255.0f, shadowColor.G / 255.0f, shadowColor.B / 255.0f, shadowColor.A / 255.0f }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, roundedRectangle.BorderColorLoc, new[] { borderColor.R / 255.0f, borderColor.G / 255.0f, borderColor.B / 255.0f, borderColor.A / 255.0f }, ShaderUniformDataType.Vec4);
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BeginShaderMode(shader);
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DrawRectangle(0, 0, screenWidth, screenHeight, Color.White);
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EndShaderMode();
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DrawText("(c) Rounded rectangle SDF by Iñigo Quilez. MIT License.", screenWidth - 300, screenHeight - 20, 10, Color.Black);
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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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}
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// Create a rounded rectangle and set uniform locations
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private static RoundedRect CreateRoundedRectangle(Vector4 cornerRadius, float shadowRadius, Vector2 shadowOffset, float shadowScale, float borderThickness, Shader shader)
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{
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RoundedRect rec;
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rec.CornerRadius = cornerRadius;
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rec.ShadowRadius = shadowRadius;
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rec.ShadowOffset = shadowOffset;
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rec.ShadowScale = shadowScale;
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rec.BorderThickness = borderThickness;
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// Get shader uniform locations
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rec.RectangleLoc = GetShaderLocation(shader, "rectangle");
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rec.RadiusLoc = GetShaderLocation(shader, "radius");
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rec.ColorLoc = GetShaderLocation(shader, "color");
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rec.ShadowRadiusLoc = GetShaderLocation(shader, "shadowRadius");
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rec.ShadowOffsetLoc = GetShaderLocation(shader, "shadowOffset");
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rec.ShadowScaleLoc = GetShaderLocation(shader, "shadowScale");
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rec.ShadowColorLoc = GetShaderLocation(shader, "shadowColor");
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rec.BorderThicknessLoc = GetShaderLocation(shader, "borderThickness");
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rec.BorderColorLoc = GetShaderLocation(shader, "borderColor");
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UpdateRoundedRectangle(rec, shader);
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return rec;
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}
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// Update rounded rectangle uniforms
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private static void UpdateRoundedRectangle(RoundedRect rec, Shader shader)
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{
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Raylib.SetShaderValue(shader, rec.RadiusLoc, new[] { rec.CornerRadius.X, rec.CornerRadius.Y, rec.CornerRadius.Z, rec.CornerRadius.W }, ShaderUniformDataType.Vec4);
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Raylib.SetShaderValue(shader, rec.ShadowRadiusLoc, rec.ShadowRadius, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, rec.ShadowOffsetLoc, new[] { rec.ShadowOffset.X, rec.ShadowOffset.Y }, ShaderUniformDataType.Vec2);
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Raylib.SetShaderValue(shader, rec.ShadowScaleLoc, rec.ShadowScale, ShaderUniformDataType.Float);
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Raylib.SetShaderValue(shader, rec.BorderThicknessLoc, rec.BorderThickness, ShaderUniformDataType.Float);
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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 - rounded rectangle");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new RoundedRectangle();
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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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