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raylib-cs/Examples/Shaders/TextureOutline.cs

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C#

/*******************************************************************************************
*
* raylib [shaders] example - texture outline
*
* Example complexity rating: [★★★☆] 3/4
*
* 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
*
* Example originally created with raylib 4.0, last time updated with raylib 4.0
*
* Example contributed by Serenity Skiff (@GoldenThumbs) and reviewed by Ramon Santamaria (@raysan5)
*
* 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) 2021-2025 Serenity Skiff (@GoldenThumbs) and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
using static Raylib_cs.Raylib;
namespace Examples.Shaders;
public class TextureOutline : 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 / Texture Outline";
public string Title => "raylib [shaders] example - texture outline";
private Texture2D texture;
private Shader shdrOutline;
private float outlineSize;
private int outlineSizeLoc;
public void Init()
{
texture = LoadTexture("resources/fudesumi.png");
shdrOutline = LoadShader(null, $"resources/shaders/glsl{GlslVersion}/outline.fs");
outlineSize = 2.0f;
// Normalized RED color
var outlineColor = new[] { 1.0f, 0.0f, 0.0f, 1.0f };
float[] textureSize = { (float)texture.Width, (float)texture.Height };
// Get shader locations
outlineSizeLoc = GetShaderLocation(shdrOutline, "outlineSize");
var outlineColorLoc = GetShaderLocation(shdrOutline, "outlineColor");
var textureSizeLoc = GetShaderLocation(shdrOutline, "textureSize");
// Set shader values (they can be changed later)
Raylib.SetShaderValue(
shdrOutline,
outlineSizeLoc,
outlineSize,
ShaderUniformDataType.Float
);
Raylib.SetShaderValue(
shdrOutline,
outlineColorLoc,
outlineColor,
ShaderUniformDataType.Vec4
);
Raylib.SetShaderValue(
shdrOutline,
textureSizeLoc,
textureSize,
ShaderUniformDataType.Vec2
);
}
public void Update()
{
// Update
//----------------------------------------------------------------------------------
outlineSize += GetMouseWheelMove();
if (outlineSize < 1.0f)
{
outlineSize = 1.0f;
}
Raylib.SetShaderValue(
shdrOutline,
outlineSizeLoc,
outlineSize,
ShaderUniformDataType.Float
);
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
BeginShaderMode(shdrOutline);
DrawTexture(texture, GetScreenWidth() / 2 - texture.Width / 2, -30, Color.White);
EndShaderMode();
DrawText("Shader-based\ntexture\noutline", 10, 10, 20, Color.Gray);
DrawText("Scroll mouse wheel to\nchange outline size", 10, 72, 20, Color.Gray);
DrawText($"Outline size: {(int)outlineSize} px", 10, 120, 20, Color.Maroon);
DrawFPS(710, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texture);
UnloadShader(shdrOutline);
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture outline");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
var game = new TextureOutline();
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;
}
}